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Quick Reference Guide for Warmachine

Start of Turn Phases SPD-Speed


 Determines how fast a
Maintenance Phase- model can move.
 Remove all Focus from your warjacks. STR-Strength
 Perform any checks for Continuous Effects.  Modifies the P+S of
Resolve any effects that remain after checks. melee weapons.
 Resolve any other Maintenance Phase effects. MAT-Melee Attack
 Modifies how often
Control Phase- melee attacks will hit.
 Your warcaster gains focus up to its Focus Stat. RAT-Ranged Attack
 Every warjack in your warcasters control range.  Modifies how often
(Twice your Focus Stat in inches) gains one focus ranged attacks will hit.
if able. DEF-Defence
 Your warcaster may allocate focus to any  Determines how often
warjacks in your control range from their focus attacks made against the
pool up to 3 total. model miss.
 Your warcaster may pay 1 focus for each upkeep ARM-Armor
(Duration: UP) to keep the effect going.  Determines how much
 Resolve any other Control Phase effects. damage you take from
attacks that hit.
Focus
 Used for casting spells
and boosting.

Normal Activations RNG-Range


A normal models activation is made up of a Movement action  How far in inches this
followed by a Combat action. weapon can be used.
POW-Power
Movement - Combat-  Base damage of weapon.
As part of the movement action a model may choose one of the As part of the Combat Action a model may choose to do one of the Ranged Weapons
following... following… ROF-Rate of Fire
 Walk –Move up to its speed in inches.  Make one melee attack with each of its melee weapons.  Number of times weapon
 Run—Forfeit its combat action to move up to twice its speed  Make a number of ranged attacks with each of its ranged can be used an activation.
in inches then end its activation. (warjacks spend 1 focus to do weapons up to its Rate of Fire (ROF). AOE-Area of Effect
so)  Make one Star Attack or Star Action as its allowed.  Blast/effect area.
 Charge—Move up to a models speed plus 3” in a straight line  You may forfeit the combat action to stand up at the start of
to a model in line of Sight. (warjacks spend 1 focus to do so) the models activation
Melee Weapons
 Aim—Forfeit movement to gain +2 to all attack rolls this NOTE: A model cannot use both its ranged and melee attacks in P+S-Power + Strength
activation. the same activation unless otherwise noted on its card.  Calculated base Power
 Stand up plus Strength.
Casting Spells Combat Modifiers Line of Sight (LoS)
 Casting a spell does not use either the movement or Ranged / Magic Modifiers  Line of sight is required for most targeted actions in
combat action.  Aiming - +2 to ranged attack rolls made. game
 A model may cast any number of spells in a turn at  Back strike- +2 to all attack rolls made.  A model has line of sight to another model if a line can
any time during its activation.  Elevation - +2 DEF against models not at the be drawn from anywhere in the front arc of the model to
 You cannot cast spells in the same activation as a Run. same elevation. the other model with a few rules.
 Cover - +4 DEF (Does not stack with  This line does not cross a model of the same
Concealment). Ignored by sprays. base size
COST-  Concealment - +2 DEF (Does not stack with  This line does not cross line of sight blocking
 How much focus is required to cast the spell. Cover). Ignored by sprays. terrain
RNG-Range  Target in Melee - +4 DEF. Ranged attacks  There are no other conditions preventing Line
 Distance required to cast the spell successfully. that miss gets rerolled against a different of Sight to be drawn (Spells/Feats)
AOE-Area of Effect model in combat with the target.
 Blast/Effect Area.  Target is Knocked Down/ Stationary- Model
POW-Power is base DEF 5. Using Focus
 Base damage of the spell. Melee Modifiers Warcasters -
DUR-Duration  Back strike- +2 to all attack rolls made.  Boosting - A warcaster may boost a damage or attack
