Table of Contents
CREDITS
What Is WARMACHINE: Tactics?. . . 3
WARMACHINE: Tactics Game Development
WARMACHINE Creator Matthew D. Wilson
Installation Guide. . . . . . . . . . . 3
WhiteMoon Dreams
“No Man’s Land” Story
Getting Started. . . . . . . . . . . . . 4
Matthew D. Wilson
Project Manager
Lexicon. . . . . . . . . . . . . . . . . . . . . 5
Michael G. Ryan
Menu. . . . . . . . . . . . . . . . . . . . . . . 7
Writer
William Overstreet
Gameplay . . . . . . . . . . . . . . . . . . 9
Editors
Michael G. Ryan Michael Sanbeg
Factions of WARMACHINE. . . . . 14
Graphic Design Director Josh Manderville
Graphic Design Bryan Cutler
Visit: www.privateerpress.com Privateer Press, Inc. 13434 NE 16th St. Suite 120 • Bellevue, WA 98005 Tel (425) 643-5900 • Fax (425) 643-5902 For online customer service, email
[email protected] Game © 2014 Privateer Press Interactive, Inc. and WhiteMoon Dreams, Inc. All rights reserved. WARMACHINE property and related intellectual property rights are the property of Privateer Press, Inc. and are used under license. WARMACHINE®, WARMACHINE: Tactics, Cryx, Cygnar, Khador, Protectorate of Menoth, warcaster, warjack, and related logos are trademarks of Privateer Press, Inc. in the United States and other countries and are used under license. All other trademarks and copyrights are the property of their respective holders.
2
TACTICS Rules Manual What Is WARMACHINE: Tactics?
conquer in the name of the Khadoran Empire? Perhaps you wish to show your devotion to the god of man and march in lockstep with other devoted members of the Protectorate of Menoth as they scour the lands of heretics and bring salvation to true believers. Or perhaps you will join the enigmatic and highly advanced elves of the Retribution of Scyrah, a force fighting for the preservation of their race and the continued existence of their gods.
WARMACHINE: Tactics is a video game adaptation of the wildly successful tabletop miniatures game, WARMACHINE. While at its core, WARMACHINE: Tactics plays very similarly to its tabletop progenitor, there are significant differences in both the mechanics and scope of the game. This manual will serve to instruct you in the finer points of WARMACHINE: Tactics, whether or not you are familiar with the tabletop game.
Choose your faction, and let the battle begin!
Installation Guide
In WARMACHINE: Tactics, the very earth shakes during fierce confrontations as six-ton constructs of tempered iron and steel slam into one another with cataclysmic force, lead-spewing cannons piercing armor plating as easily as flesh. Bold heroes set the battlefields ablaze with tempests of arcane might to forge the fates of their unyielding nations in the fires of death and destruction.
DVD Installation • Turn on computer
• Place the DVD into your DVD drive. The Autorun feature of your PC should start installation automatically. • If Autorun is disabled or the DVD does not automatically install, click Start, Run, type D:\setup (if ‘D’ is your computer’s DVD drive), and click OK.
You will control every action of an elite squad as it fights for its nation while war wages across an entire continent. Will you battle as the stalwart defender of hearth and home by taking up the banner of Cygnar? Or will you delve into undead horrors and advance the draconic desires of Lord Toruk as you lead his Nightmare Empire of Cryx? Do you hear the cries of the motherland calling out to you to
• Follow the installation instructions on your screen. • To start the game, navigate to the WARMACHINE: Tactics program through your Start menu or doubleclick the WARMACHINE: Tactics icon on your desktop.
System Requirements Windows Minimum
Mac Minimum
OS: Windows Vista 32/64 bit Processor: 2 Ghz Quad-core or better Memory: 4 GB RAM Graphics: Intel HD4000 DirectX: Version 10 Network: Broadband Internet connection Hard Drive: 20 GB available space Sound Card: Sound Blaster Compatible
OS: 10.9.2 Processor: 2 Ghz Quad-core or better Memory: 4 GB RAM Graphics: Intel HD 5000 Hard Drive: 20 GB available space Sound Card: Internal solution
Mac Recommended OS: 10.9.2 Processor: 2 Ghz Quad-core or better Memory: 4 GB RAM Graphics: Nvidia GeForce GTX 780M or AMD FirePro D300 w/2GB VRAM Hard Drive: 20 MB available space
Windows Recommended OS: Windows 7 (SP1)/8 64bit Processor: 2 Ghz Quad-core or better Memory: 8 GB RAM Graphics: Nvidia GTX 670/AMD Radeon or HD 7870 w/2GB VRAM DirectX: Version 11 Network: Broadband Internet connection Hard Drive: 20 MB available space
3
Steam Installation
How to Win
• Choose the location for installation
At its heart, WARMACHINE: Tactics is a game with a straightforward goal: kill the enemy warcaster. Accomplish this mission and victory is yours, but be warned, for your enemy has the same intent. There are many ways to achieve this objective. The goal of this guide is to give you a fair chance to win the battle, but only through your determination and skill will victory become more than a matter of good luck.
