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Page | 1 Contents and Game Rules ©2001-2010 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 2010 Official WARMACHINE/HORDES Tournament Format (Revision 1) by David Carl and Andrew Hartland 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 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. Army Lists Players must also bring at least two printed or legibly handwritten copies of all their army lists complete with point costs and an army point total. They must register one copy of these lists with the TO prior to the start of the tournament. A player's opponent can view the army list upon request. 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. Remember to include a warcaster or warlock’s bonus warjack /warbeast points in this total. A 50-point Kaelyssa army, for example, must include 55 to 57 points of models. In the Steamroller format, players may bring a second army list containing different warcaster(s) or warlock(s) than their primary list for use at the event. 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.

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Contents and Game Rules ©2001-2010 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 2010 Official WARMACHINE/HORDES Tournament Format (Revision 1) by David Carl and Andrew Hartland 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 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. Army Lists Players must also bring at least two printed or legibly handwritten copies of all their army lists complete with point costs and an army point total. They must register one copy of these lists with the TO prior to the start of the tournament. A player's opponent can view the army list upon request. 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. Remember to include a warcaster or warlock’s bonus warjack /warbeast points in this total. A 50-point Kaelyssa army, for example, must include 55 to 57 points of models. In the Steamroller format, players may bring a second army list containing different warcaster(s) or warlock(s) than their primary list for use at the event. 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.

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Contents and Game Rules ©2001-2010 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.

Painting, Modeling, Proxies, and Conversions 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 everyone. Although painted armies are not required, players should take this chance to show off all aspects of the hobby. Proxies (substitute models) are not allowed under any circumstances, nor can a player enter a tournament with a model that has not been released to the general public. All models must be WARMACHINE or HORDES models. Conversions (modifications to Privateer Press models) are acceptable as long as they are clearly based on WARMACHINE or HORDES models. Conversions must represent the model from which they are most obviously drawn. For example, a heavily converted Haley model is not a substitute for Sorscha. Weapon changes are acceptable provided they represent the same type of weapon replaced. For example, trading a sword for a sword is legal. However, mixing and matching warjack weapons is not allowed. A TO may make exceptions and approve any reasonable conversions. To avoid confusion and conflict, players must have an unaltered version of the model available in case a TO asks that a questionable model be replaced. The TO will make the final call on whether or not any particular model may be used. Sportsmanship The objective of tournament play is for everyone to have fun. Players must fully cooperate with their opponent to answer any questions that arise when resolving any element of gameplay. Refusing to do so is explicitly unsportsmanlike. Players must remain courteous and patient with their opponents and the TO. 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 all players are good sports who understand fair play. If a dispute arises, call a TO for assistance. Players will remain mature, polite, and fair to their opponents. Failure to do so will result in immediate disqualification. A TO may eject 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, stalling game play, and other immature actions. If stalling is suspected, the TO should be called to monitor play.

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Contents and Game Rules ©2001-2010 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.

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 that are 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 The event will run until there is one undefeated player at the beginning of a round. Once this condition is met, the event ends without additional matches. First Round Pairings The TO should try to pair different factions as much as possible in the first round. Shuffle all the tournament record sheets together. Take the top sheet and set it to one side. This gives you the first player for the first pairing. Then look through the remaining sheets until reaching the first sheet from a different faction. Place this sheet with the first and set the pair aside. This is your first pairing. Without shuffling the pile again, remove the top sheet and repeat the process until all players have an opponent. As you work your way through the pile you may find it impossible to pair players from different factions. Same faction pairings are perfectly legal and do not affect play, should be avoided if possible. 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. Subsequent Pairings From here on, all pairings and ranks are based on tournament point subtotals and consider 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, arranging them from highest point totals to lowest. 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

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Contents and Game Rules ©2001-2010 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.

ID in the appropriate column of the third row of boxes on each player’s sheet. Note that it may take several attempts to find pairings that avoid duplicating match-ups. Some TOs use additional criteria for their pairings. This is fine, but 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. Avoiding in-faction match-ups is an option that keeps matches closer to the story of the Iron Kingdoms, and avoiding having a player oppose the same faction repeatedly is an option to keep things fresh. 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. 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.

