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Table of Contents

Introduction 1 Scenarios
Overrun 12
Player Responsibilities Kill Box 13
Logistics 1 Close Quarters 14
Army Lists 1 Gaining Ground 15
Modeling and Painting 1 Process of Elimination 16
Conversions 2 Revelation 17
Sportsmanship 3 Incursion 18
Outflank, Outfight, Outlast 19
TO Responsibilities Capture the Flag 20
Number of Rounds 3 Grind 21
First Round Pairings 3 Destruction 22
Subsequent Pairings 4 The Gauntlet 23
Byes & Odd Number Players 4 Command & Control 24
Match Timing 4 Diversion 25
Turn Timing 5 Demolition 26
Turn Extension 5 Sacrifice 27

Tournament Matches Steamroller 2011 Appendix


Scenarios 5 Variants 28
Terrain 6 Using Variants 28
Scenario Selection 7 Army List Variants 29
Deployment 7 Painting Variants 29
Final Standings 8 Number of Rounds Variants 30
Match Timing Variants 30
Sample Record Sheet 9 Scenario Variants 31
Victory Variants 31
Scenario Reference Sheets Final Standings Variants 31
Scenario Glossary 10 Logistics 33
Victory & Tiebreakers 11 Sample Combinations 33

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason.
Steamroller 2011
Victory cannot be gained through strength of arms and strategy alone; a general must be
meticulously prepared and infinitely adaptable. Know the land as you know yourself, strike
without hesitation, and be prepared to offset any tactical disadvantage with overwhelming
numbers. The ultimate purpose of war is victory—absolute victory at any cost.
—Kommandant Gurvaldt Irusk, Irusk on Conquest: How to Fully Subjugate Your Enemy

In Steamroller tournaments, players face off in a series of matches and pit their skills against
increasingly challenging opponents to determine who will emerge victorious. Steamroller is ideal for
groups of 8 to 32 players and promotes fast and furious play while stressing the ability to adapt to a
variety of scenarios.

Player Responsibilities
Logistics
Players participating in a Steamroller 2011 (SR2011) event must bring all their own models, stat
cards, dice, measuring devices, tokens, markers, and templates they require for play. The
Tournament Organizer (TO) must approve any printed media used to track damage. Players should
also bring a copy of the SR2011 scenario reference sheet for use during the tournament.

Army Lists
Players must bring two printed or legibly handwritten copies of all their army lists complete with point
costs and army point totals. Players should check with the TO before the event begins on any rules
questions they think may arise based on their armies.

Army list point totals cannot exceed the point size chosen for the game and cannot fall more than 2
points under the point size chosen for the event. Players must include all warcaster’s or warlock’s
bonus warjack or warbeast points in their army lists. A 50-point Kaelyssa army, for example, must
include 55 to 57 points of models.

In the SR2011 format, players may bring up to two army lists. The same warcaster or warlock
cannot be included in both lists. Both lists are subject to the same point constraints (factoring in
bonus warjack/warbeast points), must be from the same faction, and must be registered with the TO
before the start of the event. Mercenary players can use different contracts or theme forces for their
two lists. Minion players can use different pacts or theme forces for their two lists.

SR2011 allows all released theme forces to be used. Anyone using a theme force must have the
theme force available for the TO’s reference (in order to verify the army list) and for the opponent’s
reference (in order to view the theme force’s special rules).

Modeling and Painting


All models used in Privateer Press organized play events must be Privateer Press miniatures from
the WARMACHINE or HORDES ranges. Every miniature must be fully assembled on the
appropriately-sized base for which the model was designed. Any non–Privateer Press models,
unassembled miniatures, or inappropriately based models are not permitted.
Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason. 1
Models that have not yet been released to the general public at the time of the event are not
permitted unless those models are readily available at the event venue (such as convention–release
models in tournaments at that convention). The ―extreme‖ versions of models are perfectly
acceptable for use in organized play.

Privateer Press encourages players to have a fully painted force on the table. Games with painted
armies are more interesting to watch and generally enhance the experience for all. Although
painting is not required, players should take this chance to show off all aspects of the hobby.

Miniatures must be on their appropriately sized WARMACHINE/HORDES bases, but scenic details
may be added. The base’s perimeter must always be considered when modeling scenic details.
While scenic elements may overhang the base’s edge, the base itself, not the scenic elements, is
used for all measurements. The edge of a model’s base must not be obscured to the point that
accurate measuring becomes difficult or impossible.

Conversions
Playing with a uniquely individualized and painted force is one of the most rewarding aspects of the
hobby. Just as with information disclosure and sportsmanship, players are expected to be
unambiguous about model representation, and all conversions must be clearly pointed out to your
opponent before the game to avoid confusion.

The following rules must be followed when using converted models in organized play. These rules
are meant not to limit a player’s modeling options but rather to allow creativity without generating an
environment that could become confusing during game play. At his discretion, an event organizer
may make exceptions to these rules to approve any reasonable conversion.

A converted model must contain a majority of parts from the WARMACHINE or HORDES model for
which the rules were written. For example, a Testament of Menoth conversion must be composed
mostly of parts from the Testament of Menoth model. The end result of any conversion must be
clearly identifiable as the intended miniature and must accurately represent its weapons and
equipment as listed in its rules.

On warrior models, converting and swapping weapons is acceptable provided the new weapon
represents the same type of weapon replaced (like swapping one sword for another). Anything
relating to a weapon’s specific rules must be maintained to avoid confusion on the tabletop. For
example, a weapon with Chain Weapon must still be modeled as a chain-style weapon, and a
weapon’s length must be considered when converting weapons with Reach.

Weapons cannot be swapped on warjack and warbeast models. Since many of the ’jacks and
beasts utilize the same chassis or torso, the weapons are the most identifiable part of the model
when looking across the tabletop. Converting warjacks and warbeasts is still encouraged, but the
aesthetics of the weapons must be maintained. Modifying weapons is permitted as long as the end
result is easily identifiable as the intended warjack or warbeast’s proper weapon.