• Click next • Choose which shortcuts you wish to install • Click next • If successful, Steam will now only give you the option to click finish.
The single-player campaign differs from other battles significantly in this regard. Rather than merely killing a single target, the campaign requires you to achieve multiple goals before proclaiming victory. These are listed in the upper right-hand of the User Interface (UI) on applicable matches. This is an important tracker, for success is more narrowly defined in the campaign.
• Steam is now automatically downloading and installing WARMACHINE: Tactics to your selected hard drive. Once it is complete you can access it either through your start menu or your library.
Getting Started
Everyone begins somewhere. Whether you are a veteran video game player or this is your first exposure to computer strategy games, the best place to start is the beginning. This guide will detail the many facets of the game, from squad building to facing a human opponent, ensuring that you are never at a loss for your next move on the battlefield.
Remember, this is a game
While the manual uses the term “enemy,” please keep in mind the person on the other end is a human player just like you. Treat them with the respect and decency you would expect for yourself. If you find the game too easy, there will always be stronger opponents out there for you to test your mettle against. Never forget this is a game and should be enjoyed by both you and the other player. Play well and play respectfully, and every experience will be rewarding, whether you win the battle or not.
Every faction in WARMACHINE: Tactics is carefully balanced against one another; each nation has its own strengths and weaknesses. Your skill as a tactician plays a great role in the outcome of the game. All factions have different play styles, though none are inherently stronger or better overall than any other. Likewise, each warcaster leverages the assets of his or her faction differently and can win using completely different strategies than the other warcasters within their faction. There is no shortage of paths to victory in WARMACHINE: Tactics!
4
Lexicon
Enemy Units: All units in your opponent’s army.
WARMACHINE: Tactics has a wealth of terms that are either wholly or partially unique to the Privateer Press gaming system in general. These rules are very specific and the interaction between them is clearly defined to aid in understanding and for the sake of clarity.
Focus (FOC): A unit’s arcane power. Only units with the Focus Manipulation ability, such as warcasters, have a Focus stat. Focus determines a unit’s control area and focus points. Friendly Units: All units in your army. Living units: Unless otherwise noted, all non-warjack units are living.
Arc Node: Creatures and devices that act as a passive relay for spells to extend their effective range. A spellcaster can cast spells through any channeler in its battlegroup that is also within its control area. A creature or device then becomes the spell’s point of origin, making it easier to cast spells around the battlefield.
Melee Attack (MAT): A unit’s skill with melee weapons such as swords and hammers or natural weapons like fists and teeth. A unit uses its MAT when making melee attacks. Ranged Attack (RAT): A unit’s accuracy with ranged weapons such as guns and crossbows or thrown items like spears and knives. A unit uses its RAT when making ranged attack rolls.
Armor (ARM): A unit’s ability to resist being damaged. This resistance can come from natural resilience, armor, or even magical benefits.
Round: A round consists of your turn and your opponents turn. This means any spells or abilities that last for one round will still exist for the next turn as well as for the rest of the current turn.
Battlegroup: A battlegroup includes a warcaster and the warjacks he or she controls. Control Area: This represents the reach a warcaster has with his or her magical and mental energies, equal to twice his or her FOC in squares. This control area concerns focus allocation to warjacks as well as the area of effect of many feats and certain spells. The yellow boundary in the video game represents the boundaries of both your and your enemy’s control areas.
Speed (SPD): A unit’s movement rate, measured in squares. Turn: You have a turn, then your opponent has a turn. Any spells or abilities that expire at the end of the turn end on the current player’s current turn and will not exist when the next person begins to play. Unit types: Warcasters, warjacks, and warriors.
Defense (DEF): A unit’s ability to avoid being hit by an attack. A unit’s size, quickness, skill, and any magical protection all contribute to its DEF.
5
Advantages
Open Fist: A warjack’s Open Fist enables it to make throws. A warjack with two Open Fists can make two-handed throw power attacks.
Abomination: Friendly and enemy units alike within 3 squares of this unit have a 50% chance to suffer -1 MAT, RAT, and MAG for one round.