Event Point Size

Base Match Length (minutes)

Turn Length (minutes)

Turn Extension Length

(minutes) 35 80 10 5 50 100 12 6 75 120 15 7 100 160 20 10

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.

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Contents and Game Rules ©2001-2010 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.

If a player is in the process of moving a model when his turn time expires, he finishes moving that model and then his turn ends. If the player is in the process of making a roll of any kind, he completes that single roll and then his turn ends. 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 within 30 seconds after the time allotted for his turn runs out. At this time, the active player’s opponent resets the clock to the number of minutes for the turn extension, and 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. Dice Down After the time limit for a match has expired, the TO calls “dice down.” When dice down is called, the current turn immediately ends. The end of the turn and game due to dice down does prompt a final iteration of scenario scoring. If the player is in the process of moving a model, he finishes that movement and then the turn and game ends. If the player is in the process of making a roll of any kind, he completes that single roll and then the turn and game ends. If a game goes to dice down, check the scenario for how to determine the winner. Scenarios Terrain The type, volume and placement of terrain is up to the TO, but there are a few guidelines that must be followed when setting up tournament tables: • Do not place terrain within potential deployment zone areas. • All terrain pieces must be placed at least 3˝ away from other terrain pieces. This

includes terrain pieces granted by Theme List bonuses. • Do not place terrain in contact with flags or objectives for scenarios that use them. • Do not place obstructions in control zones when playing scenarios that use them.

Scenario Selection During each round of the tournament the TO must select a scenario. All players play the same scenario each round. The TO keeps scenarios secret until the start of each round of matches. Scenarios can be played in any order, including repeating or not playing some scenarios, at the TO’s discretion.

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Contents and Game Rules ©2001-2010 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.

Not every scenario will be used in every tournament. Once the TO declares the scenario, he reads the rules for the scenario aloud. The TO should answer player questions concerning the scenario and terrain at this time. Players are responsible for making sure they understand the scenario. TOs can choose or scenarios can be randomly selected by using the following table:

First Roll (D6) Second Roll (D6) Scenario 1-3 Convergence 1 4-6 Destruction

1-3 Outflank, Outfight, Outlast 2 4-6 Revelation

1-3 Close Quarters 3 4-6 Killbox

1-3 Process of Elimination 4 4-6 Incursion

1-3 Capture the Flag 5 4-6 The Gauntlet

1-3 Overrun 6 4-6 Killbox

End of Turn Scoring Veterans of past Steamroller formats should note that most Steamroller 2010 scenarios allow players to score points on either player’s turn. This method rewards players more accurately for holding ground as well as for taking ground. Completely resolve all other effects that have a one-turn duration before calculating scoring. Deployment In order to mitigate the initiative advantage of the first player, the deployment zones in SR2010 are now based on turn order. The first player has an 8˝ deployment zone (14˝ AD) and the second player has a 12˝ deployment zone (18˝ AD). The distance between forces (28˝) has not changed, but the relative distance to the areas yielding control points is now different. Players choose one of their two lists after the pairings and scenarios for the match have been announced (see below). Before deploying any models, players place their selected army lists face down on the table. Players cannot change their lists after making this selection. Both players reveal their lists simultaneously, and setup continues normally.

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Contents and Game Rules ©2001-2010 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.