The models with ―upgrade kit‖ blisters are an exception to the standard conversion rules. Because
the parts in these blisters define an entirely separate model for rules purposes, all parts must be
clearly visible on the model for legal tournament use. For example, a helljack with one claw and one
harpoon is not Malice. The model must have the correct head, harpoon blade, and all three spirit
parts from the Malice blister in order to be considered Malice.
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Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
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the right to remove this permission or revise contents herein at any time for any reason. 2
Sportsmanship
A fair and honest in-game environment is required in order for everyone to have fun. Players must
accurately execute the rules of the game and fully cooperate with opponents to honestly answer any
questions that arise before and during the game. Players are also responsible for holding their
opponents to the same standards.

The TO will not be able to observe every game. If your opponent is doing something that is making
you uncomfortable—stalling, bending the rules, or outright cheating—tell your opponent about it.
Explain what they can do to remedy the situation in order to maintain a fair, honest and fun in-game
environment. If the behavior continues or a dispute arises call the TO and explain the situation. The
TO always has the final word on rules questions or debates. Players must accept all rulings made
by the TO whether or not they agree. We assume that all players are good sports who understand
fair play.

Players must present a mature and polite demeanor to opponents and the TO. Failure to do so
will result in immediate disqualification. A TO may also disqualify a player for any incident that is
deemed unsporting. This includes, but is not limited to, offensive or abusive conduct, bullying,
cheating, constant rules arguments, improper play, stalling, and other immature actions. Disqualified
players are not eligible for any awards or prizes and are barred from further participation in the event
and any other related events.

TO Responsibilities
Number of Rounds
Players participate in a timed format with all players participating in every round. The number of
players participating in the tournament determines the maximum number of matches usually
required to determine a winner. The chart below breaks down the number of rounds relative to the
number of players in the event.

Players Rounds
8 or fewer 3-round event
9 to 16 4-round event
17 to 32 5-round event
33 to 64 6-round event
The event will run until one player has more tournament points than any other player at the end of a
round. Once this condition is met, the event ends without additional matches.

First Round Pairings


Shuffle all the tournament record sheets together. Take the top two sheets and set them to one side.
This gives you the first pairing. Without shuffling the pile again, remove the next two sheets and
repeat the process until all players have an opponent. If you have an odd number of players, see
―Byes & Odd Number of Players‖ below.

Once you have completed the pairings, note the opposing player’s ID on each player’s sheet to
track that player’s opponents. Record the tournament point and control point scores for each player
when the round ends. Ignore the subtotal boxes for now; they only matter for rounds after the first.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
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Subsequent Pairings
From here on, all pairings and ranks are based on tournament point subtotals and pairings from
previous rounds. After all matches in the previous round have been completed, sort the tournament
record sheets into piles based on the number of tournament points. Shuffle each pile.

Take the top sheet of the pile with the greatest number of tournament points and choose the first
opponent in the pile he has not already played. Set this pair aside and repeat the process. When
you reach the end of a pile move to the next pile. If a pile has an odd number of players, pair the last
player against someone from the next-highest tournament point pile. Again, once you have all the
pairings, write the opposing player’s ID in the appropriate column on each player’s sheet. It may
take several attempts to find pairings that avoid duplicating match-ups.

Some TOs use additional criteria for their pairings. Keep in mind that any additional criteria must
come after matching players with the same number of tournament points who have not already
played one another.

Byes & Odd Number of Players


Steamroller matches take place between two players. In the case of an odd number of players, one
player will receive a bye. A player receiving a bye sits out of the current matches and receives 1
tournament point and 0 control points for the round.

The TO will randomly determine which player receives the bye if a tournament begins with an odd
number of players. In subsequent rounds, the TO will randomly select a player from those with the
lowest tournament point totals. The TO should ensure that the same player does not receive a bye
more than once per event.

Match Timing
Each round in a Steamroller event has a variable match length. Before each match begins, the TO
rolls a d6 and doubles the result to determine the variable. He then adds the variable to the base
match length to determine the overall match length as shown in the table below. The TO will not
announce the result of this roll or reveal the amount of time remaining in a match to players.

Turn Extension
Event Point Base Match Turn Length
Length
Size Length (minutes) (minutes)
(minutes)
35 80 10 5
50 100 12 6
75 120 15 7
100 160 20 10

After the time limit for a match has expired, the TO calls ―dice down.‖ If a player is in the process of
moving a model, he finishes that movement, then the turn and game end. If the player is in the
process of making a roll of any kind, he completes that single roll, then the turn and game end. If the
roll is an attack roll that directly hits its target, resolve the direct hit damage roll as well. Note that the
end of the turn due to dice down prompts scenario scoring as specified in the scenario even though
the game is also ending.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason. 4
If a game does not have a clear winner after dice down, check the scenario for how to determine the
winner. The TO should instruct all players how the tiebreaker system described in the SR2011
scenario reference sheet works before the tournament begins.

When estimating the overall length of a tournament, a TO should add approximately 30 minutes per
round to cover the variable, allow time to do pairings, get people to their new tables, and get the
next round started.

Turn Timing
Steamroller also uses timed turn length to ensure a fair play environment. Players in each match
use a timer to track the fixed amount of time available for each turn. This time limit is based on the
point size of the event.

If a player is executing a model/unit’s normal movement when his turn time expires, he finishes
moving that model/unit, then his turn ends. If the player is in the process of making a roll of any kind
after movement is complete, he completes that single roll, then his turn ends. If the roll is an attack
roll that directly hits its target, resolve the direct hit damage roll as well.

When a player moves a model, rolls dice or takes significant time to make decisions during the other
player’s turn, the player whose turn it is has the option of stopping the clock while these actions are
resolved.