Range (RNG): The maximum distance in squares between an attack’s point of origin and the target.
Advance Deployment: Place this unit after normal deployment, up to 6 squares beyond the established deployment zone.
Rate of Fire (ROF): The maximum number of times a unit can make attacks with this ranged weapon during its activation. Reloading time limits most ranged weapons to only one attack per activation.
Arc Node: This piece of equipment gives a unit the ability to channel spells.
Reach: This weapon has 2-square melee range.
Combined Melee Attack: This unit can participate in combined melee attacks with other units. Combined Ranged Attack: This unit can participate in combined ranged attacks with other units.
Shield: This weapon is a shield that gives its unit a +1 ARM bonus. A unit does not gain this bonus when resolving damage that originates in its back arc.
Construct: This unit is not a living unit and never suffers from the terrified effect.
Weapon Master: When attacking with this weapon, additional damage (+2–4) is added.
Eyeless Sight: This unit ignores cloud effects and forests when determining line of sight. This unit ignores concealment and Stealth when making attacks.
Special Rules
Back Strike: Stabbing an enemy in the back makes it easy to both hit and hurt that enemy. A back strike grants a bonus to the attack roll of any melee, ranged, or magic attack made against a unit from its back arc. For a unit to receive the back strike bonus, the point of origin of the attack must have been in the target’s back arc for the attacker’s entire activation up to the moment of the attack. If a unit is eligible for a back strike there will be a yellow symbol depicting a person being stabbed in the back over the target.
Fearless: This unit never suffers from the terrified effect. Gunfighter: This unit can make ranged attacks targeting units in its melee range. Incorporeal: This unit can move through rough terrain and obstacles without penalty. This unit suffers damage and effects only from magical weapons, magic attacks, spells, and feats. It is immune to continuous effects.
Feats: This heroic (or dastardly) ability separates a warcaster from any other magic user and can change the outcome of a battle if timed properly. Each warcaster has a unique feat that can be used once per game. A warcaster can use this feat during his activation in addition to moving and making an action but cannot interrupt his movement or attack to use his feat. He can use his feat before moving, after moving, before making an attack, or after making an attack, but not while moving or attacking.
Pathfinder: This unit can advance through rough terrain without penalty and can charge and make slam and trample power attacks across obstacles. Stealth: Ranged and magic attacks declared against this unit when the point of origin of the attack is greater than 5 squares away automatically miss. This unit is not an intervening unit when determining line of sight from a unit greater than 5 squares away.
Power Attacks: Owing to their status as monstrous constructs, warjacks are capable of powerful attacks in their own right. Basic power attacks include trample, head-butt, push, and slam.
Terror: Enemy units in the melee range of this unit or with this unit in their melee range have a 50% chance to suffer -1 MAT, RAT, and MAG for one round. Tough: When this unit is disabled there is a chance it will not die and will instead be knocked down.
Special Actions: This allows a unit to make an action unavailable to most other units. A unit can make a special action instead of attacking if it meets the requirements for the special action’s use as listed on the action.
Undead: This unit is not a living unit and never flees.
Weapon Statistics
Special Attacks: This gives a unit an attack option unavailable to most other units. A unit can make one special attack by choosing that option during its combat action if it meets the specific requirements of the attack. Special attacks can be made only during a unit’s activation as specified by the attack.
Area of Effect (AOE): The diameter in squares used for determining which units are hit by the attack. Damage (DAM): The value used when making damage rolls.
6
Base Size and Facing
Base Size: This determines how much of the battlefield you take up. The physical size and mass of a unit are reflected by its base size. There are three base sizes: small bases (1 square by 1 square) medium bases (2 squares by 2 squares), and large bases (3 squares by 3 squares). Generally speaking, most human-sized warrior units have small bases, larger creatures and light warjacks have medium bases, and very large creatures and heavy warjacks have large bases. Facing: A unit’s facing determines its front arc and is selected during its activation. A unit’s front arc determines its perspective of the battlefield. A unit typically directs its actions, determines line of sight, and makes attacks through this arc. Likewise, a unit is usually more vulnerable to attacks originating in its back arc due to a lack of awareness in that direction. A unit is facing another unit when the second unit is within the first unit’s front arc. A unit is directly facing another unit when the center of its front arc aligns with the center of the second unit’s base. A unit with a 360 degree front arc has no back arc and is both facing and directly facing all units.
Menu
The main menu offers you many different choices.
Multiplayer
• Single Player: The “No Man’s Land” campaign.