Players can ask to see their opponent’s two 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. Victory & Tiebreakers Assassination Victory: When only one player has warcasters/warlocks remaining in play, that player immediately wins the match. Scenario Victory: When a player has fulfilled the Victory Conditions described in the scenario, that player immediately wins the match. Primary Tiebreaker: If time runs out before a player has won the match, the player who has the most warcasters or warlocks remaining in play wins the match. If both players have the same number of warcasters or warlocks in play, check the secondary tiebreaker to determine the match winner. Secondary Tiebreaker: The player who has the most control points wins the match. If both players have the same number of control points, check the tertiary tiebreaker to determine the match winner. Tertiary Tiebreaker: Tally each player’s army points that remain in play as described below. The player with more army points wins the match. • Warcasters/Warlocks: 5 points for each warcaster/warlock (regardless of warjack/warbeast

bonus points). If a warcaster or warlock consists of multiple models, all the fielded models with the warcaster or warlock subtype must be in the specified zone. Models automatically included with the warcaster or warlock but without the warcaster or warlock subtype do not affect warcaster/warlock scoring.

• Warjacks/Warbeasts: Points equal to the model’s army point cost. Ignore inert warjacks and wild warbeasts when counting army points.

• Solos: Points equal to the model’s army point cost. Ignore fleeing solos when counting army points. If a solo consists of multiple models, all models included in the point cost of that solo must be in the specified zone for the card’s army point value to be applied. Otherwise, they are ignored.

• Units and Unit Attachments: Points equal to the unit’s army point cost. Ignore fleeing units when counting army points. Ignore units that have fewer than 50% (rounding up) of their starting number remaining in play when counting army points. Models with the Attachment ability add to the unit’s value and also add to the number of models needed. (For example, ten Long Gunners need five or more models in play to be worth 10 points, and twelve Long Gunners including their unit attachment need six or more models to be worth 12 points.)

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Contents and Game Rules ©2001-2010 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.

Final Standings Tournament Points & Standing 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. Strength of Schedule System 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 that each player faced over the previous rounds. For example, say that after four rounds Jason and Rob 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 Rob’s opponents for those rounds. The player whose opponents have the highest total score had the stronger schedule and earns the higher rank. If this number is the same for both players, the player who accrued the most control points throughout the tournament earns the higher rank.

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Contents and Game Rules ©2001-2010 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.

Sample Tournament Record Sheet

Player Number:

Steamroller 2010

Instructions: Please print neatly and legibly. Shaded areas are for organizer use only.

Player Name:

PP Forum Name:

Faction/Contract:

Theme List(s) if any: Tier: None / 1 / 2 / 3 / 4

Tournament Record: Please report to the TO with your results for each round.

Round Opponent’s Player # Result Control

Points TP Total CP Total

1 W / L / T

2 W / L / T

3 W / L / T

4 W / L / T

5 W / L / T Army List(s): Use the space below to record up to two army lists. If you field a List 2, it must contain a different warcaster or warlock than List 1.

List 1 Point Cost List 2 (optional) Point

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

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Contents and Game Rules ©2001-2010 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.

Scenario – Convergence (SR2010 Rev. 1) Today will bring a proper fight.

—Long Rider Champion Horthol of the Northern Thornwood

Special Rules Summary: Players attempt to take control of a circular zone in the center of the table. Mark a 11˝-diameter circle in accordance with the diagram below. This is the control zone. At the end of each player’s turn, starting on the first player’s second turn, either player can earn 1 control point by controlling the zone. A player controls the zone if he has one or more models within it while none of his opponent’s models are within it. For a unit to control the zone, all models in the unit that are still in play must be within the zone. For a solo to control the zone, it must have an army point cost of 1 or more. (For solos that are purchased in multiples, divide the cost of the solos by the number purchased to see if they are worth at least 1 point each.) Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control the zone and do not prevent an opponent from claiming control.

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 tertiary tiebreaker, count only the army points within the control zone.

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Contents and Game Rules ©2001-2010 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.

Scenario – Overrun (SR2010 Rev. 1) We shall settle this battle in the land that lies between us. It shall see our fates decided.

—Archdomina Makeda

Special Rules Summary: Players attempt to take control of a rectangular territory in the center of the table. Mark a 24˝ x 11˝ area in accordance with the diagram below. This is the control zone. At the end of each player’s turn, starting on the first player’s second turn, either player can earn 1 control point by controlling the zone. A player controls a zone if he has one or more models within it while none of his opponent’s models are within it. For a unit to control a zone, all models in the unit that are still in play must be within the same zone. For a solo to control a zone, it must have an army point cost of 1 or more. (For solos that are purchased in multiples, divide the cost of the solos by the number purchased to see if they are worth at least 1 point each.) Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control a zone and do not prevent an opponent from claiming control.