Turn Extension
Once per game, each player may extend his turn length with an extension. A player can extend his
turn length by declaring he is doing so during his turn or within 30 seconds after the time allotted for
his turn runs out. After the current turn time expires, the active player’s opponent resets the clock to
the number of minutes for the turn extension, then the active player continues his turn. Remember
that this extension is only for a player’s turn length and cannot extend a turn past the match length.

Tournament Matches
Scenarios
In order to streamline scenario descriptions, all the rules for control zones, flags and objectives are
now found on the SR2011 scenario reference sheet at the beginning of the scenario packet. All
victory conditions and tiebreakers are also found there. The TO should bring several copies of the
SR2011 scenario reference sheet for use during the tournament.

Veterans of past Steamroller formats should note that most SR2011 scenarios allow players to
score control points on either player’s turn. This method rewards players more accurately for holding
ground as well as for taking ground. Resolve all effects that expire at the end of the turn before
calculating scoring for the turn.

SR2011 has also added radial scenarios that use the right-hand corners of the board as the
reference point for deployment. Radial scenarios are intended for games of 35 points or higher.
Measurements for deployment are made from the right-hand corner out to the limit of the
deployment zone along any radial axis.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason. 5
In radial scenarios a player’s table edge is defined as the two table edges that intersect at the right-
hand corner. Mechanics that are measured from a player’s board edge may use a point on either of
the two sides indicated below.

TOs should stress that it is imperative all players pursue both the scenario and assassination victory
conditions during the match as players do not know when the round time is going to expire.

Terrain
The type, volume, and placement of terrain are up to the TO, but the following guidelines must be
followed when setting up tournament tables:

 Do not place obstructions or rough terrain within normal deployment zone areas. This does
not apply to Advance Deployment areas.

 All terrain pieces must be placed at least 3˝ away from other terrain pieces. This includes
terrain pieces granted by Theme Force bonuses.

 Do not place impassable terrain within control zones when playing scenarios that use them.
Note that all other terrain may be placed within the control zones.

TOs can choose whether to fully represent the control zones presented in the scenario packet with
templates or mark the corners of rectangular zones or the center point of circular zones.

If center or corner markers are used, players may measure the scoring area whenever it is relevant
to fulfilling scenario conditions. Any attempted abuse of this mechanic is grounds for disqualification.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason. 6
Scenario Selection
Steamroller 2011 contains four groups of scenarios. The scenarios in each group have similar
objectives. In order to ensure that tournaments contain a variety of different scenario types, TOs
must select a scenario from each group before they can choose from the same group again.

Group Selection Example


Round Group Choices Available Group Chosen
1 1, 2, 3, 4 1
2 2, 3, 4 4
3 2, 3 3
4 2 2
5 1, 2, 3, 4 3

TOs should choose scenarios before a tournament to ensure that they have the required materials
for those scenarios. The selected scenarios can be played in any order. You may also use the
random scenario table below. Make two separate d6 rolls, re-rolling 5s and 6s (or two separate d4
rolls if such dice are readily available).

Scenarios cannot be repeated in a standard tournament. All players play the same scenario each
round. The TO keeps the upcoming scenario secret until the start of each round of matches.

During each round the TO should provide one copy of the scenario being played for every four
players (every two tables) in the event. After declaring the scenario, the TO will read the rules for
that scenario aloud. The TO should answer questions concerning the scenario before the round
begins. Players are responsible for making sure they understand the scenario.

Random Scenario Table


Roll 1  1 2 3 4
Group 1: Group 2: Group 3: Group 4:
Roll 2
Center Dual Distant Radial
Process of Capture the Command and
1 Overrun
Elimination Flag Control
2 Kill Box Revelation Grind Diversion
Close
3 Incursion Destruction Demolition
Quarters
Gaining Outflank,
4 The Gauntlet Sacrifice
Ground Outfight, Outlast

Deployment
Players secretly choose one of their two lists after the pairings and scenarios for the match have
been announced. Before deploying any models, players should conceal the card for their selected
warcaster or warlock on the table. Players cannot change their lists after making this selection. Both
players reveal their lists simultaneously, then setup continues normally.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason. 7
Players can ask to see their opponent’s lists at any time, including before final list selection, before
the start of the match, and during play. A player must take care not to disrupt the flow of the game
while doing this.

In order to mitigate the initiative advantage of the first player, the deployment zones in SR2011 are
based on turn order.

In standard scenarios the first player has an 8˝ deployment zone (14˝ AD) and the second player
has a 10˝ deployment zone (16˝ AD).

In radial scenarios the first player has an 18˝ deployment zone (24˝ AD) and the second player has
a 20˝ deployment zone (26˝ AD).

The player who chooses to go first chooses his table edge, deploys first, and takes the first turn.
TOs also have the option to predetermine table sides for players in order to save time during
deployment.

Final Standings
Players score tournament points based on their performance during each match. A player gains 1
tournament point for a win and 0 for a loss or draw. Tournament points determine a player’s current
standing in a tournament.

In the case of two players with the same score, determine which one ranks higher by adding the
tournament score of all of the opponents each player faced over the previous rounds (strength of
schedule). For example, after four rounds Jason and Doug are tied for second place. To break the
tie, the TO adds up all the tournament points of Jason’s opponents for the previous four rounds and
compares the total to the combined score of Doug’s opponents for those rounds.

The player whose opponents have the highest total score has the best strength of schedule score
and earns the higher rank. If strength of schedule is the same for both players, the player who
accrued the most control points throughout the tournament earns the higher rank. If control points
are the same for both players, the player who accrued the most enemy army points destroyed
throughout the tournament earns the higher rank.

When counting destroyed army points, use the following rules:

 Destroyed models/units are worth their army points value.