• Quick Match: Search the Internet for a human opponent.
• Multiplayer: Play online or over LAN against a live opponent.
• Host a Match: Host an Internet game; other players will be able to join you from here.
• Skirmish Mode: Battle against a computer-controlled squad.
• Host Private Match: Invite specific people to the Internet game you are hosting.
• Squad Construction: Build squads for any faction of WARMACHINE: Tactics.
• Host a Match (LAN): Host a game on your Local Area Network.
• Options: Customize WARMACHINE: Tactics.
• Join a Match: There are three options to choose from if this is selected.
• Release Notes: Latest patch updates and news items from the developers.
– Server: Join an Internet game someone else is hosting.
• Credits: The people responsible for creating and funding WARMACHINE: Tactics.
– Server (LAN): Join any match currently waiting for participants on your Local Area Network.
• Quit Game: Exit the game and return to your desktop.
– Back: Return to Multiplayer screen.
Single Player
• Back: Return to the main menu.
• Continue Game: Continue the “No Man’s Land” campaign.
Skirmish Mode
Here you face off against the AI of WARMACHINE: Tactics. Select your faction, then which army you wish to take, followed by your choice of battlefield. Next, you may select the faction and army of your artificial enemy. When you are ready, click the “Play” button on the bottom right.
• New Game: Begin a new game. • Single Player Map List: Play a specific scenario and map from the campaign. • Back: Return to the main menu.
7
Squad Construction
• Gameplay: Toggle on or off various aspects of the game for your convenience.
• Edit Loadout: Adjust an existing squad.
• Delete Loadout: Entirely removes a squad from the roster of options.
– Auto-Deselect Unit to deselect current unit when its activation is complete.
• Create New Loadout: This feature allows you to create a whole new squad.
– Auto-Select Next Unit to automatically move to the next unit of your squad.
• Select Your Faction: Pick which army you wish to create.
– Snap Camera on Actions to watch your soldiers carry out your orders.
– At the top of the screen, you may change the name of your squadron for easier reference.
– Use Action Camera makes the camera follow the movement of a unit as it moves.
– Pick a warcaster to lead your squadron.
– Auto-Deploy Loadouts to quicken your deployment phase as you begin with a deployed squad.
– Choose which and how many warjacks are in your forces.
– Clean Up Bodies Instantly if you wish to not see the corpses of your foes.
– Decide which troops will join your side on the battlefield.
– Confirm Run will pop-up a dialog box in combat if your move is about to cause the unit to run.
– When you have finished building your squadron, press the save button located in the center bottom and then exit to return to the primary Squad Construction menu.
– Confirm End Turn is useful to prevent accidental turn endings. – Minimal In-Game UI to see the maximum amount of excitement WARMACHINE: Tactics has to offer.
Options
• Video: Change the resolution, window mode, gamma correction, and/or vertical sync of your game.
– Display Performance Info shows your game’s performance in the lower left corner of the UI.
• Graphics: Adjust settings pertaining to visual quality.
– Bring Window to Front When Turn Begins refocuses your monitor from your current screen to WARMACHINE: Tactics, informing you the bloodshed will continue.
• Audio: Adjust the levels for the master volume, music volume, sound effects, and voice volume.
8
Gameplay
• Reset Defaults: Restores the game to factory settings.
Battles in WARMACHINE: Tactics are fought in a series of game rounds. Each round, every player takes a turn in the order established by the game. Game rounds continue until one side wins the game or a player concedes defeat and surrenders from the menu option. All references to mouse buttons or keyboard shortcuts will use the default setting unless otherwise noted.
• Multiplayer Tutorial: Learn the basics of combat and the UI. • Report Bugs: Send feedback to WhiteMoon Dreams and improve the quality of WARMACHINE: Tactics. • Open Logs Directory: Your hard drive opens to the logs of all your WARMACHINE: Tactics experience; this is especially helpful if you are having a persistent problem with the game and are troubleshooting it.
Deployment
At the beginning of your game, before your first turn, is your deployment phase. This is when you are allowed to place your units anywhere within the area marked by blue lines with blue flares at the corner. Left click the unit you wish to move, hover your mouse over the desired location, and right click. This is a critical part of your turn so note carefully the terrain prior to ending this phase. You and your opponent deploy simultaneously and cannot see the other side until both are finished with this phase.
• Back: Return to main menu. • Key Config: Change keyboard settings.
Release Notes
View WhiteMoon Dreams' recent improvements to the game.
Credits
See the men and women involved in turning WARMACHINE: Tactics into a reality.