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 tertiary tiebreaker, count only the army points within the control zone.

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Contents and Game Rules ©2001-2010 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.

Scenario – Outflank, Outfight, Outlast (SR2010 Rev. 1) Let the enemy holding the left flank believe you will take the right, while the right thinks the opposite, and then destroy them both.

—Supreme Kommandant Gurvaldt Irusk

Special Rules Summary: Players attempt to take control of two circular zones on the centerline of the table. Mark two 11˝-diameter circles in accordance with the diagram below. These are the control zones. At the end of each player’s turn, starting on the first player’s second turn, both players earn 1 control point per zone they control. A player controls a zone if he has one or more models within it while none of his opponent’s models are within it. For a unit to control a zone, all models in the unit that are still in play must be within the same zone. For a solo to control a zone, it must have an army point cost of 1 or more. (For solos that are purchased in multiples, divide the cost of the solos by the number purchased to see if they are worth at least 1 point each.) Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control a zone and do not prevent an opponent from claiming control.

Victory Conditions The first player to earn at least 3 control points and have more control points than his 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 tertiary tiebreaker, count only the army points within the two control zones.

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Contents and Game Rules ©2001-2010 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.

Scenario – Destruction (SR2010 Rev. 1) Conquest requires time and resources. Destruction requires only power and will. Destroy that which the enemy values while holding nothing you cannot afford to lose.

—Magnus the Warlord

Special Rules Summary: Players attempt to destroy two objectives on the opponent’s side of the board. Place two large-based objectives in accordance with the diagram below. Each player controls the two objectives on his own side of the board. Each player’s objectives are non-living friendly Faction models. Each has DEF 5, ARM 20, and 20 damage boxes as well as the following qualities:

• 360° front arc • Does not activate • Cannot move, be moved, or be placed • Does not suffer continuous effects • Cannot be knocked down or made stationary • Cannot be targeted by attacks or damaged on the first round • Gains +10 damage boxes for each warcaster/warlock included in the game beyond the first

Victory Conditions Players earn 1 control point for each of their opponent’s structures they destroy. 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 using only the primary and secondary tiebreaker rules outlined in “Victory & Tiebreakers.” If those criteria do not determine a winner, the player with more combined damage boxes remaining on his own objectives wins the match.

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Contents and Game Rules ©2001-2010 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.

Scenario – Process of Elimination (SR2010 Rev. 1) I care not where the enemy runs. I follow, and they die.

—General Gerlak Slaughterborn

Special Rules Summary: Players attempt to dominate the middle of the table by sequentially taking control of the two central zones. Mark two 6˝ x 16˝ areas in accordance with the diagram below. These are the control zones. At the end of each player’s turn, starting on the first player’s second turn, both players earn 1 control point per zone they control. Each player can earn only 1 control point in each zone during the course of the match. A player controls a zone if he has one or more models within a zone while none of his opponent’s models are within that zone. For a unit to control a zone all models in the unit that are still in play must be within the same zone. For a solo to control a zone it must have an army point cost of 1 or more. (For solos that are purchased in multiples, divide the cost of the solos by the number purchased to see if they are worth at least 1 point each.) Ignore inert warjacks, wild warbeasts and fleeing models when checking for control or tiebreaker conditions; these models cannot control zones and do not prevent an opponent from claiming control.

Victory Conditions The first player to score 2 control points and have more control points than his opponent wins the match. If both players reach 2 control points on the same turn, then scoring is reopened in all zones, and the first player to score 4 control points and have more control points than his opponent wins the match. (Repeat with a new target of 6, 8, 10, etc. points if 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 tertiary tiebreaker, count only the army points within the two zones.