 Units below 50% of their starting number (rounding up) are worth 50% of their army points
(rounding up), including all attachments.

 Count the full army points value for inert warjacks and wild warbeasts.

 Warcasters and warlocks are worth 5 army points. Non-warcaster/warlock models included
with warcasters and warlocks have no additional value.

When calculating model value, use the values printed on the model stat cards even if those models
were brought into the army via other means (example: Dark Industries) or if the models received a
discount during army-building (example: Call of the Wild tier 4 theme force benefit).
Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason. 8
Sample Tournament Record Sheet
Instructions: Please print neatly and legibly. Shaded areas are for organizer use only.

PP Forum Name:
Player Name: Player Number:
Theme Force:
List 1 Faction/Contract:
Tier: 1 / 2 / 3 / 4
List 2 Faction/Contract: Theme Force:
Tier: 1 / 2 / 3 / 4

Opponent Opponent AP
Round Result TP CP
Player # Destroyed
1 W/L/T

2 W/L/T

3 W/L/T

4 W/L/T

5 W/L/T

Totals

Point Point
List 1 List 2 (optional)
Cost Cost

List 1 Total Point Cost: List 2 Total Point Cost:

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
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SR2011 SCENARIO REFERENCE SHEET
Scenario Glossary

Scenario Diagrams: Each player’s deployment zone and Flag (40 mm base): All flags are models with the
the scoring areas or objectives for the scenario are depicted. following qualities:
The first (red) and second (blue) player are assigned a color
 Cannot be targeted, damaged, moved, placed, or
in the diagram. The scoring areas are also color-coded by
removed from play
player in some scenarios. In these scenarios a player must
control or contest the areas that match his own color in the  Incorporeal, stationary, medium-based models
diagram.  Immune to all in-game effects; do not activate

Starting number: The number of models that a model/unit A player controls a flag if he owns one or more models
choice provides based on the army point cost paid. If a B2B with the flag and the opponent has no models within
model/unit doesn’t begin the game with all purchased 4˝ of that flag. There are no additional requirements for
models in play, the starting number is still considered to be warcasters, warlocks, warjacks, or warbeasts.
the number stated on the stat card for the point cost paid. If the B2B model is a member of a unit, the unit must
Own: Models listed, or created by effects, within a player’s contain 50% or more of its starting number (rounding up)
fielded army list. and all remaining models must also be within 4˝ of the
flag.
Control: The rules for control vary depending on the
scenario and the type of scoring area (zone or flag) used. If the B2B model is a solo it must have an army point cost
Ignore inert warjacks, wild warbeasts, fleeing models and of 1 or more. For solo choices that consist of multiple
models that you own that are under the control of your models, divide the cost of the solo choice by the number
opponent when checking for control conditions. of models to see if each model is worth at least 1 point.
For multiple model solo choices to control a flag the
Contest: A player must own at least one model within a choice must contain 50% or more of its starting number
scoring area in order to contest that area or within 4” of a of models (rounding up) and all remaining models must
flag to contest that flag. Inert warjacks, wild warbeasts, and also be within 4˝ of the flag.
fleeing models cannot contest.
Objective (50 mm base): Some scenarios will add
Zone: Also called a “scoring area.” A region of the game additional qualities to objectives or contradict these
table defined within the scenario rules. Players seek to properties; in those cases the scenario takes precedence.
“control” these zones or “contest” a zone so that an All objectives are models with the following qualities:
opponent does not control that zone. A player controls a
zone if he owns one or more models within the zone and the  Cannot be targeted by attacks or damaged on the
opponent has no models within the same zone. first round
 Non-living, non-warrior, stationary, large-based
There are no additional requirements for warcasters, models
warlocks, warjacks, or warbeasts. For a unit to control a  Friendly model to all other models
zone the unit must contain 50% or more of its starting  DEF 5/ARM 20/Damage: 15
number (rounding up) and all remaining models must be
 360 front arc
within the same zone.
 May be moved by throws, slams, pushes, etc.
For a solo to control a zone, it must have an army point cost  Cannot be placed, knocked down, or removed
of 1 or more. For solo choices that consist of multiple from play
models, divide the cost of the solo choice by the number of  Cannot channel
models to see if each model is worth at least 1 point. For  Do not activate, suffer continuous effects, or
multiple model solo choices to control a zone the choice suffer collateral damage
must contain 50% or more of its starting number of models
(rounding up) and all remaining models must be within the
same zone.

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Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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SR2011 SCENARIO REFERENCE SHEET

Victory and Tiebreakers


Assassination Victory: When only one player owns  Units and Unit Attachments: Points equal to the
warcasters/warlocks remaining in play, that player unit’s army point cost. Ignore units that have
immediately wins the match. fewer than 50% (rounding up) of their starting
Scenario Victory: When a player has fulfilled the victory number remaining in play when counting army
conditions described in the scenario, that player points. At least half (rounding up) of the
immediately wins the match. remaining models must be within the scoring
area.
1st Tiebreaker: If time runs out before a player has won the
match, the player who owns the most warcasters/warlocks Models with the Attachment ability add to the
remaining in play wins the match. If both players own the unit’s value and also add to the number of models
same number of warcasters/warlocks in play, check the 2nd needed. For example, ten Long Gunners need five
tiebreaker to determine the match winner. or more models in play to be worth 10 points, and
2nd Tiebreaker: The player who has the most control twelve Long Gunners including their unit
points wins the match. If both players have the same attachment need six or more models to be worth
number of control points, check the 3rd tiebreaker to 12 points.
determine the match winner.  Warcasters/Warlocks: 5 points for each warcaster
3rd Tiebreaker: Tally the army point value of the or warlock (regardless of warjack and warbeast
models/units owned by each player within the designated bonus points) within the scoring area. If a
scenario scoring area. Ignore inert warjacks, wild warbeasts, warcaster or warlock choice consists of multiple
and fleeing models when checking 3rd tiebreaker models, all the models with the warcaster or
conditions. The player with more army points wins the warlock subtype must be within the scoring area.
match. If both players have the same number of army Models automatically included with the warcaster
points, check the 4th tiebreaker to determine the match or warlock choice without the warcaster or
winner. warlock subtype do not affect warcaster/warlock
scoring.
 Warjacks/Warbeasts: Points equal to the army point
cost of the model within the scoring area. 4th Tiebreaker: Tally each player’s army points
destroyed as described below. The player who suffered
 Solos: Points equal to the army point cost of the more army points destroyed loses the match.
model within the scoring area. If a solo choice
consists of multiple models, ignore solo choices  Destroyed models/units are worth their army
that have fewer than 50% (rounding up) of their points value.
starting number remaining in play when counting  Units below 50% of their starting number
army points. All remaining models must be within (rounding up) are worth 50% of their army points
the scoring area for the solo choice’s value to be (rounding up) including all attachments.
counted.
 Count the full army points value for inert
warjacks and wild warbeasts.
 Warcasters and warlocks are worth 5 army
points.