When finished, either click the Done button at the top of your screen or press the DEL button on your keyboard. If you were the last person to finish deployment, the game automatically begins. A grayed-out option means it is currently unavailable and therefore cannot be used.
Quit Game
Returns you to the previous screen.
Player Turn
A player’s turn has three phases: Maintenance, Control, and Activation. Some effects are resolved at the beginning of a player’s turn, which the game automatically determines before the start of the Maintenance Phase. Remember: any effects that expire at the beginning of your turn will be removed here.
Default Controls The player can configure these buttons to move functions to different buttons, if desired.
A: Strafe camera left
D: Strafe camera right
W: Move camera forward
S: Move camera backward
Q: Rotate camera to the left
E: Rotate camera to the right
Mouse wheel: Scroll to zoom in and out; hold middle button and move mouse to change camera angle
Alt+F9: Toggle UI
Del: End current turn
F12: Screenshot
Spacebar: Cycle between valid targets or skip dialogue
Tab: Cycle between inactivated squad members
Z: Deselect current unit or end its activation
9
moving unit’s base cannot pass over another unit’s base. Changing facing by rotating in place does not cost any movement. Terrain, spells, and other effects can increase or reduce a unit’s movement and/or its SPD. There are three basic types of advancing: full advance, run, and charge. Units can move without advancing, typically due to being pushed or slammed or from other effects. Unless otherwise specified, a unit’s facing does not change when it moves without advancing.
1. Maintenance Phase
During the Maintenance Phase, all focus points from your units are removed. Continuous effects on any units you control are calculated for removal; after ending all expired continuous effects, any remaining effects are resolved. 2. Control Phase
During the Control Phase, your warcaster replenishes focus and receives a number of focus points equal to its current FOC. You can allocate focus points to warjacks in its battlegroup that are in its control area by either clicking on the unit for each focus to allocate or by using the UI to alter focus as desired. This will decrease the amount of focus on your warcaster but increase it on your target warjack on a onefor-one basis. Warcasters can spend focus points to maintain upkeep spells in play by clicking on the focus button to the left of the spell’s name under the upkeep box. If a warcaster does not spend focus points to maintain a spell requiring upkeep, the spell expires and its effects end immediately. Warcasters can also spend focus points to heal themselves.
Charge: A charging unit rushes into melee range with a target and takes advantage of its thrust to make a powerful strike. A unit suffering a penalty to its SPD or movement for any reason other than for being in rough terrain cannot charge, regardless of offsetting bonuses. A unit must have both its normal movement and action in order to use its normal movement to charge. A warjack must spend 1 focus point to charge. Full Advance: A unit making a full advance moves up to its current speed (SPD) in squares. Placed: Sometimes units are placed in a new location as a result of an ability or spell. When a unit is placed it is not considered to have moved or advanced. Because the unit is not considered to have advanced it cannot be targeted by free strikes. There must be room for the unit’s base in the location the unit is placed.
3. Activation Phase
The Activation Phase is the major portion of a player’s turn. Units are activated one at a time in the order you choose. A unit cannot forfeit its activation unless allowed to do so by a special rule. Activating Units: When a unit activates, it is granted its normal movement and its action. The normal movement must be resolved before the action is made. After resolving the normal movement of each activated unit, it can make its action.
Run: A unit that runs advances up to twice its current SPD in squares. A unit that uses its normal movement to run cannot make an action, cast spells, or use feats that activation, and its activation ends immediately after it ends its movement. If a unit cannot run due to an effect and is required to run, instead of running it makes a full advance. A warjack must spend 1 focus point to run during its normal movement.
Concealment and Cover: Terrain features, spells, and other effects can make it more difficult to hit a unit with a ranged or magic attack. A unit within 1 square of a terrain feature that obscures any portion of its base from an attacker can gain either a concealment or cover bonus, depending on the type of terrain, to its DEF against ranged and magic attacks. Concealment and cover bonuses are not cumulative with themselves, but they are cumulative with other effects that modify a unit’s DEF. Concealment provides no benefit against spray attacks. Cover is denoted on the UI by a blue shield over the unit and can be seen when moving a unit.
Actions
An activated unit may be entitled to make an action depending on the type of movement it made. There are two broad action types: combat and special. A combat action lets a unit make one or more attacks. (A unit can make a number of initial attacks equal to its weapons; you can see how many weapons it has on its profile information.) A special action lets a unit perform a specialized function. To know the specifics of each ability and action hover your mouse over the relevant ability or skill.
Intervening Unit: If you can draw any straight line between the bases of two units that crosses over any part of the base of a third unit, the third unit is an intervening unit.
