TEXT: WARMACHINE MKII
  Field Test Rules
  April 2009
  Privateer Press was founded with the goal of making the best damn games possible, and 
  WARMACHINE Mk II is our next step toward making the perfect game. 
  WARMACHINE Mk II plays faster, smoother, and more aggressive than ever. Based on six 
  years of player feedback, organized play data, and tournament observation, Mk II is the 
  culmination of thousands of hours of design, playtest, and redesign with the single objective 
  of improving the player experience. 
  While we’ve been putting Mk II through its trials for the past several months, we know the 
  amount of playtesting we can perform is nothing compared to the rigors it will face once 
  it’s in the hands of the public. Therefore, as the final phase in finishing the next iteration of 
  WARMACHINE, we are asking you—the players who have helped shape the evolution of the 
  game since the beginning—to assist us in putting the final polish on this gleaming machine.
  We’re handing over the keys early and asking you to put WARMACHINE Mk II to the test. 
  Stoke your boilers, rally your troops, and put this game through its paces! Then use our 
  online feedback form to tell us how it performed.
  This field test of the Mk II rules is close to the final version, but we’re relying on you to help 
  us tighten the last few bolts. Your feedback on rules wording and model interactions will 
  assist us in identifying hidden errors and ensure that the final product is as clear and as 
  balanced as possible. Register at http://fieldtest.privateerpress.com/ to submit your feedback 
  throughout the month of April.
  Please note that because this document represents a work in progress, we removed some of 
  the features that will appear in Prime Mk II. We left out some of the rules, such as warjack 
  bonding and scenarios, and we stripped out artwork, graphics, photographs, and textures in 
  order to keep the file simple and manageable. Similarly, page references will maintain their 
  draft form of “p. XXX” until we begin final layout of Prime Mk II later this year.
  Thank you!
  
  WARMACHINE MKII Field Test Rules v2, page 2 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Rules Basics
  General KnowledGe for Combat in 
  warmaCHine
  Game Overview
  In WARMACHINE, the very earth shakes during fierce 
  confrontations where six-ton constructs of tempered iron 
  and steel slam into each other with the destructive force of 
  a locomotive, where lead-spewing cannons chew through 
  armor plating as easily as flesh, and where a tempest of arcane 
  magic sets the battlefield ablaze with such Armageddon-
  like proportion that the gods themselves fear to tread such 
  tormented ground.
  WARMACHINE is a fast-paced and aggressive 30mm tabletop 
  miniatures battle game set in the steam-powered fantasy 
  world of the Iron Kingdoms. Players take on the role of elite 
  soldier-sorcerers known as warcasters. Though warcasters 
  are formidable combatants on their own, their true strength 
  lies in their magical ability to control and coordinate mighty 
  warjacks—massive steam-powered combat automatons that 
  are the pinnacle of military might in the Iron Kingdoms. 
  Players collect, assemble, and paint fantastically detailed 
  models representing the varied men, machines, and creatures 
  in their army. This book provides rules for using those models 
  in swift and brutal conflict. This is steam-powered miniatures 
  combat, and your tabletop will never be the same!
  A WARMACHINE army is built around a warcaster and his 
  battlegroup of warjacks. Squads of soldiers and support teams 
  can be fielded to bolster a battlegroup’s combat capability 
  further. Sometimes huge armies with multiple battlegroups 
  and legions of soldiers take the field to crush their enemies 
  with the combined might of muscle and iron.
  Warjacks, called ’jacks for short, are specialized fighting 
  machines. They are hulking iron giants powered by a fusion 
  of steam technology and arcane science and are controlled 
  with deadly precision by a warcaster. Warjacks can be 
  outfitted with a plethora of wicked melee or ranged weaponry 
  and equipment. Specialized ’jacks, known as channelers, 
  are equipped with a device called an arc node that lets the 
  warcaster project spells through the warjack itself.
  A warcaster is in constant telepathic contact with the ’jacks 
  in his battlegroup. During the course of a confrontation, 
  warcasters continually draw on a magical energy called 
  focus. A warcaster’s focus points can be used to boost his own 
  combat abilities, boost those of his warjacks in his control area, 
  or cast powerful spells.
  The warcaster is the tie binding the battlegroup together but 
  is also its weakest link. If the warcaster falls, his ’jacks become 
  little more than iron shells.
  The outcome of a battle depends on your ability to think 
  quickly, use sound tactics, and decisively employ your 
  forces. A crucial component of your strategy will be the 
  management of your warcaster’s focus points and how you 
  use them to boost your warjacks’ abilities. Focus points can be 
  used to enhance a ’jack’s already impressive combat power 
  significantly. Properly allocated, they can make an entire 
  battlegroup a nigh-unstoppable instrument of destruction!
  Victory favors the bold! So bring it on, if you’ve got the metal.
  Summary of Play
  Before a battle begins, players agree on an encounter level 
  and a scenario to be played, and then they create their armies 
  based on those guidelines. Next, determine the turn order. 
  It will not change throughout the game. Players then deploy 
  their forces and prepare for the battle to begin.
  Battles are conducted in a series of game rounds. Each game 
  round, every player receives one turn to command his 
  army. During his turn, a player activates all the models in 
  his force, one after the other. When activated, a model can 
  move and then perform one of a variety of actions such as 
  attacking, repairing a ’jack, or casting spells. Once all players 
  have taken their turns, the current game round ends and a 
  new one begins starting again with the first player. Game 
  rounds continue until one side wins either by destroying 
  all opposition, meeting scenario objectives, or accepting the 
  surrender of all his opponents.
  What you need for WarMaChIne
  In addition to this book and your army of 
  WARMACHINE models, you will also need a few 
  basic items to play:
  •	 A	table	or	playing	surface	where	you	can	conduct	
  your battles (typically 4´ x 4´).
  •	 A	tape	measure	or	ruler	marked	in	inches	and	
  fractions thereof to measure movement and 
  attack distances.
  •	 A	few	six-sided	dice.	Six	will	be	plenty.
  •	 A	handful	of	tokens	to	indicate	focus	points,	spell	
  effects, etc.
  •	 The	appropriate	stat	cards	included	with	each	
  model.	We	suggest	you	put	them	in	card	sleeves	
  and	use	a	dry	erase	marker	to	mark	damage.
  •	 The	markers	and	templates	found	on	p.	XXX	at	
  the back of this book. You may photocopy them 
  for personal use.
  
  WARMACHINE MKII Field Test Rules v2, page 3 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Dice and Rounding
  WARMACHINE uses six-sided dice, abbreviated d6, to 
  determine the success of attacks and other actions. Most 
  events, such as attacks, require rolling two dice (abbreviated 
  2d6). Other events typically require rolling from one to four 
  dice. Die rolls often have modifiers, which are expressed as 
  + or – some quantity after the die roll notation. For example, 
  melee attack rolls are described as “2d6+MAT.” This means 
  ‘roll two six-sided dice and add the attacking model’s MAT to 
  the result.’
  Some events call for rolling a d3. To do so, roll a d6, divide the 
  result by two, and round up.
  Some instances call for a model’s stat or a die roll to be divided 
  in half. With the exception of distance measurements, always 
  round a fractional result to the next highest whole number. 
  Additional Dice & Boosted Rolls
  Sometimes a special ability or circumstance will allow a model 
  to roll an additional die. An additional die is a die added to 
  the number of dice a model would ordinarily roll. For example, 
  when a model makes a ranged attack roll, it generally rolls 2d6 
  and adds its RAT. If the model gains an additional die on this 
  attack, it would roll 3d6 and add its RAT.
  Some effects grant models boosted attack or damage rolls. 
  Add an extra die to a boosted roll. Boosting must be declared 
  before rolling any dice for the roll. Each attack or damage roll 
  can only be boosted once, but a model can boost multiple rolls 
  during its activation. When an attack affects several models, 
  the attack and damage rolls against each individual model 
  must be boosted separately.
  For example, a model that hits a target with a charge attack 
  gains a boosted damage roll, meaning it adds an additional 
  die to its damage roll. Because this roll is boosted, the model 
  cannot spend focus to boost the damage roll again to gain two 
  additional dice on the roll. 
  General Guidelines
  This section covers how WARMACHINE handles game 
  terms, the relationship between standard and special rules, 
  sportsmanship between players, and the procedures for 
  resolving rules disputes.
  Game	Terms
  When these rules introduce a game term in a definitive 
  fashion, its name appears in bold. If the rules reference a term 
  from another section, its first appearance in that section will 
  be in italics. For ease of reference, game terms are defined in 
  the Glossary.
  For the sake of brevity, the phrase “model with the        
  ability” is sometimes replaced with the ability’s name. For 
  example, a model with the ’Jack Marshal ability can be 
  referred to simply as a ’jack marshal, and a model with the 
  Spell Caster ability is referred to as a spell caster. Similarly, 
  the phrases “attack with the        weapon” and “attack 
  granted by the        ability” are replaced by the expression “       
  attack.” For instance, Caine’s Maelstrom feat allows him 
  to make several attacks with his Spellstorm Pistols. These 
  attacks are referred to as “Spellstorm Pistol attacks” in the 
  text of Maelstrom. In the same way, the extra attacks granted 
  by the Strafe ability of a Cygnar Sentinel’s Chain Gun are 
  referred to as “Strafe attacks” and the attacks a trampling 
  warjack makes against models that it moved over are called 
  “trample attacks.”
  The abilities of models are written as if speaking to the 
  current controller of the model. If a model’s rules reference 
  “you” or “yours”, they refer to the player currently in control 
  of the model.
  All models in your army are friendly models. Models 
  controlled by your opponent are enemy models. If your 
  opponent takes control of one of your models or units during 
  play, it becomes an enemy model or unit while it is under 
  your opponent’s control. If you take control of one of your 
  opponent’s models or units it is friendly while it is under 
  your control.
  In a model’s rules, “this model” always refers to the model 
  carrying the rule.
  When a rule references “Faction” it refers to the faction of the 
  model using the rule. If a mercenary model’s rules reference 
  “Faction”, it refers to other mercenary models. 
  Unless specified otherwise, when a model’s rules reference 
  another model by name, the model referenced is assumed to 
  be a friendly model. For example, Nightmare has an Affinity 
  rule that grants it Stealth while it is in Deneghra’s control 
  area. Nightmare only gains Stealth if its controlling player 
  also controls Deneghra. An enemy Deneghra model does not 
  grant Stealth to Nightmare.
  In addition to referencing models or units by name, 
  rules can reference one of a model or unit’s sub-
  What’s a d6? hoW about a d3?
  A	six-sided	die	is	referred	to	as	a	d6.	Two	six-sided	
  dice	are	abbreviated	as	2d6,	three	dice	as	3d6,	and	
  so on.
  A	d3	is	a	quick	way	to	say,	“roll	a	d6,	divide	by	2,	
  and round up.” Quite a mouthful! Here’s how to 
  read	the	results	of	a	d3	roll	quickly:
  1 or 2 = 1
  3	or	4	=	2
  5	or	6	=	3
  
  WARMACHINE MKII Field Test Rules v2, page 4 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  types. The Knights Exemplar unit, for example, has the name 
  “Knights Exemplar” and is a “Protectorate Exemplar Unit.” 
  This unit could be referenced specifically by its unit name 
  Knights Exemplar (as in Grand Exemplar Kreoss’ elite cadre 
  for Knights Exemplar) and could be referenced by its sub-type 
  along with other Exemplar (as in High Exemplar Gravus’ 
  Crusader’s Requiem for Exemplar). The terms Protectorate 
  and Unit are also sub-types that are referenced in individual 
  spells and abilities.
  Rule Priority
  WARMACHINE is a complex game providing a multitude 
  of options, but its rules are intuitive and easy to learn. The 
  standard rules lay the foundation upon which the game is 
  built and provide all the typical mechanics used in play. 
  Additional special rules apply to specific models and modify 
  the standard rules in certain circumstances. When they apply, 
  special rules take precedence.
  Unless otherwise specified, multiple instances of the same 
  effect on a model are not cumulative. If a model would be 
  affected by a second instance of an effect, the second instance 
  is not applied to the model. This means that effects with a 
  duration will expire based on the time when the first applied 
  effect will expire. However, different effects are cumulative 
  with each other even if they apply the same modifier to a 
  model. For example, being in a Burning Ash cloud reduces 
  your attack rolls by 2. Choking Veil does the same thing, but 
  it’s a different effect, and so a model in both effects would 
  have its attack rolls reduced by 4. Multiple instances of the 
  same effect are not cumulative even when the effect comes 
  from different sources. For example, a spell that grants Dark 
  Shroud would not be cumulative with the Dark Shroud ability 
  of Bane Thralls.
  Situations can occur where two special rules have conflicting 
  results. Use the following guidelines, in order, to resolve 
  special rules interactions.
  If one rule specifically states its interaction with another rule, 
  follow it. 
  Special rules that state something ‘cannot’ happen override 
  rules that say that the same thing ‘must’ or ‘can’ occur. 
  For example, a model has a rule stating it cannot be knocked 
  down, and it is affected by something that states it is 
  knocked down. Since the rules make no specific mention 
  of each other, follow guideline 2, and the model is not 
  knocked down. A second example is of a model with a 
  magical weapon attempting to charge an Incorporeal model. 
  The magical weapon quality states the model can charge 
  Incorporeal models, but Incorporeal states that the model 
  cannot be charged. Since the interaction is specifically stated 
  in the magical weapon rule, the model is able to charge the 
  Incorporeal model even though guideline 2 would say it 
  could not. 
  Sportsmanship	&	Sharing	
  Information
  Although WARMACHINE simulates violent battles 
  between mammoth forces, you should still strive to be a 
  good sportsman in all aspects of the game. Remember, this 
  is a game meant to provide entertainment and friendly 
  competition. Whether winning or losing, you should still be 
  having lots of fun.
  From time to time, your opponent may wish to see your 
  records to verify a model’s stats or see how much damage 
  a particular warjack has taken. Always represent this 
  information honestly and share your records and information 
  without hesitation.
  During the game, when a player makes a measurement for 
  any reason he must share the information with his opponent.
  Resolving	Rules	Issues
  These rules have been carefully designed to provide as much 
  guidance as possible in all aspects of play. However, you 
  might encounter situations where the proper course of action 
  is not immediately obvious. For instance, players might 
  disagree on whether or not a model has line of sight to its 
  intended target.
  During a game, try to resolve the issue quickly in the interest 
  of keeping the game flowing. After the game you will have 
  plenty of time to decide the best answer, and it can then be 
  incorporated into future games.
  If a situation arises in which all players cannot agree on 
  a solution, quickly discuss the matter and reference this 
  rulebook for an answer, but do not spend so much time doing 
  so that you slow the game. In striving to resolve an issue, 
  common sense and the precedents set by related rules should 
  be your guides.
  If the dispute cannot be solved quickly, each player rolls a 
  d6—the highest roller gets to decide the outcome. Reroll any 
  ties. In the interest of fairness, once a ruling has been made 
  for a specific issue, it applies for all similar circumstances for 
  the rest of the game. After the game ends, you can take the 
  time to reference the rules and thoroughly discuss the issue to 
  decide how best to handle that same situation in the future.
  Measuring	Distances
  When measuring the distance from a model, measure from 
  the edge of the model’s base. Similarly, when measuring the 
  distance to a model, measure to the edge of that model’s base. 
  Thus, a model is within a given distance when the nearest 
  edge of its base is within that distance, or equivalently, when 
  any part of its base is within the given distance. If two models 
  are exactly a certain distance apart, they are within that 
  distance of each other. 
  A model is completely within a given distance when 
  its entire base is within that distance. Equivalently, 
  