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Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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#1 – Overrun (Center Scenario)
Special Rules
Summary: Players attempt to control a rectangular zone in the center of the board.
Mark a 36˝ x 8˝ zone in accordance with the diagram below.
At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control
point by controlling the zone.

Victory Conditions
The first player to earn 2 control points immediately wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the control zone.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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#2 – Kill Box (Center Scenario)
Special Rules
Summary: Players must move their warcaster(s) or warlock(s) forward while attempting to
assassinate their opponent’s warcaster(s) or warlock(s).
Mark a 24˝ square in accordance with the diagram below. This is the kill box.

Victory Conditions
Starting on the first player’s second turn, if a player ends his own turn with a friendly warcaster or warlock not
within the kill box, all friendly warcasters and warlocks are immediately destroyed and cannot be healed.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the kill box.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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#3 – Close Quarters (Center Scenario)
Special Rules
Summary: Players attempt to control a circular zone on the opponent’s side of the board.
Mark two zones (8˝ diameter circles) in accordance with the diagram below.
At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point
when he controls the zone on the opponent’s half of the board.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent immediately
wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the control zone
on your opponent’s side of the board.

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#4 – Gaining Ground (Center Scenario)
Special Rules
Summary: Players attempt to control two zones of different value.
Mark three 18˝ x 6˝ zones in accordance with the diagram below.
At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control
point for controlling the central zone; a player controlling the zone on the opponent’s side of the board earns
2 control points. In this scenario player 1 cannot earn control points if an enemy model is contesting the zone
on player 1’s half of the board. Player 2 cannot earn control points if an enemy model is contesting the zone
on player 2’s half of the board.

Victory Conditions
The first player to earn at least 4 control points and have more control points than the opponent immediately
wins the match.
If time runs out before a player has won the match via scenario or assassination victory, then break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the central zone
and the zone on your opponent’s half of the board.

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#5 – Process of Elimination (Dual Scenario)
Special Rules
Summary: Players attempt to control two central zones.
Mark two 6˝ x 14˝ zones in accordance with the diagram below.
At the end of each player’s turn, starting on the second player’s second turn, both players earn 1 control point
per zone that they control. In this scenario each player can earn only 1 control point per turn. Each player can
earn only 1 control point in each zone during the course of the match.

Victory Conditions
The first player to score 2 control points and have more control points than the opponent wins the match. If
both players reach 2 control points on the same turn reopen scoring in both zones and play until a player
earns 2 more control points. Repeat as needed.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the two control
zones.

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Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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#6 – Revelation (Dual Scenario)
Special Rules
Summary: Players attempt to control two flags on the centerline of the board.
Place two flags in accordance with the diagram below. After the roll for turn but before deployment, randomly
choose a flag in one of the positions as flag #1. The remaining flag is flag #2.
At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point if
he controls flag #1. A player earns 1 control point if he controls flag #2 but cannot begin scoring control points
on flag #2 until the turn after the first control point is scored on flag #1 by either player. Each player may
score only 2 control points on each flag during the match.

Victory Conditions
The first player to earn at least 3 control points and have more control points than the opponent, immediately
wins the match. If both players reach 3 control points on the same turn, reopen scoring on both flags and play
until a player has more control points than the opponent.
If time runs out before a player has won via scenario or assassination victory, break the tie as outlined in
―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within 4˝ of either flag.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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#7 – Incursion (Dual Scenario)
Special Rules
Summary: Players attempt to control two flags on the centerline of the board.
Place three flags in accordance with the diagram below.
At the end of the second player’s first turn, randomly remove one flag from the board.
At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point for
each flag he controls.

Victory Conditions
The first player to earn at least 3 control points and have more control points than the opponent immediately
wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within 4˝ of either flag.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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the right to remove this permission or revise contents herein at any time for any reason. 18
#8 – Outflank, Outfight, Outlast (Dual Scenario)
Special Rules
Summary: Players attempt to control two circular zones on the centerline of the board.
Mark two zones (12˝-diameter circle) in accordance with the diagram below.
At the end of each player’s turn, starting on the second player’s second turn, both players earn 1 control point
per zone they control.

Victory Conditions
The first player to earn at least 3 control points and have more control points than the opponent immediately
wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the 2 control
zones.

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Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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the right to remove this permission or revise contents herein at any time for any reason. 19
#9 – Capture the Flag (Distant Scenario)
Special Rules
Summary: Players attempt to control a flag on the opponent’s side of the board.
Place two flags in accordance with the diagram below.
At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point
when he controls the flag on the opponent’s side of the board.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent immediately
wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within 4˝ of the flag on
the opponent’s side of the board.