Combat Actions: A unit can use its action to make a combat action if it did not use its normal movement to run. A normal attack is an attack with a weapon that is not a special attack. A unit making a combat action chooses one of the following options:
Line of Sight: Having line of sight means a unit can see another unit on the battlefield. You can normally see largerbased units through smaller-based units.
• A unit may make one normal melee attack with each of its melee weapons. These attacks are called initial melee attacks. A unit making more than one attack can divide them among any eligible targets.
Movement
Normally, the first part of a unit’s activation is its movement. Special rules can also permit it to move at other times. A
10
Power Attacks: Power attacks are special attacks that can be made by warjacks. A ’jack must spend 1 focus point to make a power attack. A unit cannot make a power attack as its charge attack. Warjacks can make power attacks as indicated by the following list:
• A unit can make one normal ranged attack with each of its ranged weapons. These attacks are called initial ranged attacks. A unit making more than one attack can divide them among any eligible targets. • A unit that did not use its normal movement to charge can make one power attack allowed by its special rules. A power attack is considered both a melee attack and a special attack.
• All warjacks may push and slam • Heavy warjacks can trample • Warjacks with at least one Open Fist may throw
After resolving these attacks, a unit might be able to make additional attacks. A unit can make additional attacks only during its combat action. Each additional attack is a normal attack that can be made with any appropriate weapons the unit possesses, including multiple attacks with the same weapon. A ranged weapon cannot make more attacks than its ROF during a unit’s activation. Warcasters and warjacks may spend focus points to make additional attacks. Unless noted otherwise, a unit cannot make both melee and ranged attacks in the same combat action. A unit can make additional attacks after a special attack or power attack.
• Warjacks with two Open Fists are able to perform twohanded throws Slam: A warjack making a slam power attack rams a unit with the full force of its body to send the target unit flying backward and knock it to the ground. Any effects that prevent it from charging, such as a penalty to its SPD or movement for any reason other than for being in rough terrain, also prevent the warjack from making a slam power attack. During its activation, the ’jack can attempt to slam any unit that is in its line of sight at the beginning of its normal movement. A knocked down unit cannot be moved by a slam.
Free Strikes: When an engaged unit advances out of the enemy’s melee range or line of sight, the enemy unit can immediately make a free strike against it just before it leaves. The accuracy is increased, and if the attack hits the damage roll is boosted. If a unit is eligible for a free strike by an enemy unit, a yellow sword with a sunburst will appear over the attacking unit with a yellow line showing which unit would be hit.
Special Actions: Some units can make a special action as their action. A unit cannot make a special action if it uses its normal movement to run or charge. A special action’s description details its requirements and results, displayed by hovering your mouse over the applicable skill. Throw: A warjack making a throw power attack picks up and throws another unit. It cannot throw a unit with a larger base than itself. A warjack must have at least one Open Fist to make a throw power attack.
Melee Attack Rolls: The success of a melee attack is determined by the attacker’s MAT plus a randomly generated number versus the target’s DEF. Note: A knocked down or stationary target is automatically hit.
11
Two-Handed Throw: A warjack making a two-handed throw power attack uses both its arms to pick up and throw another unit. It cannot throw a unit with a larger base. A warjack must have two Open Fists to make a two-handed throw power attack.
the special skill Combined Ranged Attack; subsequent units with the skill will be given the option to join this attack. All bonuses and penalties for the attack are based on the primary attacker. Knockdown: Some attacks and special rules cause a unit to be knocked down. A knocked down unit cannot move, make actions, make attacks, cast spells, use feats, be used to channel a spell, or give orders and does not have a melee range. Standing causes a unit to forfeit either its movement or action.
Trample: A warjack making a trample power attack crashes its way through small-based units in its path. Any effects that prevent it from charging, such as a penalty to its SPD or movement for any reason other than for being in rough terrain, prevent the warjack from making a trample power attack. Light warjacks cannot make trample power attacks.
Focus
Special Combat Situations
Focus has a wide variety of uses for warcasters and warjacks. Focus can be spent in the following ways; unless otherwise noted the cost is 1 focus per action.
Cloud Effect: Dense smoke, magical darkness, thick mists, and the like can help prevent units from being hit by ranged and magic attacks. All units inside the cloud effect gain concealment. A cloud effect provides no protection from melee attacks. You can see a cloud effect if you zoom in with the mouse scroll button.
Warcasters’ Use of Focus
Additional Attack: Purchase one additional melee or ranged attack as part of your combat action. Boost: Boost any of your attack rolls or damage rolls during activation. Note: a single roll can only be boosted once, but you can boost as many rolls as you can afford.