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Contents and Game Rules ©2001-2010 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.

Scenario – Capture the Flag (SR2010 Rev. 1) Pull down their flags and burn them! Long live the resistance!

—Ashlynn d’Elyse

Special Rules Summary: Players attempt to control a flag on the opponent’s side of the board. Place two flags (40 mm bases) in accordance with the diagram below. A model cannot end its activation on a flag, but models can move across it without penalty if the model has enough movement to move completely past it. A slammed or thrown model does not stop if it is slammed or thrown across a flag, but if there is not enough space on the other side of the flag to place its base, the model is placed in base contact with the flag as if the flag were an obstruction. Flags cannot be targeted and do not block line of sight. At the end of each player’s turn, starting on the first player’s second turn, a player earns 1 control point when he controls the flag on his opponent’s side of the board. A player controls a flag if he has one or more models B2B with the flag and his opponent has no models within 4˝ of that flag. If the model is a unit, all models in the unit remaining in play must also be within 4˝ of the flag. If the model is a solo, it must additionally have an army point cost of 1 or more to control the flag. Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control a Flag and also do not prevent an opponent from claiming control.

Victory Conditions The first player to earn 2 control points, and have more control points than his 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 tertiary tiebreaker, count only the army points within 3˝ of the flag on your opponent’s side of the board.

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Contents and Game Rules ©2001-2010 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.

Scenario – The Gauntlet (SR2010 Rev. 1) Our enemies will be broken to pieces before they arrive on our shores, begging for mercy. They shall have none.

—Skarre, Queen of the Broken Coast

Special Rules Summary: Players attempt to control a rectangular territory on the opponent’s side of the board. Mark two 6˝ x 10˝ areas in accordance with the diagram below. These are the control zones. At the end of each player’s turn, starting on the first player’s second turn, a player earns 1 control point if he controls the zone on his opponent’s half of the board. A player controls a zone if he has one or more models within a zone while none of his opponent’s models are within the same zone. For a unit to control a zone, all models in the unit that are still in play must also be within the same zone. For a solo to control a zone, it must also have an army point cost of 1 or more. (For solos that are purchased in multiples, divide the cost of the solos by the number purchased to see if they are worth at least 1 point each.) Ignore inert warjacks, wild warbeasts and fleeing models when checking for control or tiebreaker conditions; these models cannot control zones and also do not prevent an opponent from claiming control.

Victory Conditions The first player to score 2 control points, and have more control points than his 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 tertiary tiebreaker, count only the army points within the zone on your opponent’s side of the board.

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Contents and Game Rules ©2001-2010 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.

Scenario – Incursion (SR2010 Rev. 1) We will be among them before they can react, but take care we do not become victims of our own plan.

—Dawnlord Vyros

Special Rules Summary: Players attempt to control two flags on the centerline of the board. Place three flags (40 mm bases) in accordance with the diagram below. A model cannot end its activation on a flag, but models can move across it without penalty if the model has enough movement to move completely past it. A slammed or thrown model does not stop if it is slammed or thrown across a flag, but if there is not enough space on the other side of the flag to place its base, the model is placed in base contact with the flag as if the flag were an obstruction. Flags cannot be targeted and do not block line of sight. 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 first player’s second turn, a player earns 1 control point for each flag he controls. A player controls a flag if he has one or more models B2B with the flag and his opponent has no models within 4˝ of that flag. If the model is a unit, all models in the unit remaining in play must also be within 4˝ of the flag. If the model is a solo, it must additionally have an army point cost of 1 or more to control the flag Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control a Flag and also do not prevent an opponent from claiming control.

Victory Conditions The first player to earn 3 control points and have more control points than his 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 tertiary tiebreaker, count only the army points within 3˝ of each flag.

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Contents and Game Rules ©2001-2010 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.

Scenario – Close Quarters (SR2010 Rev. 1) Keep your heads down! *&%$ it, fix bayonets!!!