  WARMACHINE MKII Field Test Rules v2, page 5 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  a model is completely within a given distance when the 
  farthest edge of its base is within that distance. 
  If models’ bases are overlapping, they are within 0˝ of each 
  other. 
  When determining the effects of a spell or ability that affects 
  models within a specified number of inches of a model, the 
  effect is a circular area extending out from the model’s base 
  and including the area under the model’s base. However, 
  unless the spell or ability says otherwise, that model is not 
  considered to be within the distance. For example, when an 
  Ironclad uses its Tremor special attack, it affects all models 
  within 2˝ of itself, but Tremor does not affect the Ironclad.
  Models
  model types, stats, and damaGe 
  CapaCity
  Each WARMACHINE combatant is represented on the 
  tabletop by a highly detailed and dramatically posed 
  miniature figurine referred to as a model. There are several 
  basic model types: warcasters, warjacks, troopers, and solos. 
  Warcasters, troopers, and solos are collectively referred to 
  as warriors. Non-warjack models are living models unless 
  otherwise noted.
  Independent Models
  Independent models are those that activate individually. 
  Warcasters, warjacks, and solos are independent models. 
  Warcaster
  A warcaster is a tremendously powerful sorcerer, warpriest, 
  or battlemage with the ability to control a group of warjacks 
  telepathically. A warcaster is a deadly opponent highly 
  skilled in both physical combat and arcane spell casting. 
  A battlegroup includes a warcaster and the warjacks he 
  controls. A warcaster can allocate focus points to or channel 
  spells through only the warjacks in his battlegroup.
  During battle, a warcaster commands his battlegroup of 
  warjacks in an effort to complete his objectives. A warcaster 
  can use his focus points to enhance his combat abilities and 
  cast spells, or he can assign them to individual warjacks to 
  increase their fighting abilities. A warcaster can also channel 
  spells through ’jacks equipped with arc nodes, effectively 
  extending the range of his magical powers.
  Warcasters are independent models. A model with the model type 
  Warcaster has many rules that are common to all warcasters 
  and will not be listed on the model’s stat card (see Warcaster 
  Special Rules, p. XXX). All warcasters are characters.
  In the game of HORDES, the parallel of the warcaster is 
  called a warlock and is a commander of raging beasts and 
  feral troops. 
  Warjacks
  A steamjack is a mechanikal construct given the ability to 
  reason by a magical brain, known as a cortex, housed within its 
  hull. A steamjack does not possess high cognitive powers, but 
  it can execute simple commands and make logical decisions to 
  complete its assigned tasks. Steamjacks are used throughout 
  the Iron Kingdoms for a variety of heavy or dangerous tasks 
  that would be impossible for a human to perform.
  A warjack is a steamjack built expressly to wage war. Armed 
  with the most fearsome ranged and close-combat weaponry 
  yet devised, a warjack is more than a match for a dozen men. 
  Though able to think and operate independently, a warjack 
  reaches its full destructive potential only when controlled by a 
  warcaster. The warcaster forms a telepathic link to each of the 
  warjacks in his battlegroup. This link lets the warcaster give 
  his warjacks commands and use focus to boost their abilities 
  with just a thought. Through focus, a warcaster can make 
  his warjacks’ attacks more accurate and powerful. A well-
  controlled warjack can even perform amazing power attacks, 
  such as slamming its opponents into buildings, grappling 
  their weapons, or even throwing them.
  The telepathic link binding a warcaster to his warjacks is 
  fragile. If a warjack’s cortex is crippled, it can no longer be 
  allocated focus points. Even worse, should a warcaster 
  become incapacitated, the telepathic link to his ’jacks 
  Bile Thrall A does not have any portion of its base in 
  the shaded area, so it is not within the shaded area. 
  Bile Thralls B and C do have a portion of their bases 
  in the shaded area, so they are within it. Bile Thralls D 
  and E are completely within the shaded area because 
  each of their bases is entirely within the shaded area.
  Within vs. Completely Within
  Bile 
  Thrall 
  A
  Bile 
  Thrall 
  B
  Bile 
  Thrall 
  C
  Bile 
  Thrall 
  D
  Bile 
  Thrall 
  E
  
  WARMACHINE MKII Field Test Rules v2, page 6 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  will be severed. The accompanying feedback of uncontrolled 
  magical energies overloads and shorts out his warjacks’ 
  cortexes and causes the ’jacks to cease functioning and 
  become inert.
  Warjacks are classified according to base size: Generally 
  speaking, a light warjack has a medium base (40 mm), and 
  a heavy warjack has a large base (50 mm). Even though 
  it is assigned to a specific battlegroup, each warjack is an 
  independent model.
  A model with the model type Warjack has many rules that are 
  common to all warjacks and will not be listed on the model’s 
  stat card (see Warjack Special Rules, p. XXX). 
  Solos
  Solos are individuals such as assassins and snipers that 
  operate alone. Solos are independent models.
  Units
  A unit is a group of similarly trained and equipped trooper 
  models operating together as a single force. A unit usually 
  contains one leader and two or more additional troopers. 
  Models in units do not activate individually; instead all 
  members of the unit activate at the same time and progress 
  through the steps of an activation together. See Anatomy of a 
  Unit, p. XXX, for more detailed rules on units.
  Troopers
  Troopers are models such as swordsmen, riflemen, and 
  mechaniks that operate together in groups called units. A 
  unit always operates as a single coherent force. Troopers in a 
  unit generally share identical attributes and carry the same 
  weapons. Most units are made up of a single leader and one or 
  more grunts. 
  Grunts
  Grunts are the basic troopers in a unit. 
  Unit Commanders, Leaders, and Officers
  Each unit is led by a Unit Commander. A Unit Commander 
  sometimes has different weaponry than the other models in 
  its unit and has the ability to give his unit orders that allow the 
  unit to perform specialized battlefield maneuvers. 
  In most cases, the leader of a unit is its Unit Commander. 
  Some units are led by officers. While an officer is in play, it is 
  the Unit Commander of its unit.
  Attachments
  Attachments are troopers that can be added to some units. 
  They include officers, standard bearers, or weapon attachments. A 
  unit can have several attachments, but only one of each type 
  of attachment can be added to a unit. Models in an attachment 
  are not grunts.
  Model Profiles
  Every model and unit has a unique profile that translates 
  its combat abilities into game terms. WARMACHINE uses a 
  series of stats to quantify and scale the attributes fundamental 
  to gameplay. In addition, a model can have special rules that 
  further enhance its performance. The faction section provides 
  all the game information required for your army to battle 
  across the tabletop.
  A model or unit’s stat card provides a quick in-game reference 
  for its profile and special rules. The card’s front lists the 
  model’s name and model type, its model and weapon stats, 
  field allowance, point cost, and a graphic for tracking damage 
  if the model can suffer more than 1 damage point. The text 
  for special rules appears on the card’s back. Warcasters 
  have an additional stat card used to explain their spells and 
  feats. Refer to this and other WARMACHINE books for the 
  complete text of special rules and spells.
  Model	Statistics
  Model statistics, or stats, provide a numerical representation 
  of a model’s basic combat qualities—the higher the number, 
  the better the stat. These stats are used for various die rolls 
  throughout the game. A stat bar presents model statistics in 
  an easy-to-reference format.
  Speed (SPD) — A model’s movement rate. A model moves up 
  to its SPD in inches when making a full advance.
  Strength (STR) — A model’s physical strength. STR is used to 
  calculate melee damage, grab onto or break free from a model, 
  or determine how far a model is thrown.
  Melee Attack (MAT) — A model’s skill with melee weapons 
  such as swords and hammers or natural weapons like fists and 
  teeth. A model uses its MAT when making melee attack rolls.
  Ranged Attack (RAT) — A model’s accuracy with ranged 
  weapons such as guns and crossbows or thrown items like 
  spears and knives. A model uses its RAT when making ranged 
  attack rolls.
  Defense (DEF) — A model’s ability to avoid being hit by 
  an attack. A model’s size, quickness, skill, and even magical 
  protection can all contribute to its DEF. An attack roll must be 
  equal to or greater than the target model’s DEF to score a hit 
  against it.
  Armor (ARM) — A model’s ability to resist being damaged. 
  This resistance can come from natural resilience, worn armor, 
  or even magical benefits. A model takes 1 damage point for 
  every point that a damage roll exceeds its ARM.
  Command (CMD) — A model’s willpower, leadership, 
  and self-discipline. To pass a command check, a model must 
  roll equal to or less than its CMD on 2d6. Command also 
  determines a model’s command range.
  
  WARMACHINE MKII Field Test Rules v2, page 7 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Focus (FOC) — A model’s arcane power. Only models with 
  the Focus Manipulation ability, such as warcasters, have a FOC 
  stat. Focus determines a model’s control area and focus points. 
  A model uses its FOC when making magic attack rolls.
  Base stats, Current stats, and Modifiers
  Rules in WARMACHINE can refer to a model’s base stats 
  or its current stats. A model’s base stats are typically those 
  printed in its stat bar. However, some special rules can change 
  a model’s base stat to a specific value. Apply this change 
  before applying any other modifiers to the stat. If a model is 
  affected by multiple rules that change a base stat, the base 
  stat becomes the lowest value. For example, a model that is 
  both stationary (base DEF 5) and suffering Stall (base DEF 7) 
  would have a base DEF of 5. 
  A model’s modified stats are referred to as its current stats, 
  differentiating them from the model’s base stats. Unless a rule 
  specifies otherwise, always use a model’s current stats.
  To determine a model’s current stats, start with the base stats 
  and then apply modifiers. Begin with modifiers that double 
  the model’s stat, then apply those that halve it. Next apply 
  bonuses that add to the stat. Finally, apply penalties that 
  decrease the stat. The result is the model’s current stat. A 
  model’s base and current stats can never be reduced to less 
  than 1, except for its base and current DEF which can never be 
  less than 5.
  For example, stationary targets have a base DEF of 5, so a 
  stationary model behind cover has a current DEF of 9 (base 
  DEF 5 +4 DEF for cover). A stationary model (base DEF 5) 
  affected by Deneghra’s feat The Withering (-2 DEF) would 
  still have a current DEF of 5. 
  Note that these limitations apply to the stats themselves and 
  not to attack rolls. A Deliverer Skyhammer with RAT 5 affected 
  by Deneghra’s feat The Withering (-2 RAT) will still suffer -4 on 
  his attack roll from his weapon’s Inaccurate rule. The model’s 
  RAT 3 and -4 attack roll penalty give a final attack roll of 2d6-1 
  even though the stat itself is not less than 1.
  Advantages
  Advantages are common model abilities described below. A 
  model’s advantages are represented by symbols beneath its 
  stat bar. Advantages are always in effect and apply every time 
  a game situation warrants their use. 
  These symbols show that Eiryss, Mage Hunter of Ios has 
  Advanced Deployment, Fearless, Pathfinder, and Stealth.
  Abomination 
   — This model is a terrifying entity (p. XXX). 
  Models and units – friendly and enemy – within 3˝ of this 
  model must pass a command check or flee.
  Advance Deployment 
   — Place this model after normal 
  deployment, up to 6˝ beyond the established deployment zone.
  Arc Node 
   — This model is a channeler (p. XXX).
  Combined Melee Attack 
   — This model can participate in 
  combined melee attacks with other models in its unit (p. XXX).
  Combined Ranged Attack 
   — This model can participate in 
  combined ranged attacks with other models in its unit (p. XXX).
  Commander 
   — This model is a commander. A friendly 
  Faction model or unit in this model’s command range can 
  replace its current CMD with the current CMD of the 
  commander when making command checks (p. XXX). Models 
  with the Commander advantage should not be confused with 
  Unit Commanders that lead individual units. All Warcaster 
  models have this advantage.
  Construct 
   — This model is not a living model and never 
  flees (p. XXX). 
  Eyeless Sight 
   — This model ignores Camouflage, cloud 
  effects (p. XXX), concealment (p. XXX), forests (p. XXX), and 
  Stealth when determining line of sight or making attacks. 
  Fearless 
   — This model never flees (p. XXX). All Warcaster 
  models have this advantage.
  Gunfighter 
   — This model is a gunfighter (p. XXX). The 
  gunfighter has a melee range of 1⁄2˝ and can make ranged 
  attacks targeting models in its melee range.
  Incorporeal 
   — This model ignores movement penalties 
  from rough terrain and obstacles. It can move through 
  obstructions and other models if it has enough movement to 
  move completely past the obstruction or model’s base. Other 
  models can move through this model if they have enough 
  movement to move completely past its base. This model does 
  not count as an intervening model. This model only suffers 
  damage and effects from magical weapons, magic attacks, 
  animi, spells, and feats and is immune to continuous effects. 
  This model cannot be declared as a charge target. Slammed, 
  thrown, and pushed models move through this model 
  without effect. When this model makes a melee or ranged 
  attack it loses Incorporeal for one round.
  ’Jack Marshal 
   — This model is a ’jack marshal (p. XXX). If 
  this advantage is on a unit, only the Unit Commander of the 
  unit is a ’jack marshal.
  Officer 
   — This model is an officer (p. XXX). The officer is the 
  Unit Commander of its unit. This model is not a grunt (p. XXX).
  Pathfinder 
   — This model ignores movement penalties 
  from rough terrain (p. XXX) when it advances and can charge 
  and make slam and trample power attacks across obstacles 
  (p. XXX).
   SPD STR MAT RAT DEF ARM COM
   7 
  4 
  6 
  9 
  16 12 
  9
  Eiryss
  
  WARMACHINE MKII Field Test Rules v2, page 8 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Standard Bearer 
   — This model is a standard bearer (p. XXX). 
  Stealth 
   — Ranged and magic attacks declared against this 
  model when the point of origin of the attack is greater than 
  5˝ away automatically miss. This model is not an intervening 
  model (p. XXX) when drawing line of sight from a model 
  greater than 5” away.
  Terror 
   — This model is a terrifying entity (p. XXX). 
  Enemy models/units in the melee range of this model or 
  with this model in their melee range must pass a command 
  check or flee.
  Tough 
   — When this model is disabled, roll a d6. On a 5 or 
  6, this model regains one wound, is no longer disabled, and is 
  knocked down. 
  Undead 
   — This model is not a living model and never flees. 
  Immunities
  Immunities are Advantages that protect models from some 
  types of damage and effects. A model never suffers damage 
  from a damage type (p. XXX) to which it is immune. If the 
  damage has multiple damage types, a model that is immune 
  to any of the types will not suffer the damage.
  Immunity: Cold 
   — This model does not suffer cold damage 
  (p. XXX).
  Immunity: Corrosion 
   — This model does not suffer 
  corrosion damage (p. XXX) and is immune to the corrosion 
  continuous effect.
  Immunity: Electricity 
   — This model does not suffer 
  electricity damage (p. XXX).
  Immunity: Fire 
   — This model does not suffer fire damage 
  (p. XXX) and is immune to the fire continuous effect.
  Immunity to Continuous Effects
  Some immunities and special rules also grant immunities 
  to some or all continuous effects. A model that is immune 
  to a continuous effect never suffers the effect to which it is 
  immune. The continuous effect is never applied to that model. 
  If a model gains immunity to a continuous effect while the 
  model is suffering that continuous effect, the continuous 
  effect immediately expires.
  Weapon	Statistics
  On a model’s weapon stat bar a sword icon denotes a melee 
  weapon, a pistol icon denotes a ranged weapon, and a 
  horseshoe icon denotes a mount. A model with two identical 
  weapons will have a single weapon stat bar with a “x2” 
  symbol on the icon. A weapon’s stat bar only lists the stats 
  that apply to its use. Those that are not applicable will be 
  marked with ‘—’.
  Range (RNG) — The maximum distance in inches between 
  attacker and target before the attack will automatically miss. 
  QuicksilvEr
   
  POW 
  P+S
   
  7 
  13
  spEllstorm pistol
   RNG ROF AOE POW
   12 
  2 
  — 12
  Sample ranged weapon 
  stat bar for a pair of 
  identical weapons
  Sample melee 
  weapon stat bar
  Sample mount 
  weapon stat bar
  mount
  POW
  10
  Measure range from the nearest edge of the attacking model’s 
  base to the nearest edge of the target model’s base.
  Rate of Fire (ROF) — The maximum number of times a model 
  can make attacks with this weapon during its activation. 
  Reloading time limits most ranged weapons to only one 
  attack per activation.
  Area-of-Effect (AOE) — The diameter in inches of the 
  template an area-of-effect (AOE) weapon uses for determining 
  which models are hit by the attack. When using an AOE 
  weapon, center the template on the determined point of impact. 
  All models covered by the template, even partially, potentially 
  suffer the attack’s damage and effects. See p. XXX for detailed 
  rules on AOE weapons. Templates for AOEs can be found on 
  p. XXX.
  Power (POW) — The base amount of damage a weapon 
  inflicts. A weapon’s POW is used when making its damage 
  rolls. A weapon or attack with POW ‘—’ does not cause 
  damage.
  Power plus Strength (P+S) — A melee weapon’s P+S is used 
  when making its damage rolls. For quick reference, the P+S 
  value provides the sum of these two stats. 
  Location — A warjack’s weapon stat bars indicate where its 
  weapons are located such as left arm (L), right arm (R), or 
  head (H). When all of the system boxes for a location have been 
  damaged, the system is crippled (see Crippling Systems, p. 
  XXX). These weapon locations are also used when resolving 
  head and weapon locks (p. XXX).
  Weapon Qualities
  Weapon qualities are special effects that are marked as a 
  symbol on a weapon’s stat block. Weapon qualities include 
  damage types, magical weapons, and specific continuous effects. 
  Buckler 
   — This weapon has an integral buckler that 
  gives the model +1 ARM. A model does not gain this bonus 
  when resolving damage that originates in its back arc or 
  while the weapon system the shield is on is being held 
  in weapon lock.
  