Combined Melee Attacks: Two or more units with this ability with the same target in their melee range can combine their melee attacks against that target. Choose one unit in the attacking group to be the primary attacker; everyone else eligible will be given the option to join in the attack. A unit that charged during its activation can participate in a combined melee attack, but the combined attack cannot be a charge attack unless all contributed attacks are charge attacks.
Shake Effect: During your Control Phase, after allocating focus, if this warcaster is knocked down it can spend focus to stand up or cause the stationary status to expire. This unit then activates normally and does not need to sacrifice its movement or action. Spells: A warcaster can cast any number of spells during its activation for which it can pay the COST. A spell’s cost is shown on the UI when you hover your mouse over the spell along with all pertinent information to said spell.
Combined Ranged Attacks: Two or more units with this ability can combine their ranged attacks against the same target. Select the point of origin by having the unit choose 12
the TAB button on the keyboard selects the next unit in the sequence, which is useful for when your army is localized in a specific area and order of activation does not matter much. Left-clicking with the mouse over the non-grayed out unit portrait allows you to find specific troops, which is a good option for when you are concerned about the sequence of activation. Finally, you may left-click an inactivated unit on the battlefield itself when you want pinpoint accuracy of which unit you wish to use.
Warjacks’ Use of Focus
Additional Attack: Purchase one additional melee or ranged attack as part of your combat action. Boost: Boost any of your attack rolls or damage rolls during activation. Note: a single roll can only be boosted once, but you can boost as many rolls as you can afford. Charge: Charge a valid target as its first initial attack and movement. Power Attacks: Make a power attack, as described under “Actions” on page 9.
Attacking: To attack an enemy with a ranged attack, simply move to within range (this is depicted with a yellow gun with a line pointing to the enemy within range), select the unit and desired attack, and right click to execute the attack. To attack with a melee weapon, move to within reach of the enemy (denoted with yellow swords) and right click to end the movement. From here, choose the desired ability or option, boosting if applicable, and left-click execute. Note: The above steps can be applied to friendly units by turning off friendly fire in the lower left of your UI.
Shake Effect: During your Control Phase, after allocating focus, if this warjack is knocked down it can spend focus to stand up or cause the stationary status to expire. This warjack then activates normally and does not need to sacrifice its movement or action.
Terrain Types
Open terrain is mostly smooth, even ground. A unit in open terrain moves 1 square per 1 SPD of its movement. Examples include grassy plains, barren fields, dirt roads, sloped hillsides, elevated walkways, and paved surfaces.
Back Strike: A unit is eligible to back-strike an enemy when it both begins and ends its activation in the back arc of the target enemy. If an attack is eligible for a back strike it will be denoted with a symbol showing a yellow sword protruding from the back of the person. This will result in greater accuracy and damage for the attacking unit, and certain units have special abilities to increase this additional damage. Note: The above steps can be applied to friendly units by turning off friendly fire in the lower left of your UI.
Rough terrain can be traversed at a significantly slower pace than open terrain. As long as any part of its base is in rough terrain, a unit suffers a movement penalty that causes it to move at half its normal movement. Examples include thick brush, rocky areas, murky bogs, shallow water, and deep snow. Impassable terrain is terrain that completely prohibits movement. Examples include cliff faces, oceans, and lava.
Cover: Units gain cover when there is a reinforced hiding spot, such as a wall or boulder, between the unit and a ranged attack. Any unit in cover is much harder to hit with a ranged attack or offensive spell, lowering the attacker’s accuracy significantly. If a movement would cause a unit to gain cover a blue shield symbol will appear on the mouse pointer.
Camera Control
Focusing: To focus the camera on a specific unit, move your mouse to the portrait of the unit you desire and click either the left or right button. This will focus the camera on the unit and display all its information on the far left-hand side of your monitor.
Free Strike: When a unit attempts to exit the melee range of an enemy unit, the moving unit may be subject to a free strike from the enemy. You will know in advance if the movement would cause a free strike as a symbol of a single yellow sword with a sunburst will appear over the attacker(s). Be warned: free strikes are more accurate and deal more damage than normal attacks and should be risked very sparingly.
Movement: To pan the camera, move the mouse pointer to the edge of the screen in the direction you wish the camera to move. When you are satisfied with the location, move the cursor away from the screen edge. You can also pan the camera using the arrow keys on your keyboard or by using the WASD keys (default) to move it up, left, down, and right respectively. Rotating: To rotate the camera, move the camera left or right. Zooming: Moving the mouse up zooms the camera in and moving down zooms out.