—Captain Maxwell Finn

Special Rules Summary: Players attempt to take control of a circular zone on the opponent’s side of the board. Mark two 8˝-diameter circles in accordance with the diagram below. These are the control zones. At the end of each player’s turn, starting on the first player’s second turn, a player earns 1 control point when he controls the zone on his opponent’s half of the board. A player controls a zone if he has one or more models within a zone while none of his opponent’s models are within that zone. For a unit to control a zone, all models in the unit that are still in play must also be within the same zone. For a solo to control a zone, it must also have an army point cost of 1 or more. (For solos that are purchased in multiples, divide the cost of the solos by the number purchased to see if they are worth at least 1 point each.) Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control a zone and also do not prevent an opponent from claiming control.

Victory Conditions The first player to earn at least 2 control points and have more control points than his 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 tertiary tiebreaker, count only the army points within the control zone on your opponent’s side of the board.

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Contents and Game Rules ©2001-2010 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.

Scenario – Kill Box (SR2010 Rev. 1) Spring the trap! Kill them all!!!

—Jarok Croe

Special Rules Summary: Players attempt to bring their warcaster(s) or warlock(s) forward while attempting to assassinate their opponent’s warcaster(s) or warlock(s). Mark a 28˝ square area 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 then all friendly warcasters and warlocks are immediately destroyed and cannot be healed. If time runs out before a player has won the match via assassination victory, break the tie using only the assassination and secondary tiebreaker rules outlined in “Victory & Tiebreakers.” For the secondary tiebreaker, count only the army points within the kill box.

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Contents and Game Rules ©2001-2010 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.

Scenario – Revelation (SR2010 Rev. 1) The designs of man are flawed; turn to the creator for guidance on the battlefield.

—Heirarch Severius

Special Rules Summary: Players attempt to control two flags on the centerline of the board. Randomly place a Flag (40mm base) in one of the positions depicted in the diagram below. A model cannot end its activation on a flag, but models can move across it without penalty if the model has enough movement to move completely past it. A slammed or thrown model does not stop if it is slammed or thrown across a flag, but if there is not enough space on the other side of the flag to place its base, the model is placed in base contact with the flag as if the flag were an obstruction. Flags cannot be targeted and do not block line of sight. At the end of each player’s turn, starting on the first player’s second turn, a player earns 1 control point for each flag he controls. A player controls a flag if he has one or more models B2B with the flag and his opponent has no models within 4˝ of that flag. If the model is a unit, all models in the unit remaining in play must also be within 4˝ of the flag. If the model is a solo, it must additionally have an army point cost of 1 or more to control the flag Ignore inert warjacks, wild warbeasts, and fleeing models when checking for control or tiebreaker conditions; these models cannot control a Flag and also do not prevent an opponent from claiming control. After the first Control Point is scored add a second flag to the board in the other position depicted in the diagram below. If necessary, use least disturbance when placing the second flag. Each player may only score 1 Control Point on the initial flag. Each player may only score 2 Control Points on the flag placed during the match.

Victory Conditions The first player to earn 3 Control Points and have more Control Points than his opponent immediately wins the match. If both players reach 3 Control Points on the same turn, then scoring is re-opened on the Flag placed during the match, and the first player to score 5 Control Points and have more control points than his opponent wins the match. (Repeat with a new goal of 7, 9, 11, etc. points if 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 tertiary tiebreaker, only count the army points within ˝ of both Flags.

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Contents and Game Rules ©2001-2010 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 2010 Appendix Variants for the Official WARMACHINE/HORDES Tournament Format (Revision 1)

by David Carl and Andrew Hartland Steamroller 2010 (SR2010) 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 SR2010 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. No matter what choices you make, any combination of variants from this document will constitute an official SR2010 tournament format. Variant rules are available for the following sections of the SR2010 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 SR2010 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 lunch be provided at events, the SR2010 appendix entry for Lunch might read: Baseline – Players are responsible for providing their own lunch at this SR2010 event. Lunch Provided – Lunch will be provided by the venue. Catered ($X) – Players can provide $X to purchase a catered lunch at this SR2010 event. This is not a real SR2010 rule, but if it were and the TO wanted to advertise a variant Lunch rule for his event, he could simply write “SR2010 Appendix rules in use: Lunch Provided” in his event description. This sentence would also contain any other variant keywords from the SR2010 Appendix that the TO was using for his event.