  WARMACHINE MKII Field Test Rules v2, page 9 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Continuous Effect: Corrosion 
   — A model hit by this 
  attack suffers the corrosion continuous effect (p. XXX).
  Continuous Effect: Fire 
   — A model hit by this attack 
  suffers the fire continuous effect (p. XXX).
  Critical Corrosion 
   — On a critical hit, the model hit by 
  this attack suffers the corrosion continuous effect (p. XXX).
  Critical Fire 
   — On a critical hit, the model hit by this 
  attack suffers the fire continuous effect (p. XXX).
  Damage Type: Cold 
   — This weapon causes cold damage 
  (p. XXX).
  Damage Type: Corrosion 
   — This weapon causes corrosion 
  damage (p. XXX).
  Damage Type: Electricity 
   — This weapon causes electricity 
  damage (p. XXX).
  Damage Type: Fire 
   — This weapon causes fire damage (p. XXX).
  Magical Weapon 
   — This weapon is a magical weapon (p. XXX). 
  Open Fist 
   — This weapon is an open fist. A warjack’s 
  open fist enables it to make certain power attacks. A warjack 
  with an open fist can make arm lock, headlock, and throw 
  power attacks; a warjack with two Open Fists can also 
  perform a double-hand throw power attack. A warjack with a 
  crippled open fist cannot use it to make power attacks.
  Reach 
   — This weapon has a 2˝ melee range (p. XXX).
  Shield 
   — This weapon is a shield that gives the model 
  +2 ARM. A model does not gain this bonus when resolving 
  damage that originates in its back arc or while the weapon 
  system the shield is on is being held in weapon lock. 
  Special	Rules
  Most WARMACHINE combatants are highly specialized and 
  trained to fill unique roles on the battlefield. To represent 
  this, certain models have special rules that take precedence 
  over the standard rules. Depending on their use, special 
  rules are categorized as abilities, feats, special actions, special 
  attacks, or orders.
  In addition, Warjacks (p. XXX) and Warcasters and Focus (p. 
  XXX) detail many special rules common to all warcasters and 
  warjacks that do not appear on their stat cards or in their 
  army list entries.
  Abilities — An ability typically gives a benefit or capability 
  that modifies how the standard rules apply to the model. 
  Abilities are always in effect and apply every time a game 
  situation warrants their use.
  Feats — Each warcaster has a unique feat that can be used 
  once per game. A warcaster can use this feat freely at any time 
  during his activation (see p. XXX) in addition to moving and 
  performing an action.
  Special Actions (HAction) — A special action lets a model 
  perform an action normally unavailable to other models. A 
  model can perform a special action instead of attacking as its 
  action if it meets the specific requirements for its use.
  Special Attacks (HAttack) — A special attack gives a model 
  an attack option normally unavailable to other models. 
  Warjacks can also make a variety of punishing special attacks 
  called power attacks described on p. XXX. A model 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 only be made during a model’s activation.
  Orders — An order lets a unit perform a specialized combat 
  maneuver. A unit can be given an order by its Unit Commander 
  at the beginning of its activation. See Orders (p. XXX).
  Damage	Capacity	and	Damage	
  Grids
  A model’s damage capacity determines how many damage 
  points it can suffer before being destroyed. Most troopers do 
  not have a damage capacity; they are destroyed and removed 
  from the table when they suffer 1 damage point. The army 
  list entry for a more resilient model gives the total amount 
  of damage it can suffer before being destroyed. Its stat card 
  provides a row of damage boxes for tracking the damage 
  it receives. Unmarked damage boxes are sometimes called 
  wounds. Some models, such as warjacks, have their damage 
  boxes arranged in a damage grid.
  Every time a model with multiple damage boxes suffers 
  damage, mark one damage box for each damage point taken. 
  A model with damage capacity is destroyed once all its 
  damage boxes are marked. However, a warjack can suffer 
  from crippled systems before its damage grid is completely 
  crEmator
   
  POW 
  P+S
   
  7 
  14
  These symbols show that the High Reclaimer’s Cremator 
  has Continuous Effect: Fire, Magical Weapon, and Reach.
   
  1 
  2 
  3 
  4 
  5 
  6
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
  L 
   
   
  R 
   
   
  L 
  L M C 
  R 
  R
   
    
  M M C 
  C 
   
  systEm 
  status
  DAMAGE
  L
  R
  M
  C
  Sample 
  Damage 
  Grid
  
  WARMACHINE MKII Field Test Rules v2, page 10 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  filled. Some of a warjack’s damage boxes are system boxes. 
  These are labeled with a letter denoting the component 
  of the model they represent. When all system boxes for a 
  specific system have been marked, that system is crippled. See 
  Recording Damage (p. XXX)for more information. 
  Base	Size	and	Facing
  The physical model itself has a couple of properties important 
  to gameplay: base size and facing.
  Base Size
  The physical size and mass of a model are reflected by its base 
  size. There are three base sizes: small base (30mm), medium 
  base (40mm), and large base (50mm). Generally speaking, 
  most human-sized warrior models have small bases, larger 
  creatures and light warjacks have medium bases, and very 
  large creatures and heavy warjacks have large bases. A 
  model’s army list entry states its base size.
  Facing
  A model’s facing is determined by its shoulder orientation. 
  The 180° arc in the direction its shoulders face defines the 
  model’s front arc; the opposite 180° defines its back arc. You 
  might want to make two small marks on either side of each of 
  your models’ bases to indicate where the front arc ends and 
  the back arc begins. If a model lacks shoulders and does not 
  have a 360° front arc, you must mark its base or discuss its 
  facing with your opponent before the game starts. 
  A model’s front arc determines its perspective of the 
  battlefield. A model typically directs its actions, determines 
  line of sight, and makes attacks through this arc. Likewise, a 
  model is usually more vulnerable to attacks from its back arc 
  due to a lack of awareness in that direction.
  A model is facing another model when the other model is 
  within the first model’s front arc. A model is directly facing 
  another model when the center of its front arc coincides with 
  the center of the other model’s base. A model with a 360° front 
  arc is both facing and directly facing all models. 
  Preparing for War
  buildinG an army suitable for 
  CrusHinG your opponent
  Creating an Army
  A warcaster and his warjacks form the central fighting group 
  of every WARMACHINE force. Units and solos with a variety 
  of abilities further support the warcaster and his warjacks. 
  In larger battles, you can even field multiple warcasters for 
  greater might.
  To create an army, first decide on an encounter level, and then 
  spend the allotted army points to purchase models and units 
  from your chosen faction’s army list and from mercenaries 
  that will work for that faction. You can even field an all-
  mercenary army by choosing a contract (p. XXX) that 
  determines which mercenary models and units you 
  Model Facing
  Front Arc
  The Defender and Journeyman Warcaster are within the 
  Marauder’s front arc, so the Marauder is facing both the 
  Defender and Journeyman Warcaster. The center of the 
  Marauder’s front arc also lines up with the center of the 
  Defender, so the Marauder is directly facing the Defender.
  Facing and Directly Facing
  Marauder
  Journeyman
  Defender
  MarkIng your Model’s faCIng
  We recommend that players paint lines on their 
  models’	bases	to	define	their	facing	clearly.
  
  WARMACHINE MKII Field Test Rules v2, page 11 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  can include in your army. Every army list entry and stat card 
  provides the model’s or unit’s point cost and field allowance 
  values to which you must adhere when designing your force. 
  Specific scenarios can modify the standard army creation 
  rules. Generally at least one warcaster must be included in 
  every army.
  Encounter Levels
  WARMACHINE battles are played at different encounter 
  levels to allow for a diversity of army sizes, strategies, and 
  game experiences. Each encounter level gives the maximum 
  number of army points each player can spend when 
  designing an army. You need not spend every point available, 
  but your army cannot exceed the maximum number of points 
  allowed by the selected level.
  Each encounter level also limits the number of warcasters 
  available to each player. Warcasters do not cost army points 
  to include in your army. Instead, warcasters grant you an 
  additional number of warjack points. A warcaster’s warjack 
  points can only be spent on warjacks in that warcaster’s 
  battlegroup. These are bonus points in addition to those 
  determined by the Encounter Level. Warjack points that are 
  not spent on warjacks in the warcaster’s battlegroup are lost.
  For example, Kris and Rob are playing a 25-point skirmish. 
  Kris chooses Captain Victoria Haley as his warcaster, and Rob 
  chooses Warwitch Deneghra. Because Kris chose Haley, he has 
  5 warjack points that can only be spent on warjacks in Haley’s 
  battlegroup plus 25 additional points based on the encounter 
  level that he can spend on whatever models he chooses.
  Duel
  Max Warcasters:  1 
  Army Points:  15, 25, or 35
  Est. Play Time:  30-60 Minutes
  A duel occurs when two warcasters cross paths. Sometimes 
  they are on special assignments, but other times they are 
  out to settle vicious rivalries. Duels include only individual 
  warcasters and their personal warjacks. A duel is the perfect 
  match for playing with the contents of a Battlegroup Box.
  Skirmish
  Max Warcasters:  1 
  Army Points:  25, 35, or 50
  Est. Play Time:  60-90 Minutes
  A skirmish is an encounter that includes a single warcaster 
  and his warjacks supported by a small retinue of units and 
  solos. Skirmishes can occur over such things as routine border 
  patrols or elite surgical missions.
  Grand Melee
  Max Warcasters: 1 
  Army Points: 75 or 100
  Est. Play Time: 90-120 Minutes
  As warfare rages across the land, escalating hostilities rage 
  unchecked and out of control. Each faction races to bring its 
  most devastating engines of war to the battlefield to ensure 
  total victory. Everywhere warcasters command armies to 
  march to battle.
  Battle Royale
  Max Warcasters:  2 
  Army Points:  100, 125, or 150
  Est. Play Time:  2-3 hours
  Battles decide the pivotal events in the course of a military 
  campaign. With two warcasters in an army, you can fully realize 
  the opportunities for army customization and heavy firepower.
  War
  Max Warcasters:  3 
  Army Points:  150, 175, or 200
  Est. Play Time:  3-4 hours
  When objectives can no longer be achieved by deploying 
  small forces and when both sides refuse to yield, nothing 
  less than war can resolve the differences. This huge game, 
  in which each side fields up to three warcasters, allows your 
  forces enough breadth and depth to inflict and recover from 
  staggering blows as the fight swings back and forth.
  Apocalypse
  Max Warcasters:  4+ 
  Army Points:  200+
  Est. Play Time:  4+ hours
  When a conflict rages so bitterly that war itself cannot resolve 
  it, the final reckoning has arrived. You have summoned the 
  apocalypse. An apocalypse is a massive game employing 
  four or more warcasters in each force. Although this vast 
  endeavor should never be undertaken lightly, it yields 
  game experiences that can be found in no other arena. One 
  warcaster can be added to an army for each additional 
  increment of 50 points.
  Battlegroups
  Each warcaster in an army controls a group of warjacks. A 
  warcaster and his assigned warjacks are collectively referred 
  to as a battlegroup. There is no limit to the number of 
  warjacks that can be fielded in each warcaster’s battlegroup. 
  All warjacks must begin the game assigned to a battlegroup 
  or controlled by a ’jack marshal (p. XXX).
  A warcaster can allocate focus points only to warjacks in 
  his battlegroup. If an army has multiple battlegroups, it is 
  important to distinguish which warjacks are controlled by 
  each warcaster. See Warcasters and Focus (p. XXX) for more 
  information on Battlegroups.
  Characters
  Some models represent unique individuals from the Iron 
  Kingdoms. These personalities receive proper names and are 
  identified as characters. Characters follow the rules for their 
  basic model type.
  Unique units and units that include named characters are 
  designated as character units. They remain character units 
  even after the named characters in them are no longer part of 
  the unit or in play at all. For example, Boomhowler & Co. is a 
  character unit and thus an invalid target for Deneghra’s Dark 
  Seduction spell even if Boomhowler himself is no longer on 
  the table.
  
  WARMACHINE MKII Field Test Rules v2, page 12 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  An army can include only one model of each named character 
  and only one of each character unit. For instance, you can 
  never have two Commander Coleman Strykers in the same 
  army. However, two rival Cygnar players could each field 
  Stryker. How can this be?
  In the chaos and tumult now engulfing war-torn Immoren, 
  pretenders and imposters abound. Thus, you might find 
  yourself fielding one or more warcasters who impossibly face 
  their apparent counterparts across the field of battle. Who is 
  the real Commander Coleman Stryker or Butcher of Khardov? 
  Victory alone can determine the answer.
  Point Costs
  A model’s point cost indicates how many army 
  points you must spend to include one of these 
  models (or in the case of units, one basic unit) 
  in your army. Some models and units have 
  different costs associated with different play 
  options. For example, many units have two 
  point costs: one cost listed for the minimum 
  strength unit and a separate cost for the 
  maximum strength unit. 
  A model or unit’s entry in your army list must 
  specify which point cost option was taken. 
  Remember that warcaster’s add warjack points 
  that can be spent on warjacks in the warcaster’s 
  battlegroup.
  Field	Allowance
  Field allowance (FA) is the maximum number 
  of models or units of a given type that can 
  be included for each warcaster in an army. 
  For example, Cygnar Trenchers have FA 2, 
  indicating that an army can have up to two 
  Trencher units for each warcaster. An army 
  with two warcasters could have up to four 
  Trencher units.
  A field allowance of “U” means an unlimited 
  number of these models or units can be fielded 
  in an army. A field allowance of “C” means the 
  model or unit is a character; only one model 
  of each named character and only one of each 
  character unit is allowed per army regardless of 
  the number of warcasters.
  Field allowance is not faction-specific. If an 
  army includes both faction and mercenary 
  warcasters, count all of the warcasters in the 
  army when determining field allowance limits 
  for both faction and mercenary models and 
  units. For example, if a Cygnar army contains 
  both a Cygnar warcaster and a mercenary 
  warcaster, that army can include up to four 
  Trencher units just as if it had two Cygnar 
  warcasters.
  Setup, Deployment, 
  and Victory Conditions
  WARMACHINE games can be played in a variety of ways. 
  The primary influences on a game’s setup are its encounter 
  level, number of players, and victory conditions. Players can 
  also agree to play a specific scenario or even design one of 
  their own.
  saMple arMy
  We	built	the	following	army	to	illustrate	WARMACHINE’s	force	
  creation	concepts.	This	army	is	designed	for	a	100-point	Battle	
  Royale	encounter	level,	meaning	each	player	can	field	up	to	two	
  warcasters.
  WARCASTER—COMMANDER	STRYKER	(+6	warjack	points)
  	
  Stryker’s	Battlegroup
   
  1 Defender 
  9
  	
  1	Ironclad	Heavy	Warjack	
  7
  	
  2	Lancer	Light	Warjacks	
  12	(6	ea.)
  WARCASTER—CAPTAIN	HALEY	(+5	warjack	points)
   
  Haley’s	Battlegroup
  	
  3	Defender	Heavy	Warjacks	
  27	(9	ea.)
  	
  1	Charger	Light	Warjack	
  4
  	
  1	Lancer	Light	Warjack	
  6
  SUPPORT
  	
  1	Arcane	Tempest	Gun	Mage	Unit	(FA:	2)	
  7
  	
  1	Long	Gunner	Infantry	Unit	(FA:2)	with	6	troopers	
  6
  	
  3	Stormblade	Infantry	Units	(FA:	2)	with	10	troopers	
  24	(8	ea.)
  	
  1	Trencher	Infantry	Unit	(FA:2)	with	6	troopers	
  7
  	
  1	Field	Mechanik	Unit	(FA:	3)	with	6	troopers	
  2
   
  Total Points: 111 (100 +11 warjack points) 
  The	chosen	warcasters	are	Commander	Stryker	and	Captain	Haley,	
  avoiding	duplication	since	they	are	named	characters.	Stryker	
  begins	with	6	warjack	points	and	Haley	begins	with	5,	meaning	
  the army can include up to 111 points of models in addition to 
  the	warcasters.	The	nine	warjacks	in	the	army	are	assigned	to	
  specific	battlegroups.	The	unit	of	Long	Gunners	and	Trenchers	are	
  minimum	strength	units	with	only	6	troopers	each,	as	allowed	by	
  the	unit	options.	We	included	three	units	of	Stormblades,	each	with	
  10	troopers	as	allowed	by	their	unit	option.	With	an	FA:	2	and	two	
  warcasters, this army could have a total of four such units. We also 
  included	a	Gun	Mage	unit	that	always	includes	6	troopers.	The	total	
  army points spent is 111, so no points are left unused. 
  