 How long the spell lasts.  Obstructed - +2 DEF. roll for 1 focus
 UP: Upkeep– During the control phase you  Target is Knocked Down/Stationary - Model  Heal - A warcaster may heal themselves for 1 for each
may pay 1 to keep the effect going. is automatically hit my all melee attacks. focus spent
 TURN-Lasts until the end of your turn. Other Modifiers  Power Field - A warcaster may reduce any damage
 RND-Round-Lasts until the beginning of your  Charge - In addition to the additional taken by 5 by spending 1 focus. This may be only done
next turn. movement, the first melee attack made once per damage roll
OFF-Offensive against the charged target has boosted  Make Additional Attacks - For 1 focus, a warcaster may
 Determines if the spell is Offensive. damage. make an additional melee attack. Ranged attacks require
 Boosts - Add an additional die to the roll the Reload rule to do so.
made. A roll may only be boosted once.  Shake Effects - A warcaster may remove certain
Rolling for Combat statuses by spending 1 focus after allocation during the
In order to declare an attack you need to... Crippled Systems end of the control phase
 Declare what model you are targeting. Within the health pool of a warjack are the Warjacks -
 If the model is both in range of the weapon and in the different systems which keep the ’jack functional.  Boosting - A warjack may boost a damage or attack roll
models LoS, make an attack roll. As these systems get damaged, the overall for 1 focus
 Depending on the type of attack, it will be 2d6 + base effectiveness of the warjack decreases.  Make Additional Attacks - For 1 focus, a warjack may
attack modifier.  A system is crippled when all of the boxes of make an additional melee attack. Ranged attacks
 Ranged Attack - 2d6 + RAT. a system is marked with damage. requires the Reload rule to do so.
 Melee Attack - 2d6 + MAT. C - Cortex: When the cortex is crippled, a  Run / Charge - A warjack may run or charge for 1 focus
 Magic Attack - 2d6 + Focus or Magic Ability. warjack loses all of the focus it has and cannot be  Shake Effects - A warjack may remove certain statuses
 If this meets or exceeds the targets DEF stat, then the allocated focus and does not gain focus from by spending 1 focus after allocation during the end of
model is directly hit and damage is rolled. powering up the control phase.
 If an attack with an AoE misses, deviation is M - Movement: When movement is crippled, a
done. warjack becomes defence 5 and cannot run or
 To roll damage, roll 2d6 + Pow/ P+S of the weapon charge
used. If this exceeds armor then damage was done. R,H,L - Weapon System: When a weapon system
 Total Damage dealt is the result of the roll minus the is crippled, it loses one attack and damage die for
ARM of the target. rolls using that weapon
Quick Reference Guide for Hordes
Start of Turn Phases SPD-Speed
 Determines how fast a
Maintenance Phase- model can move.
 Remove all fury in excess of the warlocks fury STR-Strength
stat.  Modifies the P+S of
 Perform any checks for Continuous Effects. melee weapons.
Resolve any effects that remain after checks. MAT-Melee Attack
 Resolve any other Maintenance Phase effects.  Modifies how often
melee attacks will hit.
Control Phase- RAT-Ranged Attack
 Your warlock may remove fury from your beasts  Modifies how often
in your control range (Twice your fury stat) You ranged attacks will hit.
may only have fury up to the warlocks fury stat DEF-Defence
 Your warlock may gain 1 fury for each dead  Determines how often
warbeast they controlled. attacks made against the
 A Warlock can gain 1 fury by dealing itself one model miss.
damage point. ARM-Armor
 Your warlock may pay 1 focus for each upkeep  Determines how much
(Duration: UP) to keep the effect going. damage you take from
 Make a threshold check for any warbeast with 1 attacks that hit.
or more fury remaining on it [More in Fury
“Threshold”].  Used for casting spells
 Resolve any other Control Phase effects. and boosting.