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the right to remove this permission or revise contents herein at any time for any reason. 20
#10 – Grind (Distant Scenario)
Special Rules
Summary: Players attempt to maneuver objectives into a zone on the opponent’s side of the board.
Place two objectives and mark two zones (4˝-diameter circle) per the diagram below.
In this scenario when a player disables an objective it is immediately thrown d3 + 3˝ in a direction of that
player’s choice and all previously inflicted damage on it is removed. Objectives thrown in this manner do not
deviate. Collateral damage from this throw is POW 10.
At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point for
each objective within the control zone on the opponent’s half of the board. Players do not earn control points
for controlling zones in this scenario.
Immediately after a control point is scored return the scoring objective to its starting position using least
disturbance (WARMACHINE: Prime, p. 65). Models moved by this placement are knocked down and suffer a
POW 10 collateral damage roll.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent immediately
wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers‖. For the 3rd tiebreaker, instead of counting army points, count the number
of objectives completely within each player’s half of the board. The player with fewest objectives completely
within his half of the board wins the match.

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#11 – Destruction (Distant Scenario)
Special Rules
Summary: Players attempt to destroy two objectives on the opponent’s side of the board.
Before deployment, position an objective on both ―OBJ1‖ positions in accordance with the diagram below.
When an ―OBJ1‖ objective is destroyed place an objective in the ―OBJ2‖ position on the same side of the
board during the next maintenance phase using the rule of least disturbance.
Objectives in this scenario cannot move or be moved.

Victory Conditions
Players earn 1 control point for each objective that is destroyed on their opponent’s side of the board. The
first player to earn 2 control points immediately wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers,‖ For the 3rd tiebreaker, count only the army points within 4˝ of each
objective on your opponent’s side of the board.

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Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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#12 – The Gauntlet (Distant Scenario)
Special Rules
Summary: Players attempt to control a zone on the opponent’s side of the board.
Mark two 6˝ x 8˝ zones in accordance with the diagram below.
At the end of each player’s turn, starting on the second player’s second turn, a player earns 1 control point if
he controls the zone on the opponent’s half of the board.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent wins the
match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the control zone
on your opponent’s side of the board.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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#13 – Command and Control (Radial Scenario)
Special Rules
Summary: Players attempt to control a zone in the center of the board while contesting any flag with
their warcaster or warlock.
Mark one zone (12˝-diameter circle) and place four flags in accordance with the diagram below. In this
scenario, in addition to the normal control requirements for control zones, a player must contest any flag with
a friendly warcaster or warlock in order to control the zone. Players do not earn control points for controlling
flags in this scenario.
At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control
point for controlling the zone.

Victory Conditions
The first player to earn 2 control points immediately wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the control zone.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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#14 – Diversion (Radial Scenario)
Special Rules
Summary: Players attempt to control a flag to their right while contesting a zone on their opponent’s
half of the board.
Mark two zones (8˝-diameter circles) and place two flags in accordance with the diagram below.
Each player may only score on the flag to his right. In this scenario, in addition to the normal control
requirements for flags, a player must contest the zone on the opponent’s half of the board in order to control
his designated flag. Players do not earn control points for controlling zones in this scenario.
At the end of each player’s turn, starting on the second player’s second turn, either player can earn 1 control
point for controlling his designated flag.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent immediately
wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within the control zone
on your opponent’s half of the board.

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Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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the right to remove this permission or revise contents herein at any time for any reason. 25
#15 – Demolition (Radial Scenario)
Special Rules
Summary: Players attempt to maneuver objectives into control zones.
Mark two zones (8˝-diameter circles) and place two objectives in accordance with the diagram below.
In this scenario when a player disables an objective it is immediately thrown d3 + 3˝ in a direction of that
player’s choice and all previously inflicted damage on it is removed. Objectives thrown in this manner do not
deviate. Collateral damage from this throw is POW 10.
Players do not earn control points for controlling zones in this scenario. At the end of each player’s turn,
starting on the second player’s second turn, each player earns 1 control point for each objective within a zone
they control. Each player may score only 1 control point in each zone during the match.
Immediately after a control point is scored, models within 5˝ of scoring objectives suffer a POW 14 magic
damage roll and are knocked down. Then return the scoring objective to its starting position using the rule of
least disturbance (WARMACHINE: Prime, p. 65); models moved by this placement are knocked down and
suffer a POW 10 collateral damage roll.

Victory Conditions
The first player to earn at least 2 control points and have more control points than the opponent immediately
wins the match. If both players reach 2 control points on the same turn, reopen scoring in both zones and
play until a player earns 1 more control point. Repeat as needed.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within both control
zones.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
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the right to remove this permission or revise contents herein at any time for any reason. 26
#16 – Sacrifice (Radial Scenario)
Special Rules
Summary: Players attempt to control a zone while basing a flag.
Mark one zone (12˝-diameter circle) and one1 flag in accordance with the diagram below.
In this scenario, in addition to the normal control requirements for zones, a player must own a friendly model
in B2B with the flag in order to control the zone. Players do not earn control points for controlling flags in this
scenario. At the end of each player’s turn, starting on the second player’s second turn, either player can earn
1 control point for controlling the zone.
Each turn after scoring is complete, but before the next turn begins, all models in B2B with the flag and
owned by a player who scored that turn suffer a POW 20 magic damage roll, are pushed 3˝ directly away
from the flag, and are knocked down.

Victory Conditions
The first player to earn 2 control points immediately wins the match.
If time runs out before a player has won the match via scenario or assassination victory, break the tie as
outlined in ―Victory & Tiebreakers.‖ For the 3rd tiebreaker, count only the army points within 4˝ of the flag.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason. 27
Steamroller 2011 Appendix
Variants for the Official WARMACHINE & HORDES Tournament
Format
Steamroller 2011 (SR2011) provides an official format for Tournament Organizers (TOs) of
WARMACHINE and HORDES events. We realize that not all communities are the same, so we
have compiled this appendix to provide official variants to specific areas of the SR2011 document.