  WARMACHINE MKII Field Test Rules v2, page 13 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Two-Player	Games
  In a typical WARMACHINE game, two players match forces 
  across a 4´ x 4´ playing surface. After setting up the battlefield 
  according to Terrain (p. XXX), players make a starting roll: 
  each player rolls a d6. The player who rolls the highest number 
  chooses any player, including himself, to be the first player.  
  Players then deploy their armies starting with the first player. 
  The first player can choose any edge of the playing surface 
  and deploy all his forces completely within 10˝ of that edge. 
  This area is the player’s deployment zone. Deploy units so 
  that all of their troopers are in formation. The second player 
  then deploys his forces on the opposite side of the playing 
  surface following the same guidelines.
  The first player then takes the first turn of the game. Players 
  then alternate taking turns for the rest of the game. This is the 
  turn order. Once established, the turn order remains the same 
  for the rest of the game.
  Multiplayer Games
  When playing multiplayer games of WARMACHINE, players 
  can choose to play either a team game or a free-for-all game. 
  After agreeing on the type of game to be played, set up the 
  battlefield and use the following guidelines to determine the 
  game’s turn order.
  Team Games
  Before beginning a team game, the players must split into two 
  opposing sides. Decide the composition of the teams. Teams 
  should be made up exclusively of models from the same 
  faction and the mercenaries that will work for that faction. If 
  a team wishes to field an all-mercenary force, all the members 
  of the team must use the same contract (p. XXX). Each team 
  can only include one of any character model. To begin, have 
  one player from each team roll a d6 to establish the turn order. 
  The team that rolls highest gets to choose which team goes 
  first, and the first team chooses which of its players will be the 
  first player. Once the first player is determined, the opposing 
  team chooses which of its players will go next. The first team 
  then nominates one of its players to be third, followed again 
  by the opposing team. This continues until all players have 
  a place in the turn order and ensures the turn order will 
  alternate between players of opposing teams.
  Force deployment should be done in turn order following 
  the above guidelines, with teammates sharing the same 
  deployment zone across the battlefield from their opponents’ 
  deployment zone.
  Free-for-all Games
  You can also choose to play a multiplayer game in which 
  each player fights independently in a free-for-all game. To 
  establish turn order, each player rolls a d6. Starting with the 
  highest roller and working to the lowest, each player chooses 
  any available position in the turn order. Reroll ties as they 
  occur with the highest reroller winning his choice of position, 
  followed by the next highest reroller, and so on. For example, 
  Matt, Jason, Mike, and Steve roll 6, 5, 5, and 3 respectively 
  for turn order. Matt chooses his position first. Then Jason 
  and Mike reroll their tie, getting a 4 and a 2. Jason chooses 
  next, followed by Mike. As the lowest roller, Steve gets the 
  remaining position in the turn order.
  Use your best judgment to establish deployment zones based 
  on the number of players and the size and shape of your 
  playing surface. Deployment zones should be spaced such 
  that no player gets a significant advantage or disadvantage—
  unless mutually agreed upon. As a starting point, for games 
  with three or four players on a 4´ x 4´ playing surface, 
  consider deploying forces completely within 10˝ of any corner 
  of the playing area to ensure adequate separation.
  Scenarios
  If all players agree, you can set up the game according to a 
  specific scenario. Scenarios add an extra layer of excitement 
  by incorporating special circumstances and unique rules. 
  A player wins a scenario by achieving its objectives, not 
  necessarily by eliminating his opponent’s forces. Certain 
  scenarios have specific guidelines for playing-area size, 
  terrain setup, deployment zones, and turn order. See 
  Scenarios (p. XXX) for the scenario descriptions. If you feel 
  particularly daring, you can randomly determine which 
  scenario to play.
  As long as all players agree, you can even design your own 
  scenarios to create a unique battle experience. Just be sure 
  to allow a minimum of 28˝ between rival deployment zones. 
  Feel free to be creative when setting up your games. For 
  instance, if you have three players, one player could set up in 
  the middle of the table as a defender and the other two could 
  attack from opposite edges. Furthermore, you could have 
  a four-player team game with teammates deploying across 
  from each other on opposite edges of the battlefield meaning 
  everyone will have enemies on either side. Your imagination 
  is the only limit.
  Victory Conditions
  Establish victory conditions before deploying forces. Typically 
  victory goes to the player who accepts his opponent’s 
  surrender or who has warcasters remaining in play while 
  his opponent does not. A scenario can define other specific 
  objectives for each side. 
  Starting	the	Game
  After establishing victory conditions and deploying forces, 
  the first game round begins. Every warcaster and other model 
  with the Focus Manipulation ability begins the game with a 
  number of focus points equal to its FOC stat. Starting with 
  the first player, each player takes a turn in turn order. Game 
  rounds continue until one side achieves its victory conditions 
  and wins the game.
  
  WARMACHINE MKII Field Test Rules v2, page 14 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Gameplay
  turn sequenCe, movement, and aCtions
  The Game Round
  WARMACHINE battles are fought in a series of game rounds. 
  Each game round, every player takes a turn in the order 
  established during setup. Once the last player in the turn 
  order completes his turn, the current game round ends. A new 
  game round then begins starting again with the first player. 
  Game rounds continue until one side wins the game.
  For game effects, a round is measured from the current 
  player’s turn to the beginning of the current player’s next 
  turn regardless of his location in the turn order. When put in 
  play, a game effect with a duration of one round expires at the 
  beginning of the current player’s next turn. This means every 
  player will take one turn while the effect is in play.
  The 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. 
  These effects are resolved before the start of the Maintenance 
  Phase. Remember to remove any effects that expire at the 
  beginning of your turn.
  Maintenance Phase
  During the Maintenance Phase, perform the following steps 
  in order:
  1. 
  Remove all focus points from your models.
  2. 
  Check for expiration of continuous effects on any 
  models you control. After removing all expired 
  continuous effects, resolve the effects of those that 
  remain in play. All damage dealt by continuous 
  effects is resolved simultaneously (see p. XXX). 
  Control Phase
  During the Control Phase, perform the following steps in order:
  1. 
  Each of your models with the Focus Manipulation 
  ability, like warcasters, replenishes its focus and 
  receives a number of focus points equal to its current 
  Focus stat (FOC).
  2. 
  Each warcaster can then allocate focus points to his 
  battlegroup’s warjacks within his control area.
  3. 
  Each warcaster can then spend focus points to 
  maintain his upkeep spells in play. If a warcaster 
  does not spend focus points to maintain a spell 
  requiring upkeep, the spell expires and its effects end 
  immediately.
  Activation Phase
  The Activation Phase is the major portion of a player’s turn. 
  All models you control must be activated once per turn. This 
  is usually done during the Activation Phase, but models can 
  activate earlier in the turn due to some effects. Units and 
  independent models are activated one at a time in an order 
  of your choosing. A model cannot forfeit its activation unless 
  allowed to do so by a special rule. A model must be on the 
  table to activate.
  Activating Models
  When a model activates, it is granted its normal movement 
  and its action, which are resolved in that order.  
  Activating	Independent	Models
  Independent models activate individually. Only one 
  independent model can activate at a time. The active model 
  must end its activation before another model or unit can be 
  activated. When an independent model begins its activation, 
  first resolve any effects involving forfeiting its movement or 
  action (p. XXX). The model then makes its normal movement 
  if it was not forfeited. After resolving its normal movement, 
  if the model did not forfeit its action, then it uses its action 
  to perform either a combat action or special action. After 
  resolving its action, the model then ends its activation. 
  Activating	Units
  Troopers do not activate individually. Instead, the entire unit 
  activates at once. When a unit begins its activation, every 
  trooper in it activates. First determine if any models in the 
  unit are out of formation. A trooper that is out of formation 
  at the start of its unit’s activation must spend its normal 
  movement making a full advance toward or running directly 
  toward its unit commander. If it makes a full advance, it must 
  forfeit its action.
  Next resolve any effects involving forfeiting the movement or 
  action of troopers in the unit. Those that did not forfeit their 
  normal movement then make their normal movements. After 
  resolving the normal movement of each activated trooper, 
  each trooper can then perform its action, one trooper at a 
  time. Completely resolve the movement of one trooper 
  What does a Model do When aCtIvated?
  Generally	an	active	model	moves	first.	Depending	
  on	the	movement	option	chosen,	the	model	might	
  be able to perform either a combat action or a 
  special action. A combat action lets a model make 
  attacks. A special action lets a model perform a 
  unique	battlefield	function	such	as	digging	in	or	
  creating	Scrap	Thralls.
  
  WARMACHINE MKII Field Test Rules v2, page 15 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  before moving on to the next. After one trooper resolves its 
  action, another can begin its action. 
  Units require strong leadership and guidance to be effective 
  on the battlefield. Since a unit operates as one body, it 
  functions best when all members are in formation. A unit 
  must receive an order from its Unit Commander in order to 
  run or charge. Some Unit Commanders can have other special 
  orders that allow the unit to perform a specialized combat 
  maneuver. 
  Intervening Model
  If you can draw any straight line between the bases of two 
  models that crosses over any part of the base of a third model, 
  the third model is an intervening model.
  Screening
  A screening model is an intervening model that has an equal 
  or larger-sized base than the target model and is within 1˝ of 
  it. The model being screened gains +2 DEF against ranged and 
  magic attack rolls. The screened model does not gain this bonus 
  if the attacker does not have LOS to the screening model. 
  Line of Sight 
  Many game situations such as charging, ranged attacks, and 
  magic attacks require a model to have line of sight (LOS) to its 
  intended target. Simply put, having line of sight means that a 
  model can see another model. 
  There are two steps to determining whether one model has 
  LOS to another. If either step results in a model’s line of sight 
  being blocked to another model, it does not have line of sight 
  to that model. 
  In the following descriptions, Model A is drawing line of sight 
  to Model B.
  Step	1	
  Draw a straight line from the front arc of Model A’s base to 
  an edge of Model B’s base without crossing the base of any 
  intervening models with bases the same size or larger than 
  Model B’s. If you cannot draw such a line, then Model A does 
  not have line of sight to Model B.
  How Elevation Affects LOS
  When Model A is on terrain more than 1˝ higher than Model 
  B, ignore intervening models that are on terrain more than 
  1˝ lower than Model A except for those within 1˝ of Model B. 
  Additionally, ignore those models within 1˝ of Model B that 
  have equal or smaller-sized bases than Model A.
  When Model A is on terrain more than 1˝ lower than Model B, 
  Model A ignores intervening models that are on terrain more 
  than 1˝ lower than Model B.
  Step	2	
  If the line you drew in Step 1 crosses through terrain, Model A 
  may still have line of sight to Model B if you can draw a new 
  line from Model A’s volume to Model B’s volume that does 
  not cross through terrain. Otherwise Model A does not have 
  line of sight to Model B.
  Model Volume
  When using model volume to determine if line of sight is 
  blocked by terrain, each model occupies a volume of space 
  directly above its base at a height determined by its base size. A 
  model’s line of sight is not blocked by terrain if you can draw 
  a line from the space it occupies to the space the other model 
  occupies that is not obstructed by terrain. In most cases it will 
  be obvious whether or not a model’s LOS is blocked by terrain. 
  If line of sight cannot be easily determined due to the position 
  of terrain on the table, hold an object with a length equal to 
  the model’s height vertically next to any edge of its base. 
  Then have the owner of the other model place an object with a 
  length equal to that model’s height vertically next to any edge 
  of his model’s base you choose. If you can draw a line from 
  the inside edge of the object in contact with your model to the 
  inside edge of the object in contact with the other model that 
  does not pass through a terrain feature and the other model is 
  in your model’s front arc, your model has line of sight to the 
  other model. If you cannot draw a line from the object beside 
  deterMInIng Model heIght and voluMe
  Small-based	models	occupy	the	space	above	their	
  base	at	a	height	of	1.75˝.	
  Medium-based	models	occupy	the	space	
  above	their	base	at	a	height	of	2˝.	
  Large-based	models	occupy	the	space	
  above	their	base	at	a	height	of	2.75˝.	
  Regardless	of	the	pose	of	a	model,	it	
  is considered to occupy a standard 
  volume. 
  Khador Behemoth:  
  Large Base
  Protectorate Wrack:  
  Medium Base
  Cryx Mechanithrall: 
  Small Base
  
  WARMACHINE MKII Field Test Rules v2, page 16 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  LOS and Targeting
  LOS and Elevation
  Crusader
  Flameguard 1
  Flameguard 2
  Revenger
  Kreoss
  Charger
  War Dog
  Sorscha
  Berserker
  Manhunter
  Iron Fang Pikemen
  The Charger is on a hill 1 inch 
  higher than the terrain the other 
  models in the diagram are 
  standing on. 
  The Charger has LOS to 
  the Manhunter because the 
  Manhunter is on a lower 
  elevation and there are no 
  intervening models within 1” of 
  the Manhunter. 
  The Charger has LOS to the 
  War Dog because the only 
  intervening models have an 
  equal or smaller-sized base 
  than the Charger. The War Dog 
  will get the screening bonus, 
  however, because he is within 
  1˝ of an intervening model. 
  The Charger does not have 
  LOS to Sorscha because the 
  Berserker is an intervening 
  model that within 1” of Sorscha 
  and has a larger base than the 
  Charger.
  Butcher
  This diagram highlights Step 1 
  of the LOS rules. The Butcher 
  obviously has LOS to the Revenger. 
  Since the Revenger has a medium 
  base, it blocks LOS to other models 
  with medium and small bases. The 
  Butcher has LOS to Flameguard 2 
  because even though the Revenger 
  is an intervening model the Butcher 
  can draw an unobstructed line 
  from its front arc to the edge of 
  Flameguard 2’s base that does not 
  cross the Revenger’s base. On the 
  other hand, the Butcher does not 
  have LOS to Flameguard 1 since 
  he cannot draw a line to its base 
  that does not cross the Revenger’s 
  base. Because they have smaller 
  bases than the Crusader, the 
  Revenger and the two Flameguard 
  do not block LOS to the Crusader. 
  The Butcher can draw LOS to the 
  Crusader as if those models were not 
  there. 
  The Revenger is an intervening model 
  between Kreoss and the Butcher, 
  but the Butcher has LOS to Kreoss 
  since Kreoss’ base is not completely 
  obscured. Because Kreoss is within 
  1˝ of the Revenger and the Revenger 
  has a base that is equal or larger than 
  Kreoss’, the Revenger is a screening 
  model, giving Kreoss +2 DEF against 
  the Butcher’s ranged and magic 
  attacks. 
  If the Butcher were on a higher 
  elevation level than the Protectorate 
  models, the Butcher would have LOS 
  to Flameguard 1. Flameguard 1 would 
  still be screened by the Revenger, 
  though, because it is within 1˝ of the 
  Revenger.
  
  WARMACHINE MKII Field Test Rules v2, page 17 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  your model to the other model that does not pass through a 
  terrain feature or if the other model is not in your model’s 
  front arc, your model does not have line of sight to it. 
  Base-to-Base	and	Contact
  Models whose bases are touching are in base-to-base contact 
  (B2B). If a model has an ability that allows it to move through 
  another model, while it is moving through the other model 
  they are considered to be in base-to-base contact. 
  One model contacts another when it changes from being not 
  in B2B to being in B2B.  Additionally, when a model is already 
  B2B with another and would move toward it, it is considered 
  to contact that model again.
  Movement
  Normally the first part of a model’s activation is its normal 
  movement. Special rules can also permit it to move at other 
  times. 
  A moving model’s base cannot pass over another model’s base. 
  The term normal movement refers to the movement a model 
  makes during the movement portion of its activation. 
  Advancing refers to any movement a model intentionally 
  makes, not to any movement caused by other effects such 
  as being pushed or being slammed. A model can change its 
  facing at anytime during its advance, but when it 
  moves it must always move in the direction it is 
  LOS and Terrain
  In this diagram, the Reckoner has LOS to the Stormblade 
  because an unobstructed line can be drawn from its volume 
  to the Stormblade’s volume.
  In this diagram, the Reckoner cannot see the Stormblade 
  because there is no unobstructed line between the 
  Reckoner and the Stormblade volumes.
  Reckoner
  Stormblade
  Reckoner
  Stormblade
  ✓
  ✘
  This wall is shorter than 1.75˝. It will not block line of sight to 
  any of the models behind it.
  This wall is taller than 2˝ but shorter than 3˝. It will block line 
  of sight to small and medium-based models behind it.
  This wall is taller than 1.75˝ but shorter than 2˝. It will block 
  line of sight to small-based models behind it.
  This wall is taller than 3˝. It will block line of sight to all 
  models behind it.
  