Normal Activations RNG-Range


A normal models activation is made up of a Movement action  How far in inches this
followed by a Combat action. weapon can be used.
POW-Power
Movement - Combat-  Base damage of weapon.
As part of the movement action a model may choose one of the As part of the Combat Action a model may choose to do one of the Ranged Weapons
following... following… ROF-Rate of Fire
 Walk –Move up to its speed in inches.  Make one melee attack with each of its melee weapons.  Number of times weapon
 Run—Forfeit its combat action to move up to twice its speed  Make a number of ranged attacks with each of its ranged can be used an activation.
in inches then end its activation. (warbeasts generate 1 fury to weapons up to its Rate of Fire (ROF). AOE-Area of Effect
do so)  Make one Star Attack or Star Action as its allowed.  Blast/effect area.
 Charge—Move up to a models speed plus 3” in a straight line  You may forfeit the combat action to stand up at the start of
to a model in line of Sight. (warbeasts generate 1 fury to do so) the models activation.
Melee Weapons
 Aim—Forfeit movement to gain +2 to all attack rolls this NOTE: A model cannot use both its ranged and melee attacks in P+S-Power + Strength
activation. the same activation unless otherwise noted on its card.  Calculated base Power
 You may forfeit movement to stand up. plus Strength.
Casting Spells Combat Modifiers Line of Sight (LoS)
 Casting a spell does not use either the movement or Ranged / Magic Modifiers  Line of sight is required for most targeted actions in
combat action.  Aiming - +2 to ranged attack rolls made. game
 A model may cast any number of spells in a turn at  Back strike- +2 to all attack rolls made.  A model has line of sight to another model if a line can
any time during its activation.  Elevation - +2 DEF against models not at the be drawn from anywhere in the front arc of the model to
 You cannot cast spells in the same activation as a Run. same elevation. the other model with a few rules.
 Cover - +4 DEF (Does not stack with  This line does not cross a model of the same
Concealment). Ignored by sprays. base size
COST-  Concealment - +2 DEF (Does not stack with  This line does not cross line of sight blocking
 How much fury is required to cast the spell. Cover). Ignored by sprays. terrain
RNG-Range  Target in Melee - +4 DEF. Ranged attacks  There are no other conditions preventing Line
 Distance required to cast the spell successfully. that miss gets rerolled against a different of Sight to be drawn (Spells/Feats)
AOE-Area of Effect model in combat with the target.
 Blast/Effect Area.  Target is Knocked Down/ Stationary- Model
POW-Power is base DEF 5. Using Fury
 Base damage of the spell. Melee Modifiers Warlocks - Spend fury for effects
DUR-Duration  Back strike- +2 to all attack rolls made. Warbeasts - Forces (Generate fury) for effects within the
 How long the spell lasts  Obstructed - +2 DEF. warlocks control area
 UP: Upkeep– During the control phase you  Target is Knocked Down/Stationary - Model Both can:
may pay 1 to keep the effect going is automatically hit my all melee attacks.  Boost- A warlock or warbeast may boost an attack or
 TURN-Lasts until the end of your turn. Other Modifiers damage roll for 1 fury
 RND-Round-Lasts until the beginning of your  Charge - In addition to the additional  Buy Additional Attacks - For 1 fury, a warlock or
next turn. movement, the first melee attack made warbeast may make an additional melee attack. Ranged
OFF-Offensive against the charged target has boosted attacks require the Reload rule to do so.
 Determines if the spell is Offensive. damage.  Shake Effects - A warbeast or warlock may remove
 Boosts - Add an additional die to the roll certain statuses (Knocked down, continuous effects,
made. A roll may only be boosted once. Blind and others) for 1 fury during the end of the control
Rolling for Combat phase.
In order to declare an attack you need to... Crippled Aspects Warlocks can:
 Declare what model you are targeting. The health pool of a warbeast is made up of 3  Heal - A warlock may remove 1 damage from itself or
 If the model is both in range of the weapon and in the different aspects. As these aspects are lost, a any beast currently in their control for 1 fury per point
models LoS, make an attack roll. warbeasts effectiveness goes down.  Transfer - When a Warlock is dealt damage, it may
 Depending on the type of attack, it will be 2d6 + base  An aspect is crippled when all boxes of a spend 1 fury to move the damage dealt to a warbeast in
attack modifier. branch have damage on them. its control range that is not full with fury
 Ranged Attack - 2d6 + RAT. Mind - When the mind is crippled, this warbeast Warbeasts can:
 Melee Attack - 2d6 + MAT. loses one die on all attack rolls.  Cast its Animus - A warbeast may cast its animus at
 Magic Attack - 2d6 + FURY or Magic Ability. Body - When the body is crippeled, this anytime it could cast a spell. If it does, the warbeast
 If this meets or exceeds the targets DEF stat, then the warbeast loses one die gains fury equal to its cost.
model is directly hit and damage is rolled. on all damage rolls.  Run / Charge - A warbeast may run or charge for 1 fury
 If an attack with an AoE misses, deviation is Spirt - When the Spirit Threshold
done. is crippled, this After leeching, if a warbeast has fury on it, roll 2D6+ the fury
 To roll damage, roll 2d6 + Pow/ P+S of the weapon warbeast cannot be left. If this number is larger than its threshold, it frenzies. The
used. If this exceeds armor then damage was done. forced (use any of its model shakes all effects and charges the closest model in line
 Total Damage dealt is the result of the roll minus the fury cost abilities). of sight, friend or foe. The model loses it’s activation and
ARM of the target. may lose any fury remaining.

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