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Contents and Game Rules ©2001-2010 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.

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 “SR2010 Appendix rules in use: Catered ($5)” versus “SR Appendix rules in use: Catered ($8)” is an example of using different versions of the same variant. Not all sections of the SR2010 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 base SR2010 rules. 1. Army List Variants Baseline – 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. In the Steamroller format, players may bring a second army list containing different warcaster (s) or warlock(s) than their primary list for use at the event. X List(s) Required – Players must bring X army lists and must field all X army lists at least once during the event. Each list requires a different warcaster or warlock. Such events should also use the X-Round Event variant, so players know the number of rounds they have in which to use each list. X Characters Required – Players must field X different warcaster or warlock characters at least once during the event. Remember that the epic version of a character is the same character. X Factions Required – Players must field X different factions at least once during the event. Divide and Conquer – The TO will announce the 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. 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). 2. Painting Variants Baseline – Painted armies are not required. Basic Painting Required – All models must be painted using a minimum of three colors. Players should differentiate areas of the model to the best of their ability. Bases can be plain or finished. Hardcore Painting Required – 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. Primer is not paint for the purposes of Hardcore.

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Contents and Game Rules ©2001-2010 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.

In addition, all bases must be textured, finished, and clean. Judges will be on hand before the event and will disqualify armies that do not meet the requirement. If a judge decides a model is not fully painted and based, it is not. Following the guidelines above is a great way to ensure this does not happen. Don’t bother looking for loopholes; when in doubt, paint more or risk disqualification. 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 SR2010 core document. 4. Match Timing Variants Baseline – Basic round times are increased by a 2d6-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. See the following table for the base game, turn and extension lengths.

Event Point Size

Base Match Length (minutes)

Turn Length (minutes)

Turn Extension Length

(minutes) -- 25 3 1 15 40 5 2

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Contents and Game Rules ©2001-2010 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.

Event Point Size

Base Match Length (minutes)

Turn Length (minutes)

Turn Extension Length

(minutes) 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

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 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. 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. 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 Point tiebreaker.

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Contents and Game Rules ©2001-2010 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.

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, we recommend using only the following scenarios: • Outflank, Outfight, Outlast • Capture the Flag • The Gauntlet • Incursion • Close Quarters 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 Point, 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 Point, 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 Point, 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. 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 Point, if needed). Tally the army points as detailed in the “Victory & Tiebreakers” section of the SR2010 rules. Finals Tables – When creating matchups for the final round of an event, the TO pairs the current top 4 players on two “finals tables.” The first final 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 his 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 accrued in the case of a tie.

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Contents and Game Rules ©2001-2010 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.

The Finals Tables variant should be used only in events that are planned for the number of rounds recommended in the Steamroller 2010 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, or assassination. 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 with the resources that you have available as well as the preferred play style of your players. Recommended Variant 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 Summary The SR2010 Appendix adds a new level of flexibility to event organization. Our goal is to help TOs everywhere build successful events while supporting them with the official Privateer Press stamp of approval. As you begin to experiment with the tools presented in this appendix, you and your players will begin to appreciate the depth that can be introduced into the tournament scene with just a few small changes.

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Contents and Game Rules ©2001-2010 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.

Sample Combinations You may also want to use the 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 SR2010 “Demolition” Tournament SR2010 Appendix rules:

• Attrition Scoring • Accelerated Time Limits • One List Required • Scenario (The Gauntlet)

Saturday 75-pt SR2010 “Hardcore!” Tournament SR2010 Appendix rules:

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

Sunday 35-pt SR2010 “Dark Side” Tournament SR2010 Appendix rules:

• Two Lists Required • Two Factions Required • No ’Caster Kill