  WARMACHINE MKII Field Test Rules v2, page 18 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  facing. Make all measurements from the front of an advancing 
  model’s base. Determine the distance a model advances by 
  measuring how far the front of its base travels. The distance 
  moved is absolute; we suggest using a flexible measuring 
  device to keep accurate track of a model’s movement. 
  Changing facing by rotating in place does not cost any 
  movement.
  Terrain, spells, and other effects can increase or reduce a 
  model’s movement and/or its SPD. Modifiers to movement 
  apply only to the model’s normal movement while modifiers 
  to SPD apply whenever the model’s SPD is used to determine 
  the distance. For example, a model running as its normal 
  movement would move at twice its SPD plus any movement 
  modifiers. If that same model then runs outside its normal 
  movement, it would move at twice its SPD. Penalties to 
  movement and SPD are cumulative, but when a model makes 
  its normal movement it can always move at least 1˝. See 
  Terrain (p. XXX) for full details on terrain features and how 
  they affect movement. 
  There are three basic types of advancing: full advance, run, and 
  charge.
  Models can also move without advancing, typically due to 
  being pushed or slammed or from other effects. Determine the 
  distance a model moves in this way by measuring the distance 
  traveled by the edge of the model’s base in the direction of the 
  movement. Unless otherwise specified, a model’s facing does 
  not change when it moves without advancing. 
  Full	Advance
  A model making a full advance advances up to its current 
  speed (SPD) in inches. 
  Run
  A model that runs advances up to twice its current speed 
  (SPD) in inches. A model that uses its normal movement to 
  run cannot perform an action, cast spells, or use feats that 
  activation, and its activation ends immediately after it ends its 
  movement. A model that forfeits its action cannot run during 
  its normal movement that activation.
  If a model cannot run due to some effect, and it is required 
  to run, instead of running it makes a Full Advance then its 
  activation immediately ends.
  Some models must meet special requirements to run:
  • A warcaster or solo can always use its normal movement 
  to run.
  • A warjack can spend 1 focus point to run during its 
  normal movement.
  • A trooper that receives a run order will run during its 
  normal movement. 
  Charge
  A charging model rushes into melee range with an opponent 
  and takes advantage of its momentum to make a more 
  powerful strike. A model suffering a penalty to its SPD or 
  movement for any reason, regardless of offsetting bonuses, 
  cannot charge. A model must have both its normal movement 
  and action in order to use its normal movement to charge.  A 
  model without a melee range cannot charge. 
  Declare a charge and its target before moving the model. The 
  charging model must have LOS to a model to declare it as a 
  charge target. After declaring a charge, the charging model 
  turns to face in any direction which, ignoring terrain, the 
  distance to the charge target, and other models, will bring 
  the charging model to within its melee range of its target. 
  The charging model then advances its current SPD plus 3˝ in 
  that direction in a straight line. The charging model cannot 
  voluntarily stop its movement unless its target is in its melee 
  range, but it can end this movement at any point its target is 
  in its melee range. Once the charge target is in the charging 
  model’s melee range, if at any time the charge target is no 
  longer in the charging model’s melee range, the charge fails. 
  The charging model stops if it contacts a model, an obstacle, 
  or an obstruction, but it can charge across rough terrain. At 
  the completion of the charge movement, the charging model 
  turns to face its target directly.
  Some effects require a model to charge. A model required 
  to charge must charge a model to which it can draw line of 
  sight. If there are no models in line of sight, or if the model 
  cannot charge, the model activates but must forfeit its 
  movement and action.
  full advanCe, runnIng, & ChargIng
  Remember that all intentional movement, whether 
  full	advancing,	running,	or	charging,	is	considered	
  advancing	whether	or	not	it	takes	place	during	the	
  movement portion of a model’s activation.
  3"
  2"
  Measuring Movement
  
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  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 at any time for any reason.
  A charging model that ends its charge movement with its 
  charge target in its melee range has made a successful charge. 
  It must use its action to make a combat action, choosing either 
  the initial melee attacks option or the special attack option (if 
  it can make a special attack). 
  The charging model’s first attack after ending its charge 
  movement must target the model it charged. If the charging 
  model advanced at least 3˝, it is a charge attack. A charge 
  attack is not an extra attack in addition to a model’s regular 
  attacks it would get for its combat action. Rather, it modifies 
  the model’s first attack after its charge movement. The attack 
  roll is made normally and can be boosted. If the charge attack 
  hits, the damage roll is boosted. After making a charge attack 
  during its activation, the charging model completes its 
  combat action normally. If a charging model moved less than 
  3˝, its first attack is not a charge attack because the model did 
  not move far or fast enough to add sufficient momentum to 
  its strike, however its first attack must still be made against 
  the charge target. The charging model completes its combat 
  action normally. 
  If a charging model ends its charge movement without its 
  charge target in its melee range, then it has made a failed 
  charge. If a model makes a failed charge during its activation, 
  its activation ends.
  Some models must meet special requirements to charge:
  • A warcaster or solo can always charge during its normal 
  movement. 
  • A warjack can spend 1 focus point to charge during its 
  normal movement. 
  • A trooper that receives the charge order must either run 
  or charge during its normal movement. Troopers can 
  charge the same target or multiple targets.
  Cavalry models have additional rules governing charges. See 
  Cavalry, p. XXX.
  If the charging model cannot make its first melee attack against 
  the charge target, the charging model can make its first melee 
  attack against another eligible target but it is not a charge attack. 
  It does not lose its first attack.
  Charges Outside of Activation
  When a model charges but does not use its normal 
  movement/combat action, such as with the Counter Charge 
  ability, follow the rules above but ignore any references to the 
  model’s action or combat action. When a model makes this 
  type of charge, it makes only one attack: the charge attack if 
  it made a successful charge and moved at least 3˝ or a single 
  normal melee attack subject to the targeting restrictions above 
  if it made a successful charge but did not move at least 3˝. If 
  the model fails its charge it does not make any attack. 
  Movement Restrictions
  Some effects place restrictions upon how a model moves 
  or advances. There are four types of these restrictions. In 
  the following descriptions, Model A is moving with some 
  restriction relative to Model B.
  • Model A must move Toward Model B—Model A can 
  move along any path such that the distance between 
  Model A and Model B is always decreasing during the 
  movement.
  • Model A must move Directly Toward Model B—Model A 
  moves in a straight line along the shortest path between 
  Model A and Model B such that the distance between 
  them decreases during the movement.
  • Model A must move Away From Model B—Model A can 
  move along any path such that the distance between 
  Model A and Model B is always increasing during the 
  movement.
  • Model A must move Directly Away From Model B—
  Model A moves in a straight line along the shortest path 
  between Model A and Model B such that the distance 
  between them increases during the movement.
  Movement restrictions are cumulative. For example, a model 
  required to advance toward one model and away from 
  another would need to move in a manner to satisfy both 
  requirements. If a moving model cannot satisfy all restrictions 
  on the movement, it cannot move at all. Movement 
  restrictions do not restrict a model’s facing at the end of the 
  movement. 
  Charge Direction
  Deathripper
  Deathripper
  Winter Guard
  Winter Guard
  Each of these charge moves is legal for the Winter Guard to 
  make in order to fulfill the requirement that the charge would 
  bring it to within its melee range of the Deathripper. The gray 
  area represents the Winter Guard’s melee range.
  
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  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 at any time for any reason.
  Movement Penalty
  Some rules reference movement penalties. A movement 
  penalty is any effect that is applied to a model that reduces its 
  SPD or movement. Effects that cause a model to move at half 
  rate are also movement penalties.
  Placed
  Sometimes models are placed in a new location as a result 
  of an ability or spell.  When a model is placed it is not 
  considered to have moved or advanced so cannot be targeted 
  by free strikes. There must be room for the model’s base in 
  the location the model is placed. A model cannot be placed in 
  impassible terrain or with its base overlapping an obstacle, 
  obstruction, or another model’s base. The player placing the 
  model chooses its facing.
  When an effect causes a friendly trooper model other than the 
  Unit Commander to be placed, if that model is in formation, it 
  cannot be placed out of formation. When an effect causes a Unit 
  Commander to be placed, place the model normally.
  Actions
  An activated model might be entitled to perform one action 
  depending on the type of movement it made. There are two 
  broad action types: combat and special. A combat action lets a 
  model make one or more attacks. A special action lets a model 
  perform a specialized function. A model cannot move after 
  performing any action unless a special rule specifically allows 
  it to do so.
  Combat Actions
  A model can use its action to perform a combat action if it 
  did not use its normal movement to run. A combat action 
  lets a model make attacks. A normal attack is an attack with 
  a weapon that is not a special attack. A model performing a 
  combat action chooses one of the following options:
  • A model can make one normal melee attack with each of 
  its melee weapons. These attacks are called initial melee 
  attacks. A model making more than one attack can divide 
  them among any eligible targets. 
  • 
  A model can make one 
  normal ranged attack with each 
  of its ranged weapons.  These 
  attacks are called initial ranged 
  attacks. A model making more 
  than one attack can divide 
  them among any eligible 
  targets. Each ranged weapon 
  only makes one initial attack 
  regardless of its ROF.
  • 
  A model can make one 
  special attack (HAttack) 
  allowed by its special rules. 
  • A model that did not use its normal movement to charge 
  can make one power attack allowed by its special rules. 
  A power attack is considered a melee attack and a 
  special attack.
  After resolving these attacks, a model might be able to make 
  additional attacks. Each additional attack is a normal attack 
  that can be made with any appropriate weapons the model 
  possesses, including multiple attacks with the same weapon. 
  However, a ranged weapon cannot make more attacks than 
  its rate of fire (ROF) during a model’s activation. Completely 
  resolve each attack before making another attack. 
  Warcasters and warjacks can spend focus points to make 
  additional attacks (see Using Focus Points, p. XXX).
  Unless noted otherwise, a model cannot make both melee and 
  ranged attacks in the same combat action. Additional attacks 
  must be of the same type (melee or ranged) as the model’s 
  first attack. A model can make additional attacks after a 
  special attack or power attack, but they too must correspond 
  to the basic nature (either melee or ranged) of the original 
  attack made. Special attacks listed as a rule of a ranged 
  weapon are ranged special attacks. Special attacks listed as 
  a rule of a melee weapon are melee special attacks. Some 
  special attacks are listed as a rule of the model itself, and are 
  neither melee attacks nor ranged attacks. The rules for these 
  special attacks indicate the nature of any additional attacks 
  that can be made afterwards, if any. A model cannot make a 
  special attack or a power attack as an additional attack.
  See Combat (p. XXX) for detailed rules on making attacks and 
  determining their results.
  Special	Actions
  Some models can perform a special action (HAction) as their 
  action. A model cannot perform a special action if it uses 
  its normal movement to run or charge. A special action’s 
  description details its requirements and results. 
  Skill Checks
  Some special actions appear with a skill value following their 
  names. When the model performs one of these special actions, 
  make a skill check to determine its success. Roll 2d6. 
  If the result is equal to or less than the skill value, 
  Directly Toward and Directly Away
  Directly 
  Toward
  Directly 
  Away
  The dotted line represents the shortest path between the Paladin and the Deathripper. To 
  move directly toward or directly away from the Deathripper, the Paladin must travel along 
  this line.
  Deathripper
  Paladin
  
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  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 at any time for any reason.
  the model passes its skill check and its results are applied 
  immediately. If the roll is greater than the model’s skill value, 
  the special action fails. Typically nothing happens if a model 
  fails a skill check. However, some special actions impose 
  negative consequences for a failed skill check.
  For example, the Cygnar Field Mechanik Crew Chief has the 
  special action Repair[7]. The Mechanik’s repair special action 
  will succeed on a 2d6 roll of 7 or less.
  Combat
  melee attaCKs, ranGed attaCKs, and 
  damaGe
  Combat Overview
  A model’s combat action allows it to make attacks. Special 
  rules might also permit models to make attacks at other times. 
  An attack roll determines if an attack hits its target. A damage 
  roll determines how much damage, if any, an attack deals.
  Unless stated otherwise, an attack can be made against any 
  model, friendly or enemy, and against certain terrain features.
  There are three main types of attacks: melee attacks, ranged 
  attacks, and magic attacks. A model cannot make both melee 
  and ranged attacks during its combat action. For example, 
  a model cannot make a ranged attack after making a melee 
  attack, and it cannot make a melee attack after making a 
  ranged attack. Magic attacks have no such restrictions. Some 
  models, such as warcasters, can make magic attacks and 
  melee or ranged attacks during the same activation. 
  Certain rules and effects create situations that specifically 
  prevent a model from being targeted. A model that cannot 
  be targeted by an attack still suffers its effects if inside the 
  attack’s area-of-effect. Other rules and effects, such as Stealth, 
  only cause an attack to miss automatically. They do not 
  prevent the model from being targeted by the attack.
  Melee Combat
  A model using its combat action for melee attacks can make one 
  initial attack with each of its melee weapons. Some models have 
  special rules that allow additional melee attacks. Warcasters 
  and warjacks can spend focus points to make additional melee 
  attacks, for example. Each additional melee attack can be made 
  with any melee weapon the model possesses with no limit to the 
  number of attacks made per weapon.
  A melee attack can be made against any target in the melee 
  range of the weapon being used and in the attacker’s line of 
  sight. A model making more than one melee attack can divide 
  its attacks among any eligible targets.
  Melee Weapons
  Melee weapons include such implements as spears, swords, 
  hammers, flails, saws, and axes. Some models, such as 
  warjacks, can also use their bodies as melee weapons for 
  attacks such as bashes, head-butts, and slams.
  A melee weapon’s damage roll is 2d6+POW+STR.
  Melee	Range	&	Engaging
  A model can make melee attacks against any target in its 
  melee range and in its line of sight. A player can measure his 
  model’s melee range at anytime. 
  A weapon’s melee range extends 1/2˝ beyond the model’s 
  front arc for any type of melee attack. A reach weapon has a 
  melee range of 2˝. Some effects and special rules increase a 
  weapon’s melee range beyond this. A model’s melee range is 
  the longest melee range of its usable melee weapons. A model 
  possessing a reach weapon and another melee weapon can 
  attack an opponent up to 2˝ away with its reach weapon, but 
  its other weapons can only be used to attack models within 
  their normal 1/2˝ melee range. Non-warjack models with no 
  melee weapons have no melee range. Warjacks always have at 
  least a 1/2˝ melee range. 
  When a model is within an enemy model’s melee range and 
  line of sight, it is engaged in combat and primarily concerned 
  with fighting its nearest threat. When a model has an enemy 
  model in its melee range and line of sight, it is engaging that 
  model. When a model is either engaged or engaging, it is in 
  melee, which prevents it from making ranged attacks. 
  Free	Strikes
  When a model is within an enemy’s melee range and LOS, 
  and it advances out of the enemy’s melee range and/or LOS, 
  the enemy model can immediately make a free strike against 
  it just before it leaves.  The model makes one normal melee 
  attack with any melee weapon that has sufficient melee 
  range to reach the moving model and gains a +2 bonus to its 
  melee attack roll. If the attack hits, the damage roll is boosted. 
  Always treat the free striking model as being in the advancing 
  model’s back arc, if it has one, when the free strike is made. 
  Free strikes do not benefit from Back Strike bonuses. 
  Warjacks can make bash attacks as free strikes.
  Melee Attack Rolls
  Determine a melee attack’s success by making a melee attack 
  roll. Roll 2d6 and add the attacking model’s melee attack 
  stat (MAT). Roll an additional die if the attack roll is boosted. 
  Special rules and certain circumstances might modify the 
  attack roll as well.
  Melee Attack Roll = 2d6+MAT
  A target is directly hit by an attack if the attack roll equals 
  or exceeds the target’s defense (DEF). If the attack roll 
  is less than the target’s DEF, the attack misses. A 
  
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  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 at any time for any reason.
  roll of all 1’s on the dice is a miss. A roll of all 6’s is a direct 
  hit unless you are rolling only one die, regardless of the 
  attacker’s MAT or the target’s DEF. Sometimes a special rule 
  causes an attack to hit automatically. Such automatic hits are 
  also direct hits.
  Melee Attack Modifiers
  The most common modifiers affecting a model’s melee attack 
  roll are summarized here for easy reference. Where necessary, 
  additional detail can be found on the pages listed.
  • Back strike (p. XXX): A melee, ranged, or magic attack 
  against a target’s back arc from a model that has spent its 
  entire activation in the target’s back arc gains a +2 bonus 
  to the attack roll.
  • Free strike (above):  A free strike gains a +2 bonus to the 
  attack roll and a boosted damage roll.
  • Intervening Terrain: A model with any portion of its 
  occupied space obscured from its attacker by an obstacle 
  or an obstruction gains +2 DEF against melee attack rolls.
  • Stationary Target (p. XXX): A melee attack against a 
  stationary model hits automatically.
  Warjack	Melee	Attack	Options
  Warjacks have melee attack options unavailable to other 
  model types. Unless otherwise noted, a warjack can use any of 
  the following attack options that its weaponry and functional 
  systems allow.
  Bash Attacks
  A warjack can use its body as a weapon to bash its opponent. 
  This is not an optimum attack, but it might be the only resort 
  for a warjack without melee weapons. A model hit by a 
  bash attack suffers a damage roll with a POW equal to the 
  attacker’s current STR. 
  A warjack that makes a bash attack can do nothing else during 
  its combat action. Only one bash attack can be made during a 
  combat action, and focus points cannot be used for additional 
  attacks afterward. A warjack held by a weapon/head lock 
  cannot make a bash attack.
  Power Attacks
  Power attacks are special attacks that can be made by some 
  models. All warjacks can make Head-butt, Push, and Slam 
  power attacks. A heavy warjack can make Trample power 
  attacks. A warjack with at least one usable Open Fist can make 
  Headlock/Weapon Lock and Throw power attacks. A warjack 
  with two usable Open Fists can make a Double-Hand Throw 
  power attack. The power attacks available to other models are 
  described in their special rules.
  A warjack must spend 1 focus point to make a power attack. 
  A model cannot make a power attack as its charge attack. 
  Power attacks are melee attacks with a 1/2˝ melee range. 
  When a model makes a power attack, do not apply the special 
  abilities on its weapons unless they specifically reference 
  power attacks. 
  Headlock/Weapon Lock
  A model making a headlock/weapon lock can lock a warjack 
  or warbeast’s weapon or head and prevent its use. A warjack 
  must have at least one non-crippled open fist to make a 
  Headlock/Weapon Lock power attack. Declare what the 
  attacking model is attempting to lock before making the 
  attack roll. 
  When a warjack makes a headlock/weapon lock, also declare 
  which open fist it is using to make the attack before making 
  a melee attack roll. Locks can be attempted and maintained 
  against a crippled warjack system. A knocked down model 
  cannot be locked. If the attack hits then the specified 
  Melee Range, Engaged Models, 
  and Reach Weapons
  If a model is in melee range and line of sight, it has engaged 
  its opponent in melee combat. When opposing models 
  are in each other’s melee range, they are both engaged. 
  However, a model with a reach weapon can take advantage 
  of its greater melee range to engage an opponent with only 
  normal melee range weapons without becoming engaged 
  itself. Though both models are considered to be in melee, a 
  model is engaged only if it is in its opponent’s melee range!
  Reach Melee 
  Range: 2˝
  Normal Melee 
  Range: 1/2˝
  