Info Panel: After you select a unit a panel on the far lefthand side of the UI will appear with the stats and abilities of the selected unit. Hover your mouse over any area to receive more detailed information.
Units
Unit Selection: Three different techniques can be used to select a unit, depending on personal preference. Pressing
13
Khador
Moving: Units may be moved once they are selected by moving your mouse to the desired location and right clicking. During movement you can see if the troop would be eligible for any of the following: back strike, cover, free strike, melee attack, and ranged attacks upon ending the movement.
Khador (KAY-dohr) is home to a proud tradition of strength and endurance. Building on this, its empress seeks to expand her empire to reclaim ancient glories and spread the influence of her winter-hardened people. Though Cygnar may have invented the warjack, Khador invented the first steam engine, and its engineers pride themselves on the rugged reliability of their battle-tested machines. This nation has modernized its military in the last few decades to create a crushingly effective and varied force. Khador foregoes speed and mobility for sheer brute force and armor. Its warjacks are among the toughest in the game and are armed with some of the most powerful weaponry. The freezing power of winter is a prevalent force among Khadoran magic users.
Portraits: On the far left-hand side of your UI there is a single column for each of your units.
Factions of WARMACHINE Cygnar
Cygnar (SIG-nahr) is the crown jewel of the Iron Kingdoms, rich in both resources and manpower. This great nation developed the first warjack technology and is the most technologically advanced of the human factions. Cygnar prides itself on waging war only for honorable reasons—though its enemies may dispute that claim. Cygnar’s greatest strength in battle is its ability to deliver unsurpassed damage at a distance with its plentiful ranged attacks. It is well suited to a combined-arms approach to the battlefield and has many abilities that augment ranged attacks. This army is characterized by an electrical storm theme found in many of their weapons, spells, and abilities.
Cryx
The Nightmare Empire of Cryx (kriks) is a terrifying legion of undying creatures. These worshipers of the Dragonfather Toruk are led into battle by horrible necromantic warcasters who seek to spread his blight of malevolence and life-devouring savagery over the land. The forces of Cryx specialize in speed and exploiting weaknesses, however small. They have no problem sacrificing their soldiers to set up the perfect assassination strike. Cryx can field large numbers of troops to overwhelm the enemy and can sometimes create additional troops even in the middle of battle. They also excel at weakening the enemy, giving even their less-powerful units a chance to inflict heavy damage. Cryxian weapons and magic often cause corrosion and corruption of their enemies.
Protectorate of Menoth
The devoted masses of the Protectorate of Menoth (MEN-awth) march from the gates of their cathedral fortresses to enlighten the surrounding heathen nations for Menoth’s greater glory. They worship the Creator of Man fervently and believe all others should follow suit. What they lack in technological sophistication they more than make up for with devotion and strength of numbers. Virtually the entire population of the Protectorate can be called to war in times of need. The Protectorate thrives on protective spells and abilities that use its enemies' actions to make its own forces stronger. Its army is characterized by fire-based attacks and the ability to nullify the magic of its opposition.
14
Retribution of Scyrah
Mercenaries
As the nations of the Iron Kingdoms wage war on each other, there is great profit to be made by those willing to risk life and limb in pursuit of coin. The mercenaries of Immoren are as diverse in appearance and approach to combat as they are in motivation. Many of them operate as businesses and utilize official charters detailing their conduct and under what circumstances they will sell their bloody services. Other sell-swords have more dubious reputations as bandits, assassins, traitors, and pirates. All find their services in demand by the commanders of Immoren. Not every mercenary is solely motivated by wealth or adventure; some sell their services to fund their own private agendas or personal wars. Although mercenary forces are not as well supplied as the standing armies of the Iron Kingdoms, their inherent diversity is their strength. Groups of highly trained specialists form armies of incredible flexibility.
The elven nation of Ios (EYE-ohss) has long secluded itself from the kingdoms of man, but recent turmoil among the Iosans has seen the onceoutlawed Retribution of Scyrah (SIGH-rah) sect rise to power. The Retribution believes it can save their dying god Scyrah by eliminating the spread of mankind’s magic. They are emerging from the shadows with their mighty myrmidons and an army bent on victory at all costs. Retribution warjacks, called myrmidons, have force fields that protect them from harm. Within the Retribution exists a duality between the professional soldiers of the Dawnguard and the shadowy assassins of the Mage Hunters. Together, these elements create forces that combine speed and stealth with resilience.
15