These variants can be used to alter a single rule, or they can be combined to form a more casual or
competitive format based on the preferences of the players, the needs of the venue, or event time
constraints. No matter what choices you make, any combination of variants from this document will
constitute an official SR2011 tournament format.

Variant rules are available for the following sections of the SR2011 rules:
1. Army Lists
2. Painting
3. Number of Rounds
4. Match Timing
5. Scenarios
6. Victory
7. Final Standings

Using Variants
This document will revisit several rules areas of the SR2011 document. A review of the minimum
baseline version of a rule will be listed followed by variant keyword(s) and the description of the
variant(s). For example, if a baseline rule section called ―Lunch‖ required that players bring their own
lunch to events, the SR2011 appendix entry for Lunch might read:

Baseline – Players are responsible for providing their own lunch at this SR2011 event.

Lunch Provided – Lunch will be provided by the venue.

Catered ($X) – Players can provide $X to purchase a catered lunch at this SR2011 event.

This is not a real SR2011 rule, but if it were and the TO wanted to advertise a variant Lunch rule for
his event, he could simply write ―SR2011 Appendix rules in use: Lunch Provided‖ in his event
description. This sentence would also contain any other variant keywords from the SR2011
Appendix that the TO was using for his event.

Some variants will also contain descriptions of multiple versions that alter the effects of the variant,
depending on the desires of the TO. The difference between ―SR2011 Appendix rules in use:
Catered ($5)‖ versus ―SR2011 Appendix rules in use: Catered ($8)‖ is an example of using different
versions of the same variant.

Not all sections of the SR2011 rules document will have variant options. Players must always
practice good sportsmanship, for example, and there are no variants available for playing outside
the sportsmanship parameters set forth in the baseline SR2011 rules.
Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason.
28
1. Army List Variants
Baseline – Second list optional. The same warcaster or warlock cannot be included in both lists.
Both lists are subject to the same point constraints and must be from the same faction.

Theme Forces: Tier X Required – Players must use a Theme Force of Tier X or higher in all lists.

X List(s) Required – Players must bring exactly X army lists and must field each army list at least
once during the event. Each list requires a different warcaster or warlock.

Warcaster/Warlock Characters Restricted – Warcaster/warlock characters cannot be included in


more than one of a player’s lists. Remember that the epic version of a character is considered the
same character.

Model/Unit Characters Restricted – Non-warcaster/warlock FA:C models and FA:C units cannot
be included in more than one of a player’s lists. Remember that the epic version of a character is
considered the same character.

Divide and Conquer – The TO will announce the expected number of rounds to be played at the
beginning of the tournament. Divide the number of rounds to be played by the required number of
lists for each player. The result (rounded down) is the number of times each list must be played
during the tournament. Such events should also use the X-Round Event variant, so players know
the number of rounds they have to use each list.

For example, if a tournament requires that each player brings two army lists and has four rounds,
then each player would have to play each list twice (4 divided by 2). In this variant a player must
inform the opponent if he has no choice of which warcaster or warlock he must play prior to the
match.

2. Painting Variants
Baseline – Painted armies are not required.

Basic Painting Required – All models must be primed and basecoated. Players must present the
intended final color scheme on all parts of the model. Bases can be unfinished.

Hardcore Painting Required – For Hardcore tournaments, all the Steamroller ―Modeling and
Painting‖ and ―Conversions‖ rules apply. In addition, all models must be completely painted. This
means that every model must be painted with a reasonable diversity of color. Individual elements of
the miniature must be distinguishable by color or shading. For instance, flesh must be a different
color than hair or clothing; metal should be a different color than leather. The base is part of the
model, so don't neglect it! Bases must be finished with sand or flock or otherwise modeled and
painted.

Models that do not meet these requirements will not be eligible for play. Whether a model is
completed is the decision of the event organizer. As a general rule, if someone feels the need to
justify why a model is completed, it probably isn’t.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason.
29
3. Number of Rounds Variants
Baseline – All players participate in every round. Play a number of rounds required to determine a
clear winner.

X-Round Event – This tournament will have X rounds regardless of the number of players.

The X-Round Event variant should always be paired with a Final Standings variant when the
number of rounds is reduced below the number of rounds recommended in the SR2011 core rules.

4. Match Timing Variants


Baseline – Basic round times are increased by a d6 times 2 minute variable that is not revealed to
players. During each game, one turn extension is allowed for each player. Dice down when round
time is complete.

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

Casual Time Limits – Use the base game, turn, and extension length of the next-higher event point
size. For example, use 120-minute games with 15-minute turns and a 7-minute extension for a 50-
point event.

Accelerated Time Limits – Use the base game, turn, and extension length of the next-lower event
point size. For example, use 80-minute games with 10-minute turns and a 5-minute extension for a
50-point event.

Hardcore Time Limits – Use the base game, turn, and extension length of an event two sizes
lower. For example, use 60-minute games with 7-minute turns and a 3-minute extension for a 50-
point event.

No Extensions – The allowance of one turn extension per game is removed.

See the table below for the base game, turn, and extension lengths.

Turn Extension
Event Point Base Match Length Turn Length
Length
Size (minutes) (minutes)
(minutes)
– 25 3 1
15 40 5 2
25 60 7 3
35 80 10 5
50 100 12 6
75 120 15 7
100 160 20 10
150 200 25 12
200 240 30 15
– 280 35 17

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason.
30
Chess Clocks – Instead of timing each turn, chess clocks will be used. Standard game length is
used, but the chess clock replaces the turn length. Each player’s clock will be set based on the
following equation:

[Base game length + 7] x 0.55 = Player clock total (rounded up to the nearest minute)

When a player moves a model, rolls dice or takes significant time to make decisions during the other
player’s turn, the player whose turn it is has the option of switching to the opponent’s time on the
chess clock while these actions are resolved.