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  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 at any time for any reason.
  head/weapon is locked. Headlock/Weapon Lock attacks do 
  not cause damage. 
  Maintaining Locks and Being Locked 
  When a weapon is locked the target model cannot make attacks 
  with the locked weapon along with all other weapons in the 
  same location. Warjack weapons with a location of  “—” cannot 
  be locked. Locking a weapon with a location of “—” has no 
  effect on other weapons. A model held in a headlock cannot 
  make head-butt power attacks or attacks with any weapons 
  located in its head (HD). A model held in a headlock/weapon 
  lock cannot make bash attacks or special attacks.
  Once involved in a lock, the attacker cannot attack with the 
  weapon with which it made the lock attempt, nor can it use 
  any other weapon in the same location. The attacker and 
  the defender are free to attack with any of their other melee 
  weapons.
  For example, Rob’s Juggernaut successfully locks the head of 
  Erik’s Slayer with its Open Fist. The Slayer cannot make head-
  butt attacks, tusk attacks, or a Combo Strike (HAttack), and 
  the Juggernaut cannot make attacks with its Open Fist until 
  the headlock is broken or released.
  During its combat action, a model suffering a headlock/
  weapon lock must attempt to break the lock. For each weapon 
  lock and headlock it suffers, both models involved in the lock 
  roll a d6 and add their STR. If the locked model’s total exceeds 
  that of the model holding it in the lock, the lock is broken. 
  The locked warjack can make its initial and additional melee 
  attacks with any melee weapons not located in a locked system 
  as normal. After resolving these attacks and attempts to break 
  free, a warjack can spend focus points to make more attempts 
  to break a lock, one attempt per focus point spent, or to make 
  additional attacks with usable weapons. Once a lock is broken, 
  the model can use the weapon that was locked. A model can 
  voluntarily release a lock it is maintaining at any time during 
  its own activation. 
  Neither model can advance while involved in a lock. Any 
  effect that causes either model to move, places either model, 
  knocks down either model, or causes the attacker to become 
  stationary automatically breaks the lock. A lock is also broken 
  once either model is destroyed or removed from play. 
  Head-butt
  A model making a head-butt power attack smashes its head 
  into a model to drive it to the ground. The attacking model 
  makes a melee attack roll against its target. If the attack hits, 
  the target is knocked down and suffers a damage roll with a 
  POW equal to the attacker’s current STR.
  A model cannot make a head-butt if held in a headlock. A 
  model cannot head-butt a model with a larger base.
  Push
  A model making a Push power attack uses its bulk and 
  strength to shove another model. A Push power attack 
  automatically hits and deals no damage. Both models roll a d6 
  and add their STR. If the defender’s total is greater, it resists 
  being pushed. If the attacker’s total equals or exceeds the 
  defender’s, the defending model is pushed 1˝ directly away 
  from the attacker.
  After a model is pushed by a Push power attack, the attacker 
  can immediately advance directly toward the pushed model 
  up to the distance the pushed model was moved.
  Being Pushed
  A pushed model moves at half rate through rough terrain, 
  suffers the effects of any hazards it moves through, and stops 
  if it contacts an obstacle, obstruction, or another model. 
  Remember that a pushed model is not advancing and 
  therefore cannot be targeted by free strikes during this 
  movement.
  A pushed model falls off elevated terrain if it ends its push 
  movement with less than 1˝ of ground under its base. See 
  Falling (p. XXX) for detailed rules on determining damage 
  from a fall.
  Slam
  A model making a Slam power attack rams a model with the 
  full force of its body to send it flying backward and knock 
  it to the ground. Any effects that prevent a model from 
  charging, such as a penalty to its SPD, also prevent the model 
  from making a Slam power attack. A model must have both 
  its normal movement and action in order to use its normal 
  movement to make a Slam power attack.
  During its activation, a model can attempt to slam any model 
  in line of sight at the beginning of its normal movement. A 
  knocked down model cannot be selected as a slam target. 
  Declare the slam attempt and its target before moving the model. 
  After declaring a slam target, the model turns to directly face 
  the slam target. The slamming model then advances its full 
  SPD plus 3˝ directly toward its target. The slamming model 
  cannot voluntarily stop its movement unless its target is in its 
  melee range, but it can end this movement at any point while 
  its target is in 1/2˝ melee range. It must stop if it contacts a 
  model, an obstacle, or an obstruction. The slamming model 
  cannot change its facing during or after this movement.
  A slamming model that ends its slam movement with its 
  slam target in 1/2˝ melee range has made a successful slam. 
  If it advanced at least 3˝ it makes a melee attack roll against 
  its target. A model that power attack slams a model with a 
  larger base suffers -2 on its attack roll. If the attack hits, the 
  target is slammed directly away from the attacker (see Being 
  Slammed below). 
  If a slamming model makes a successful slam but moved less 
  than 3˝, it has not moved fast enough to get its full weight 
  and power into the blow. The model makes an attack 
  roll against its target. If the target is hit, it suffers a 
  
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  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 at any time for any reason.
  damage roll with a POW equal to the attacker’s current STR 
  but is not slammed. These are still slam attack rolls and slam 
  damage rolls.
  A model that does not end its slam movement with the slam 
  target in 1/2˝ melee range has failed its slam power attack. If 
  a model fails its slam power attack during its activation, its 
  activation ends. 
  Being Slammed
  A slammed model is moved d6 inches directly away from 
  its attacker and is then knocked down. If the slamming 
  model has a smaller base than the slam target, then the 
  model is slammed half the distance rolled. It then suffers 
  slam damage, detailed below. A slammed model moves at 
  half rate through rough terrain, suffers any damaging effects 
  through which it passes, and stops if it contacts an obstacle, 
  obstruction, or a model with an equal or larger-sized base. 
  If a slammed model cannot be knocked down it must still 
  forfeit its action or movement if it activates later in a turn in 
  which it was slammed.
  A slammed model moves through models with smaller bases 
  than its own. If it would end up on top of a model, follow the 
  rule of least disturbance (p. XXX) to move models into legal 
  positions.
  A slammed model falls off elevated terrain if it ends its slam 
  movement with less than 1˝ of ground under its base. See 
  Falling (p. XXX) for detailed rules on determining damage 
  from a fall. Resolve the falling damage, if any, simultaneously 
  with the slam damage.
  Slam Damage
  Apply slam damage after the movement and knockdown 
  effects have been applied to the model,  regardless of 
  whether the model actually moves or is knocked down. The 
  model hit suffers a damage roll with a POW equal to the 
  attacker’s current STR. Add an additional die to the damage 
  roll if the slammed model contacts an obstacle, obstruction, 
  or a model with an equal or larger-sized base. Slam damage 
  can be boosted.
  Collateral Damage  
  If a slammed model contacts an equal based model or moves 
  through a model with a smaller-sized base, that model is 
  knocked down and suffers collateral damage. A model taking 
  collateral damage suffers a damage roll with a POW equal 
  to the attacker’s current STR. Collateral damage cannot be 
  boosted. A model with a larger-sized base than the slammed 
  model does not suffer collateral damage and is not knocked 
  down. Collateral damage is simultaneous with slam damage. 
  Collateral damage is not considered to be damage from an 
  attack or model. For example, an effect triggered by being 
  ‘damaged by an enemy attack’ would not trigger due to 
  Collateral damage.
  Throw
  A model performing a Throw power attack picks up and 
  throws another model. A warjack must have at least one 
  usable Open Fist to make a Throw power attack. 
  The attacking model makes a melee attack roll against its 
  target. If the attack hits, both models roll a d6 and add their 
  current STR. If the target’s total is greater, it breaks free 
  without taking any damage and avoids being thrown. If the 
  attacker’s total equals or exceeds the target’s, the target model 
  is thrown. 
  A model cannot throw a model with a larger base size.
  Being Thrown
  When your model throws another, select a direction for the 
  thrown model to be moved. This direction must be away 
  from the attacker. Measure a distance from the target equal to 
  half the attacker’s current STR in inches along the direction 
  selected to a point on the table. This point is the thrown 
  model’s intended point of impact. A large-based model 
  throwing a small-based model adds 1˝ to this distance. 
  Slam Movement and Collateral Damage
  A Juggernaut declares a slam attack 
  against a Crusader. Because it moved 
  more than 3˝ to make contact with the 
  Crusader, the Juggernaut will be able to 
  slam its target. The attack succeeds, and 
  the Crusader is knocked back d6˝. The 
  roll comes up a 6, but the Crusader stops 
  when it hits the wall 4˝ behind it. During 
  the slam, the Crusader passes over a 
  Temple Flameguard, and the Flameguard 
  suffers collateral damage. In addition, 
  because the Crusader was slammed into 
  a wall, it suffers a damage roll of 3d6 plus 
  the STR of the Juggernaut (2d6 plus an 
  extra die for colliding with a solid terrain 
  feature).
  Juggernaut
  Crusader
  Flameguard
  Wall
  
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  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 at any time for any reason.
  From this point, determine the thrown model’s actual point 
  of impact by rolling for deviation. Referencing the deviation 
  rules (p. XXX), roll a d6 for direction and a d3 for distance in 
  inches. The deviation distance cannot exceed half the distance 
  between the thrown model and the point noted above.
  The thrown model is moved directly from its current location 
  in a straight line to the determined point of impact, ending 
  centered on that point. A thrown model moves through models 
  with smaller bases during this movement without contacting 
  them. Unlike when a model is slammed, rough terrain and 
  obstacles do not affect this movement, but the thrown model 
  stops if it contacts an obstruction or a model with an equal or 
  larger-sized base. The thrown model is then knocked down and 
  suffers throw damage. If a thrown model cannot be knocked 
  down it must still forfeit its action or movement if it activates 
  later in a turn in which it was thrown.
  If a thrown model would end on top of a model, that model is 
  contacted. Follow the rule of least disturbance (p. XX) to move 
  models into legal positions. 
  A thrown model falls off elevated terrain if it ends its throw 
  movement with less than 1˝ of ground under its base. See 
  Falling (p. XXX) for detailed rules on determining damage 
  from a fall. Resolve the falling damage, if any, simultaneously 
  with throw damage. 
  Throw Damage
  Determine throw damage after the movement and knockdown 
  effects have been applied to the model, regardless of whether 
  the model actually moves or is knocked down. The thrown 
  model suffers a damage roll with a POW equal to the attacker’s 
  current STR. Add an additional die to the damage roll if the 
  thrown model contacts an obstruction or a model with an equal 
  or larger-sized base. Throw damage can be boosted.
  Collateral Damage
  If a thrown model contacts a model with an equal or smaller-
  sized base, that model is knocked down and suffers collateral 
  damage. A model suffering collateral damage suffers a 
  damage roll with a POW equal to the attacker’s current STR. 
  Collateral damage cannot be boosted. A model with a larger-
  sized base than the thrown model does not suffer collateral 
  damage. Collateral damage is simultaneous with throw 
  damage. Collateral damage is not considered to be damage 
  from an attack or model. For example, an effect triggered by 
  being ‘damaged by an enemy attack’ would not trigger due to 
  Collateral damage.
  Double-Hand Throw
  A model performing a Double-Hand Throw power attack uses 
  both its arms to pick up and throw another model. A model 
  cannot throw a model with a larger base size. A warjack must 
  have two usable Open Fists to make a Double-Hand Throw 
  power attack. 
  poWer attaCk effeCts froM other sourCes
  A model can be pushed, slammed, or thrown as 
  a result of a spell or an ability rather than from a 
  power	attack.	The	resolution	of	a	push,	slam,	or	
  throw	caused	by	an	effect	might	differ	slightly	from	
  the	resolution	for	a	power	attack.	For	example,	a	
  model slammed as a result of Lieutenant Caine’s 
  Thunder	Strike	spell	suffers	a	POW	14	damage	
  roll	instead	of	suffering	damage	based	on	Caine’s	
  STR.	When	the	Marauder	Combo	Smites	a	model,	
  the	POW	of	both	of	its	weapons	is	added	to	the	
  damage	roll	in	addition	to	its	STR.
  A Crusader throws a Deathripper. Since the Crusader 
  has a STR of 11, measure 5½˝ from the thrown model 
  to determine the intended point of impact and determine 
  deviation from that point. The Crusader rolls a 3 for 
  deviation direction and a 6 for distance. On a d3, that 
  comes to 3˝ of deviation, reduced to 2¾˝ because the 
  deviation cannot exceed half of the throw distance. 
  Measure the deviation distance in the direction indicated 
  by the deviation diagram to determine the actual point of 
  impact. The Deathripper moves from its current position 
  directly toward the point of impact and ends its movement 
  centered on that point.
  Example of a Throw
  Intended 
  Point of 
  Impact
  Actual 
  Point of 
  Impact
  Deathripper
  Crusader
  Direction 
  of Attack
  ✖
  
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  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 at any time for any reason.
  The attacking model makes a melee attack roll against its 
  target. If the attack hits, the target rolls a d6 and adds its 
  current STR. The attacker rolls 2d6 and adds its current STR. 
  If the target’s total is greater, it breaks free without taking 
  any damage and avoids being thrown. If the attacker’s total 
  equals or exceeds the target’s, the target model gets thrown. 
  The attacker can either follow the direction-selecting rules 
  described in Being Thrown, above, or it can throw the model 
  at another model within the attacker’s LOS. Ignore the model 
  being thrown when determining LOS to the target model. 
  This new throw attack has a range equal to half the attacker’s 
  current STR in inches. Add 1˝ to this range if the attacker is 
  a large-based model that is throwing a small-based model. 
  If the new target is within range, the attacker makes a melee 
  attack roll against the new target. If the target is outside this 
  range, resolve the throw using the Being Thrown rules above 
  as if the thrown model were thrown directly toward the new 
  target. On a hit, move the thrown model from its current 
  location directly toward the target’s base until it contacts the 
  target. This throw does not deviate. A Double-Hand Throw at 
  a specific target is not an attack.
  If the attack roll fails, determine the thrown model’s point 
  of impact by rolling deviation from the center of the target 
  model’s base. Referencing the deviation rules (p. XXX), roll a 
  d6 for direction and a d3 for distance in inches. If the target 
  model is beyond the throw distance, determine deviation 
  from a point on the line to the target equal to the throw 
  distance. The thrown model moves directly from its current 
  location in a straight line to the determined point of impact, 
  ending centered on that point.
  A thrown model moves over models with smaller bases 
  during this movement without contacting them. Unlike when 
  a model is slammed, rough terrain and obstacles do not affect 
  this movement, but the thrown model stops if it contacts an 
  obstruction, or a model with an equal or larger-sized base. The 
  thrown model is then knocked down. If a thrown model cannot 
  be knocked down it must still forfeit its action or movement if 
  it activates later in a turn in which it was thrown.
  If a thrown model would end on top of a model, that model is 
  contacted. Follow the rule of least disturbance (p. XX) to move 
  models into legal positions. 
  A thrown model falls off elevated terrain if it ends its throw 
  movement with less than 1˝ of ground under its base. See 
  Falling (p. XXX) for detailed rules on determining damage 
  from a fall. Resolve the falling damage, if any, simultaneously 
  with throw damage.
  Resolve damage resulting from a Double-Hand Throw using 
  the Throw power attack Throw Damage and Collateral 
  Damage rules above.
  Trample 
  A model performing a Trample power attack crashes its 
  way through small-based models in its path. Any effects 
  that prevent a model from charging, such as a penalty to its 
  SPD, also prevent the model from making a Trample power 
  attack. A model must have both its normal movement 
  and action in order to use its normal movement to make a 
  Trample power attack. 
  Declare a Trample power attack at the beginning of the 
  model’s normal movement. Choose a direction in which you 
  wish to trample, and turn the model to face that direction. The 
  model then advances up to its current SPD +3˝ in a straight 
  line. It moves through any small-based model in its path, but 
  there must be room for the trampling model’s base at the end 
  of this movement. It must stop if it contacts a model with a 
  larger-than-small sized base, an obstacle, or an obstruction. 
  The trampling model cannot change its facing during or 
  after this movement. Do not resolve free strikes against the 
  trampling model during this movement. 
  After the model has finished its trample movement, it makes 
  a melee attack against each small-based model it contacted 
  in the order it moved through them. Resolve each trample 
  attack as if it took place where the trampling model contacted 
  the small-based model during its trample movement. These 
  attacks are simultaneous. Models hit by a trample attack 
  suffer a damage roll with a POW equal to the current STR of 
  the attacker. 
  Resolve all free strikes against the trampling warjack after 
  resolving all trample attacks. Models contacted cannot 
  perform free strikes against the trampling model. Resolve 
  each free strike as if it took place where the trampling model 
  left the melee range of the model making the free strike. 
  If a model is able to move or attack as a result of something 
  that occurred during the trample, it resolves from where it is 
  at the end of the trample movement
  Ranged Combat
  Many would argue there is no honor in defeating an enemy 
  without being close enough to look him in the eyes. However, 
  when a soul-burning helljack with two fists full of iron-
  shredding claws bears down on you faster than a charging 
  destrier, it is a good plan to keep your distance and consider 
  your ranged attack options.
  A model using its combat action for ranged attacks makes one 
  initial attack with each of its ranged weapons. Some models 
  have special rules that allow additional ranged attacks. For 
  example, warcasters and warjacks can spend focus points to 
  make additional ranged attacks. Each additional attack can 
  be made with any ranged weapon the model possesses, but 
  a ranged weapon can never make more attacks in a single 
  activation than its rate of fire (ROF). 
  A ranged attack can be declared against any target in line 
  of sight subject to the targeting rules. A model making 
  more than one ranged attack can divide its attacks among 
  any eligible targets. A model in melee cannot make 
  ranged attacks.
  
  WARMACHINE MKII Field Test Rules v2, page 27 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Some spells and special rules let certain models make magic 
  attacks. Magic attacks are similar to ranged attacks and 
  follow most of the same rules. However, magic attacks are 
  not affected by a rule that only affects ranged attacks. See 
  Offensive Spells and Magic Attacks (p. XXX) for full details on 
  magic attacks.
  Ranged	Weapons
  Ranged weapons include bows, rifles, flamethrowers, 
  crossbows, harpoon guns, and mortars. A ranged weapon’s 
  damage roll is 2d6+POW.
  Declaring	a	Target
  A ranged attack can target any model in the attacker’s line of 
  sight (see Line of Sight, p. XXX) subject to the targeting rules. 
  A ranged attack cannot target open ground or a permanent 
  terrain feature.  Some terrain features and objects can be 
  targeted, but they will say so in their individual rules. A 
  ranged attack need not target the nearest enemy model, but 
  intervening models can prevent a model further away from 
  being targeted.
  The attack must be declared before measuring the range 
  to the intended target. Unless a model’s special rules say 
  otherwise, it can make ranged attacks only against models in 
  its front arc.
  Measuring Range
  A ranged attack must be declared against a legal target 
  prior to measuring range. After declaring the attack, use a 
  measuring device to see if the target is within Range (RNG) 
  of the attack. Range is measured from the nearest edge of 
  the attacking model’s base to the nearest edge of the target 
  model’s base. If the target is in range, make a ranged attack 
  roll. If the target is beyond maximum range, the attack 
  automatically misses. If a ranged attack has an area-of-effect 
  (AOE) and the attack’s target is out of range, it automatically 
  misses, and its point of impact will deviate from the point on 
  the line to its declared target at a distance equal to its RNG. 
  See Area-of-Effect Attacks (p. XXX) for full details on these 
  attacks and deviation. 
  Rate	of	Fire
  A weapon’s rate of fire (ROF) indicates the maximum number 
  of ranged attacks it can make in an activation. Reloading 
  time prevents most ranged weapons from being used more 
  than once per activation. Some ranged weapons reload faster 
  and can make multiple attacks if a model is able to make 
  additional attacks. However, a ranged weapon can not make 
  more attacks per activation than its rate of fire regardless of 
  the number of additional attacks a model is entitled to make. 
  Ranged attacks made outside of a model’s activation are not 
  limited by ROF.
  Ranged	Attack	Rolls
  Determine a ranged attack’s success by making a ranged 
  attack roll. Roll 2d6 and add the attacking model’s Ranged 
  Attack (RAT). A boosted attack roll adds an additional die to 
  this roll. Special rules and certain circumstances might modify 
  the attack roll as well. 
  Ranged Attack Roll = 2d6 + RAT
  A target is directly hit by an attack if the attack roll equals or 
  exceeds the target’s Defense (DEF). If the attack roll is less 
  than the target’s DEF, the attack misses. A roll of all 1’s on 
  the dice is a miss. A roll of all 6’s is a direct hit unless you are 
  rolling only one die, regardless of the attacker’s RAT or its 
  target’s DEF.
  Sometimes a special rule causes an attack to hit automatically. 
  Such automatic hits are also direct hits.
  Ranged Attack Roll Modifiers
  The most common modifiers affecting a model’s ranged attack 
  roll are summarized here for easy reference. Where necessary, 
  additional detail can be found on the pages listed. 
  • Aiming Bonus:  A model can forfeit its movement to gain 
  an Aiming bonus. The aiming bonus adds +2 to every 
  ranged attack roll the model makes that activation. This 
  bonus does not apply to magic attack rolls. 
  • Back Strike (p. XXX): A melee, ranged, or magic attack 
  against a target’s back arc from a model that has spent its 
  entire activation in the target’s back arc gains a +2 bonus 
  to the attack roll.
  • Cloud Effect (p. XXX): A model inside a cloud effect gains 
  concealment.
  • Concealment: A model with concealment in relation to its 
  attacker gains +2 DEF against ranged and magic attack 
  rolls. 
  • Cover:  A model with cover in relation to its attacker gains 
  +4 DEF against ranged and magic attack rolls.
  • Elevated Target (p. XXX): If the target is on terrain at 
  least 1” higher than the attacker, it is an elevated target. 
  When drawing line of sight to an elevated target, ignore 
  intervening models that are on terrain at least 1” lower 
  than the target. An elevated target gains +2 DEF against 
  ranged and magic attack rolls.
  • Elevated Attacker (p. XXX): If the attacker is on terrain at 
  least 1” higher than the target, it is an elevated attacker. 
  When drawing line of sight from an elevated attacker, 
  ignore intervening models that are on terrain at least 1” 
  lower than the attacker unless they are within 1” of the 
  target. Additionally, ignore intervening models within 
  1” of the target that are on terrain at least 1˝ lower than 
  the attacker and have equal or smaller-sized bases than 
  the attacker, but the target still gets +2 DEF for being 
  screened. 
  
  WARMACHINE MKII Field Test Rules v2, page 28 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  • Stationary Target (p. XXX): While stationary, 
  a model has its base DEF reduced to 5.
  • Screened Target (p. XXX): A screened model 
  gains +2 DEF against ranged and magic 
  attack rolls.
  • Target in Melee (p. XXX): A ranged or magic 
  attack roll targeting a model in melee suffers 
  a –4 penalty. If the attack misses, it might hit 
  a nearby model instead.
  Concealment and Cover
  Terrain features, spells, and other effects can 
  make it more difficult to hit a model with a 
  ranged or magic attack. A model within 1˝ 
  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 or each 
  other, but they are cumulative with other effects 
  that modify a model’s DEF. See Terrain (p. XXX) 
  for full details on terrain features and how they 
  provide concealment or cover.
  Some terrain features and special effects grant a 
  model concealment by making it more difficult 
  to be seen, but they are not actually dense 
  enough to block an attack. Examples include 
  low hedges or bushes. A model within 1˝ of a concealing 
  terrain feature that obscures any portion of its occupied space 
  (p. XXX) from an attacker gains +2 DEF against ranged and 
  magic attack rolls. Concealment provides no benefit against 
  spray attacks.
  Other terrain features and special effects grant a model cover 
  by being physically solid enough to block an attack against it. 
  Examples include stone walls, giant boulders, and buildings. 
  A model within 1˝ of a covering terrain feature that obscures 
  any portion of its base from an attacker gains +4 DEF against 
  ranged and magic attack rolls. Cover provides no benefit 
  against spray attacks.
  Targeting	a	Model	in	Melee
  A model making a ranged or magic attack roll against a 
  target in melee risks hitting another model participating in the 
  combat, including friendly models. The standard targeting 
  rules, including line of sight and screening, must still be 
  observed when targeting a model that is in melee. 
  In addition to any other attack modifiers, a ranged attack roll 
  against a target in melee suffers a –4 penalty. 
  If the attack against the intended target misses and the target 
  was in range, it might hit another combatant. If the target 
  was not in range, the attack misses automatically and will not 
  potentially hit another combatant. 
  If the target was in range, the attacker must immediately 
  reroll his attack against another model in that combat. When 
  determining the attack’s new target, only the models that 
  are in melee with the attack’s original target and any other 
  models in melee with those models are considered to be in the 
  same combat. Every model meeting these criteria is eligible 
  to become the new target, regardless of line of sight, with two 
  exceptions: a model is ineligible to become the new target 
  if it cannot be targeted by the attack or if the attacker’s line 
  of sight to it is completely blocked by obstructing terrain. If 
  multiple models in the combat are eligible targets, randomly 
  determine which model becomes the new target (excluding 
  the original target).
  For example, using a d6, if there are three other models in the 
  combat, the first model will become the new target on a 1 or 
  2, the second on a 3 or 4, and the third on a 5 or 6. However, 
  if the attacker cannot draw a line of sight to one of those 
  models due to an obstruction (e.g., it’s around the corner 
  of a building), ignore that model and randomize the attack 
  between the other two: it targets the first on a 1 through 3 
  or the second on a 4 through 6. If one of those two models 
  cannot be targeted for some reason (such as being under the 
  protection of a Hymn of Passage), then only one model is an 
  eligible target and a random roll is not necessary.
  If the attack against the new target misses, it misses 
  completely without targeting any more models. 
  It might appear at first that the Defender has several targets from which 
  to choose, but many of them are actually well defended. The forest grants 
  concealment (+2 DEF) to the Juggernaut, and the crates grant cover (+4 
  DEF) to Winter Guard A and Winter Guard B. Because there is a forest 
  between it and the Butcher, the Defender cannot draw LOS to the Butcher 
  at all. Winter Guard C is behind the crates, but because he is more than 1˝ 
  from the crates, he does not benefit from the cover bonus.
  Butcher
  Concealment and Cover in Action
  Defender
  Winter Guard
  A
  Juggernaut
  B
  C
  
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  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 at any time for any reason.
  For instance, Stryker is in melee with a Revenger affected 
  by the Protection of Menoth spell. A Charger forfeits its 
  movement, aims, targets the Revenger with its dual cannon, 
  and spends 1 focus point to boost its attack roll. The Charger’s 
  attack roll gains an additional die for boosting the attack 
  roll, gets +2 to the roll for the aiming bonus, and suffers the 
  –4 penalty for targeting a model in melee. In addition, the 
  Revenger’s DEF against this attack is enhanced due to the 
  spell affecting it. If the attack misses, the Charger rerolls 
  the attack, this time targeting Stryker. It still includes the 
  additional die for boosting the attack roll, the +2 aiming bonus, 
  and the –4 penalty for targeting a model in melee. If Stryker is 
  behind cover in relation to the Charger, then he gains +4 DEF 
  against this attack.
  As a second example (see diagram), Stryker is in melee with 
  Deneghra and a Deathripper. A Long Gunner enters the fight 
  from the side to engage Deneghra but not the Deathripper. 
  A Charger makes a ranged attack against the Deathripper 
  and misses. Since Stryker is in melee with the Deathripper 
  and Deneghra is in melee with Stryker, they are both in the 
  same combat as the intended target. The Long Gunner is not 
  included because he is not in melee with the intended target 
  (the Deathripper) or with another model in melee with the 
  intended target (Stryker). He is far enough from the intended 
  target not to be attacked accidentally. A random die roll 
  determines that Deneghra is the new target. Unfortunately, 
  since the Charger is more than 5˝ away from Deneghra, her 
  Stealth ability makes the attack automatically miss without 
  even rolling. Even though Stealth prevents Deneghra from 
  being hit, she can still be targeted. Since the attack missed 
  both its intended target and the new target, it misses 
  completely with no further chance of hitting Stryker or the 
  Long Gunner.
  An area-of-effect attack that misses a target in melee deviates 
  normally instead of following these rules. Spray attack rolls 
  that miss a model in melee do not follow these rules; they 
  simply miss. 
  Area-of-Effect	Attacks
  An attack with an area-of-effect is sometimes referred to as an 
  AOE attack. A ranged attack with an AOE is a ranged attack. 
  A magic attack with an AOE is a magic attack. A melee attack 
  with an AOE is a melee attack. An area-of-effect attack, such 
  as from an explosive spell or a gas cloud, hits every model 
  in an area centered on its point of impact. The attack covers 
  an area with a diameter equal to its area-of-effect (AOE). 
  Templates for AOEs can be found on p. XXX.
  An AOE attack follows all normal targeting rules. A successful 
  attack roll indicates a direct hit on the intended target, which 
  suffers a direct hit damage roll of 2d6+POW. Center the AOE 
  template over the point of impact—in the case of a direct hit, 
  the center of the targeted model’s base. Every other model 
  with any part of its base covered by the AOE template is hit, 
  but not directly hit, by the attack and suffers a blast damage 
  roll of 2d6+1/2 POW. Make separate damage rolls against 
  each model in the AOE; each roll must be boosted individually. 
  AOE attacks are simultaneous attacks (p. XXX).
  An AOE attack that misses its target deviates a random 
  direction and distance. An area-of-effect attack declared 
  against a target out of range (RNG) automatically misses, and 
  its point of impact deviates from the point on the line from 
  the attack’s point of origin to its declared target at a distance 
  equal to its RNG away from the attack’s point of origin. An 
  area-of-effect attack that misses a target in range deviates 
  from the center of its intended target.
  Damage Point of Origin
  An area-of-effect attack’s point of impact determines the 
  origin of damage and effects for models not directly hit by the 
  attack. For instance, suppose an AOE ranged attack targets 
  a trooper in a unit that has used the Shield Wall order. If the 
  attack hits, the target trooper will benefit from the shield 
  wall if the attacker is in the trooper’s front arc, as will other 
  troopers that have the target trooper in their front arc, but 
  troopers that do not have the target trooper in their front arc 
  will not benefit from Shield Wall as the damage is originating 
  in their rear arc. Should the attack miss and deviate long, into 
  the target trooper’s back arc, the target trooper would not 
  benefit from being in the shield wall either since the attack’s 
  point of impact is now in his rear arc. See p. XXX for more 
  information on point of origin and origin of damage.
  Targeting into 
  Melee Example
  Deathripper
  Long Gunner
  Deneghra
  Stryker
  Charger
  
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  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 at any time for any reason.
  Deviation
  When an AOE attack misses its target, determine its actual 
  point of impact by rolling deviation. Referencing the 
  deviation template (p. XXX), roll a d6 to determine the 
  direction the attack deviates. For example, a roll of 1 means 
  the attack goes long and a roll of 4 means the attack lands 
  short. Then roll another d6 to determine the deviation 
  distance in inches. Determine the missed attack’s actual point 
  of impact by measuring the rolled distance from the original 
  point of impact in the direction determined by the deviation 
  roll. If the deviated point of impact would be off the table, 
  reduce the deviation distance so that the point of impact is on 
  the edge of the table instead. If the intended target is beyond 
  the weapon’s RNG, determine deviation from the point on the 
  line from the attack’s point of origin to its declared target at a 
  distance equal to its RNG. 
  If the target is within range of the attack, the point of impact 
  will not deviate further than half the distance from the 
  attack’s point of origin to its intended target. If the target is 
  not within range of the attack, the point of impact will not 
  deviate further than half the RNG of the attack. Use the exact 
  value for this maximum—do not round it. For instance, an 
  attack made at a target 5˝ away from the attack’s point of 
  origin will deviate a maximum of 2.5˝ even if the attacker rolls 
  a 3, 4, 5, or 6 for deviation distance.
  Terrain features, models, or other effects do not block 
  deviating AOE attacks. They always take effect at the 
  determined point of impact.
  Center the AOE template over the point of impact. Every 
  model with any part of its base covered by the AOE template 
  is hit, but not directly hit, by the attack and takes a blast 
  damage roll. Deviating area-of-effect attacks never cause 
  direct hits even if the point of impact is on top of a model. 
  Spray	Attacks
  An attack using the spray template is sometimes referred 
  to as a spray attack. Some weapons and spells, such as 
  flamethrowers and Deneghra’s Venom spell, make spray 
  attacks. This devastating short-ranged attack can potentially 
  hit several models. A spray attack has a RNG of “SP” and uses 
  the spray template. Effects that modify RNG do not affect 
  attacks with a RNG of SP.  The spray template can be found 
  on p. XXX.
  When making a spray attack, center the spray template 
  laterally over an eligible target in the attacker’s front arc with 
  the narrow end of the template touching the nearest edge 
  of the attacker’s base. The target need not itself be under 
  the template. The targeting rules apply when selecting the 
  attack’s primary target. Every model with any part of its base 
  covered by the spray template might be hit by the attack.
  Make separate attack rolls against each model under 
  the template. Remember that each roll must be boosted 
  individually. Spray attacks ignore concealment, cover, Stealth, 
  and intervening models because the attack comes over, 
  around, or in some cases through its protection. 
  A spray ranged or magic attack roll against a model in melee 
  suffers a –4 penalty. A spray attack roll against a model in 
  melee that misses is not rerolled against any other model. It 
  misses completely.  
  Terrain that obstructs LOS blocks spray attacks. A model 
  under the spray template cannot be hit by the attack if the 
  attacker’s LOS to it is completely blocked by terrain. 
  Every model hit by a spray attack suffers a direct hit. Make 
  separate damage rolls against each model hit. A spray attack 
  is a simultaneous attack. 
  Deviation Example
  Point of Impact
  Direction 
  of Attack
  Mechanithralls
  Redeemer
  A Redeemer makes a ranged attack 
  with its Skyhammer rocket targeting 
  the Mechanithrall in the middle of 
  the unit 11˝ away. If the target is 
  hit, the Skyhammer will catch four 
  Mechanithralls under the template! 
  The Redeemer’s ranged attack roll 
  is unsuccessful however, and since 
  the attack is an area-of-effect, the 
  Redeemer’s controller must roll 
  deviation to determine the attack’s 
  point of impact. The roll is a 5 for 
  direction and a 4 for 4˝ of deviation. 
  Measure this distance in the deviation 
  direction from the center of its 
  original target to locate the point of 
  impact. Models under the template 
  suffer blast damage and are subject 
  to the attack’s special effects. The 
  Redeemer does not hit as many 
  Mechanithralls as it wanted, but it still 
  catches one under the template.
  