When chess clocks are used, a player must take meaningful turns, fully activating all his models, or
risk disqualification. If a player’s clock runs out of time, that player loses the match.

Death Clock – Use the Chess Clocks variant. Additionally, dice down will not be called in any
round.

5. Scenario Variants
Baseline – During each round, the TO will select a scenario. All players play the selected scenario
that round. The TO keeps scenarios secret until the start of each round of games.

Scenario(s) (X) – The scenarios that will be played at the event are revealed to all players prior to
the event. This variant may also include the order in which the scenarios will be played.

6. Victory Variants
Baseline – Assassination Victory, Scenario Victory, Control Points Tiebreaker, Army Points
Remaining Tiebreaker.

No ’Caster Kill – This event does not use ’Caster Kill as a scenario win condition. When a
warcaster or warlock is destroyed, the game continues until a scenario victory is achieved or one
player has no models remaining.

No Tiebreakers – This event will not use tiebreakers. If time expires the match is a tie.

7. Final Standings Variants


Baseline – If there is no clear winner at the end of the tournament, use the Strength of Schedule
tiebreaker followed by Control Points tiebreaker.

Control Point Scoring – If there is no clear winner at the end of a tournament, use the Control
Point tiebreaker followed by the Strength of Schedule tiebreaker. For this variant any scenario
where control points are scored is acceptable. We recommend the following scenarios:
 Gaining Ground
 Incursion
 Grind
 Command and Control

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason.
31
Scenario Scoring – If there is no clear winner at the end of a tournament, use the number of
scenario wins as the tiebreak condition (followed by Strength of Schedule and then Control Points, if
needed).

Assassin Scoring – If there is no clear winner at the end of a tournament, use the number of
’caster kill wins as the tiebreak condition (followed by Strength of Schedule and then Control Points,
if needed).

Attrition Scoring – If there is no clear winner at the end of a tournament, use the total number of
enemy army points destroyed during the tournament as the tiebreak condition (followed by Strength
of Schedule and then Control Points, if needed). This method should also be used to determine
awards based on army point destruction.

When counting destroyed army points each round use the following methods:
 Destroyed models/units are worth their army points value.
 Units below 50% of their starting number (rounding up) are worth 50% of their army points
(rounding up) including all attachments.
 Count the full army points value for inert warjacks and wild warbeasts.
 Warcasters and warlocks are worth 5 army points. Non-warcaster/warlock models included
with warcasters and warlocks have no additional value.

Survival Scoring – If there is no clear winner at the end of a tournament, use the number of friendly
army points that survived each game during the tournament as the tiebreak condition (followed by
Strength of Schedule and then Control Points, if needed). Tally the army points as detailed in the
―Victory & Tiebreakers‖ section of the SR2011 rules.

Finals Tables – When creating match-ups for the final round of an event, the TO pairs the current
top four players on two ―finals tables.‖ The first finals table matches the current first-ranked player
against the current second-ranked player. The second finals table matches the current third-ranked
player against the current fourth-ranked player.

The winner of the first finals table wins the event, and the opponent wins second place. The winner
of the second finals table wins third place. Standings beyond third place should be calculated using
Strength of Schedule followed by Control Points in the case of a tie.

The Finals Tables variant should be used only in events that are planned for the number of rounds
recommended in the Steamroller 2011 rules based on player attendance, and it cannot be combined
with any other Final Standings Variant. Also, this is not a preferred variant, as it places the luck of
the draw (when someone lost to the champion) above game-related scoring metrics such as
opponent difficulty, control points, army points, and assassination.

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason.
32
Logistics
TOs should always consider the best way to run events for their players given the resources they
have available. These resources include a place to run the event, the amount of time available,
tokens to mark the corners or center of scenario zones, timers, etc. For example, if you have limited
time per day at the venue, you may want to consider running a larger event over two days.

Use the variants provided in this appendix to run an event that best fits the resources you have
available as well as the preferred play style of your players.

Sample Combinations

Hardcore
 Hardcore Painting Required
 Assassin Scoring
 Hardcore Time Limits
 One List Required
 Scenario (Kill Box)

Limited Venue Hours


 3-Round Event
 Control Point Scoring
 Accelerated Time Limits

Casual Tournament
 Scenario Scoring
 No Time Limits
 No ’Caster Kill

By varying the SR2011 Appendix rules in use, the standard Steamroller format offers a diversity of
formats to create a unique combination of tournaments at a convention or weekend event. See
below for an example of a three-day event. Please take note of the thematic names attached to
each event; these small touches can be used to inspire players’ lists, generate unique prize ideas,
and build excitement.

Friday: 50-pt SR2011 ―Demolition‖ Tournament


SR2011 Appendix rules:
 Attrition Scoring
 Accelerated Time Limits
 One List Required
 Scenario (The Gauntlet)

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason.
33
Saturday: 75-pt SR2011 ―Hardcore!‖ Tournament
SR2011 Appendix rules:
 Hardcore Painting Required
 Assassin Scoring
 Hardcore Time Limits
 One List Required
 Scenario (Kill Box)
Sunday: 35-pt SR2011 ―Triple Threat‖ Tournament
SR2011 Appendix rules:
 4-round event
 Three Lists Required
 Warcaster/Warlock Characters Restricted
 Divide and Conquer

Contents and Game Rules ©2001-2011 Privateer Press Inc. All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth,
Retribution of Scyrah, HORDES, Circle Orboros, Legion of Everblight, Skorne, Trollbloods, warcaster, warjack, warbeast, and all associated logos and slogans are
trademarks of Privateer Press, Inc. Permission is hereby granted to photocopy and retain electronic copies. Any such duplications shall be intended solely for personal,
noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. Privateer Press reserves
the right to remove this permission or revise contents herein at any time for any reason.
34

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