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  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 
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  Special Combat 
  Situations
  The chaos of a battlefield is constantly producing the 
  unexpected. Although several situations can arise as a result 
  of unique circumstances or a model’s special rules, these rules 
  should enable a smooth resolution. Savvy players will use 
  these rules to their best advantage.
  Attacks that Hit or Miss 
  Automatically
  Some special rules cause attacks to hit automatically or 
  miss automatically. If a special rule will cause an attack to 
  hit automatically, you do not have to make an attack roll. If 
  you do make a roll (for example, because you want to try 
  for a critical hit), the attack will no longer 
  hit automatically. If the attack roll fails, the 
  attack misses.
  Similarly, if a special rule will cause an attack 
  to miss automatically, you do not have to 
  make an attack roll. If you do make an attack 
  roll, the attack will miss regardless of the 
  result of the roll. 
  In cases of one rule causing an attack to 
  hit automatically and one causing it to 
  miss automatically, the automatic hit takes 
  precedence over the automatic miss. For 
  instance, an effect that allows attacks to hit 
  automatically would override special rules 
  such as Stealth that would otherwise cause an 
  attack to miss automatically. 
  Back	Strikes
  A back strike grants a +2 bonus to the attack 
  roll of any melee, ranged, or magic attack 
  made against a model from its back arc. For 
  a model to receive the back strike bonus, the 
  point of origin of the attack must have been 
  in the target’s rear arc for the model’s entire 
  activation up to the moment of the attack. If 
  the attack’s point of origin was in the target’s 
  front arc at any time during the attacking 
  model’s activation, the attacker does not 
  receive this bonus. A model only receives a 
  back strike bonus during its activation.
  Combined Melee  
  Attack 
  During their unit’s activation, two or more 
  troopers with this ability with the same 
  target in their melee range can combine their 
  melee attacks against that target. In order 
  to participate in a combined melee attack, a 
  trooper must be able to declare a melee attack against the 
  intended target. Choose one model in the attacking group to 
  be the primary attacker and make one melee attack roll for 
  the group. Add +1 to the attack and damage rolls for each 
  model participating in the attack. All other bonuses and 
  penalties to the attack and damage rolls, such as the bonus 
  for intervening terrain, are based on the primary attacker. 
  In a combined melee attack, only one model, the primary 
  attacker, actually makes an attack. The other participants 
  lose the attack they are contributing. A model that charged 
  during its activation can participate in a combined melee 
  attack, however all contributed attacks must be charge 
  attacks in order for the combined attack to be a charge 
  attack. If a non-charge attack is combined with a charge 
  attack, the attack is not a charge attack.
  A pair of Mechanithralls has advanced to within a Repenter’s Flame Thrower 
  range. The Cryx player has been careful to place them far enough apart so 
  that a spray attack targeted against either one of them will not catch the other 
  under the template. Unfortunately he has not taken the Deathripper behind 
  them into account. The Repenter has line of sight to the Deathripper so can 
  target it with its Flame Thrower even though it is out of range. By doing so, 
  both Mechanithralls will be covered by the spray template.
  Examples of Spray Attacks
  Deathrippers
  Deathripper
  Bile Thrall
  Repenter
  Mechanithralls
  Winter Guard
  A Bile Thrall makes a spray attack against a group of Winter Guard. The Cryx 
  player centers the spray template laterally over an eligible target. The player 
  chooses the centermost Winter Guard because that trooper’s comrades are 
  too far away to be intervening models. Targeting that trooper also lets the 
  player cover the greatest number of Winter Guard without covering his own 
  nearby Deathrippers. He rolls a ranged attack against each of the four Winter 
  Guard in the spray. If an attack against the Winter Guard in melee with the 
  Deathrippers misses, it will not hit one of the bonejacks.
  
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  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  A unit’s melee attacks can be grouped in any manner, 
  including multiple combined melee attacks. Troopers capable 
  of multiple melee attacks can divide them among eligible 
  targets and participate in multiple combined melee attacks. 
  Units with Combined Melee Attacks ignore the rule that 
  one trooper’s combat action cannot begin until the previous 
  model’s combat action ends. 
  Example: Four members of a Protectorate Temple Flameguard 
  unit, including their captain, make a combined melee attack 
  against a Cygnar Defender. One model is chosen to make 
  the melee attack for the group, adding +4 to his attack and 
  damage rolls since there are four models participating in 
  the attack. Two other troopers in the same Flameguard unit 
  make a combined melee attack against a nearby Sentinel. The 
  trooper declared as the primary attacker makes one melee 
  attack and adds +2 to his attack and damage rolls.
  Combined	Ranged	Attacks	
  During their unit’s activation, two or more troopers with this 
  ability can combine their ranged attacks against the same 
  target. In order to participate in a combined ranged attack, 
  a trooper must be able to declare a ranged attack against the 
  intended target and be in formation. Choose one model in the 
  attacking group to be the primary attacker and make one 
  ranged attack roll for the group. Add +1 to the attack and 
  damage rolls for each model, including itself, participating in 
  the attack. 
  Combined ranged attacks cannot target a model in melee.
  All bonuses and penalties for the attack are based on the 
  primary attacker. In a combined ranged attack, only one 
  model, the primary attacker, actually makes an attack. The 
  other participants forfeit the attack they are contributing. 
  After declaring all participants, check to see if a single ranged 
  attack made by each participant would have automatically 
  missed due to lack of range or a special rule. Any models 
  that would have automatically missed do not contribute to 
  the attack and damage roll bonus, but they still forfeit their 
  attack. If the primary attacker would automatically miss, the 
  combined attack automatically misses. For example, models 
  found to be more than 5˝ away from a target with the Stealth 
  ability do not contribute, and the entire combined attack 
  automatically misses if the primary attacker is more than 5˝ 
  away from the target.
  A unit’s ranged attacks can be grouped in any manner, 
  including multiple combined ranged attacks. Troopers capable 
  of multiple ranged attacks can divide them among eligible 
  targets and participate in multiple combined ranged attacks.
  Example: Four members of a Cygnar Long Gunner unit 
  are in formation and declare a combined ranged attack 
  against a Khador Juggernaut. When measuring range, the 
  player discovers one trooper is out of range. That model’s 
  participation in the attack will not add to the attack or 
  damage roll though it still forfeits its attack. One model is 
  chosen to make the ranged attack for the group, and it gains 
  +3 to its attack and damage rolls since only three of the four 
  models participating in the attack contribute to it. 
  Gunfighter	
  A model with the Gunfighter special rule has a melee range 
  of 1⁄2˝ and can make ranged attacks targeting models in its 
  melee range. This model does not get an aiming bonus when 
  targeting a model in its melee range. A ranged attack roll 
  does not suffer the target in melee attack roll penalty when the 
  attacker is in melee with the target. However, if such an attack 
  misses and there are multiple models in the combat, the attack 
  can still hit another random model in the combat, excluding 
  the attacker and the original target. Resolve these situations 
  per the Targeting a Model in Melee rules on p. XXX.
  A model with the Gunfighter special rule can make charges. 
  If it makes a charge, the model with Gunfighter can make its 
  initial attacks with its ranged weapons but if its first attack is 
  made with a ranged weapon, it is not a charge attack. A model 
  with the Gunfighter special rule can perform free strikes with 
  its ranged weapons. 
  Remember that the Gunfighter special rule does not allow 
  this model to make melee and ranged attacks during the same 
  activation.
  Model	Destruction	&	Tokens
  Special rules cause some models to gain certain types of 
  tokens when a model is destroyed. A model only generates 
  one of each type of token when destroyed. If multiple models 
  are eligible to gain a specific token, the nearest eligible 
  model gets the token. If a model has a limit on how many 
  of a specific token it can have, and it is at that limit, it is not 
  considered an eligible model. 
  Falling
  A model slammed, thrown, pushed, or that otherwise moves 
  off of an elevated surface to another surface that is 
  at least one full inch lower falls. A falling model 
  Back Strikes
  Cannot make a 
  back strike
  Can make a 
  back strike
  Front Arc
  
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  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  is knocked down and suffers a damage roll. A fall of up to 3˝ 
  causes a POW 10 damage roll. Add an additional die to the 
  damage roll for every additional increment of 3˝ the model 
  falls, rounded up.
  For example, a model falling 7˝ suffers a damage roll of 
  4d6+10!
  If a falling model lands on top of another model, follow the 
  rule of least disturbance to move the models underneath to 
  legal positions. 
  If a falling model contacts a model with an equal or smaller-
  sized base, that model is knocked down and suffers the same 
  damage roll as the falling model. A model with a larger-sized 
  base than the falling model, however, does not suffer damage 
  and is not knocked down. All damage resulting from the fall 
  is simultaneous.
  Knockdown
  Some attacks and special rules cause a model to be knocked 
  down. While knocked down a model cannot move, perform 
  actions, make attacks, cast spells, use animi, use feats, or give 
  orders, and does not have a melee range. A knocked down 
  model does not engage other models nor can other models 
  engage a knocked down model. A model is never in melee 
  with a knocked down model. A melee attack roll against a 
  knocked down model automatically hits. A knocked down 
  model has a base DEF of 5. A knocked down model does not 
  block line of sight and is never an intervening model. It can 
  be ignored for targeting purposes. A knocked down model 
  cannot be slammed or locked.
  A knocked down model can stand up at the start of its next 
  activation. However, if a model is knocked down during 
  its controller’s turn, it can not stand up until that player’s 
  next turn even if it has not yet activated this turn. A model 
  cannot become knocked down while it is knocked down. For 
  example, if a model is knocked down during your opponent’s 
  turn and before it gets a chance to stand up is affected by 
  an effect that would ordinarily cause it to be knocked down 
  on your turn, it is not affected by the second instance of 
  knockdown and can still stand up on your turn.
  To stand up, a model must forfeit either its movement or its 
  action for that activation. A model that forfeits its movement 
  to stand can perform an action, but it cannot make attacks 
  involving movement such as a slam. A model that forfeits its 
  action to stand can use its normal movement to make a full 
  advance but not to run or charge. When a model stands, it 
  ceases to be knocked down.
  Leaving	the	Play	Area
  A model that would leave the table for any reason (such as 
  being thrown or slammed) will stop at the table edge and 
  remain in play. The table edge does not count as an obstacle; 
  models do not take additional damage for stopping there.
  Point	of	Origin	
  The point of origin of an effect or attack is the location or 
  model from which the attack or effect originates. Typically 
  this will be the model that is causing the effect or making the 
  attack although not always. For example, when a warcaster 
  channels a spell through an arc node, the arc node is the 
  point of origin of the spell even though the warcaster is the 
  model casting the spell. For attacks or effects that require 
  LOS to the target model, LOS is checked from the point of 
  origin of the attack and LOS-dependant attack roll modifiers 
  such as concealment are checked from the point of origin of 
  the attack. Range is also checked from the point of origin, 
  including the placement of spray templates. The ‘target in 
  melee’ attack roll penalty is ignored when the point of origin 
  of the magic attack is in melee with the model that the attack 
  roll is being made against.
  For most attacks, the origin of damage will be the same as the 
  point of origin of the attack. The origin of damage for a direct 
  hit with an AOE attack is the attack’s point of origin, but the 
  origin of damage for any other damage caused by an AOE 
  attack is the point of impact. 
  Finally, some non-AOE attacks, such as Ashes to Ashes 
  and Chain Lightning, have special rules that allow them to 
  damage other models besides the attack’s target. The origin of 
  damage in those cases is the model or point from which you 
  measure the range to other affected models. For example, the 
  origin of damage for the target of Ashes to Ashes is the spell’s 
  origin, but the origin of damage for the other models affected 
  by the spell is the target model. Similarly, when Chain 
  Lightning arcs to another model, the previous model struck 
  by the spell is the origin of that damage.
  Replacing	Models
  When replacing one model with another, place the new 
  model so that the area covered by the smaller of the bases is 
  completely within the area covered by the larger. If the two 
  bases are the same size, place the new model in the same 
  location as the one being replaced. There must be room for the 
  model’s base in the location the model is placed. The player 
  choosing the placed model’s new location chooses its facing. 
  Entering
  A model ‘enters’ an area when its position in play changes 
  such that its previous position was not within the area and its 
  new position is within the area, or when it is put into play in 
  the area.
  Stationary	Models
  A stationary model cannot activate. A stationary model does 
  not have a melee range. A stationary model does not engage 
  other models nor can other models engage a stationary 
  model. A model is never in melee with a stationary model. 
  
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  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 at any time for any reason.
  A stationary model cannot advance, perform actions, make 
  attacks, cast spells, use animi, use feats, or give orders.
  A melee attack roll against a stationary model automatically 
  hits. A stationary model has a base DEF of 5.
  Least Disturbance
  Some rules can cause moving models to overlap the bases of 
  other models temporarily, such as when a model is thrown or 
  slammed. Once the model has stopped moving, models must 
  be repositioned so that there are no longer any overlapping 
  bases. The model that was moving stays in its final position; 
  other models are moved out of the way to make room. To 
  determine which models to move, and where to move them, 
  first determine the fewest models that would need to be 
  moved to make room. Then determine where to move them 
  by finding the locations that involve the lowest total distance 
  moved for all models that need to be moved. If there are 
  multiple options that yield the lowest distance, for example if 
  one model is centered over another, randomize.
  Forfeiting
  Some rules can require a model to forfeit its activation, 
  movement, or action, or allow it to do so voluntarily for 
  some benefit. A model cannot voluntarily forfeit something 
  if it is also required to forfeit it. A model cannot forfeit the 
  same thing to multiple effects. For example, a model that is 
  knocked down cannot forfeit its movement to stand up and 
  then also gain an aiming bonus for forfeiting movement. A 
  model can only forfeit its activation before it activates in a 
  turn. If it does so, resolve the effect to which the activation is 
  being forfeited, then the model ends its activation, triggering 
  any relevant effects. A model cannot forfeit its activation if it 
  cannot activate. A model cannot forfeit its activation unless 
  it is required to do so or has a rule that allows it to do so. 
  A model can forfeit movement anytime before it moves. A 
  model can forfeit its action anytime before it takes an action. 
  When a model forfeits its movement, resolve the effect to 
  which the movement is being forfeited, then the model ends 
  its movement, triggering any relevant effects. When a model 
  forfeits its action, resolve the effect to which the action is 
  being forfeited, then the model ends its action, triggering 
  any relevant effects. A model cannot forfeit its movement if it 
  cannot move.
  Rerolls
  Some models have special abilities that enable them to reroll 
  attack or damage rolls or that cause another model to reroll 
  its attack or damage rolls. These rerolls occur before applying 
  effects that are triggered by hitting/missing, for attack rolls, 
  or damaging/not damaging, for damage rolls. If a reroll 
  causes a hit model to be missed, it is missed. If a reroll causes 
  a missed model to be hit, it is hit. Multiple reroll effects can 
  come into play on the same roll. Resolve them all before 
  resolving any other effects dependant on hitting/missing or 
  damaging/not damaging. 
  Switching	Targets
  Some models have the ability to cause another model 
  to be directly hit by an attack in their place. Others can 
  cause themselves to be directly hit by an attack in place 
  of another model. Switching targets occurs immediately 
  after a hit or a miss has been determined, including the 
  resolution of all rerolls. 
  Damage
  Warcasters, warjacks, and some other models can take a 
  tremendous amount of damage before they fall in combat. 
  What might be an incapacitating or mortal wound to a regular 
  trooper will just dent a warjack’s hull or be deflected by a 
  warcaster’s arcane protections.
  Damage	Rolls
  Determine how much damage is dealt to a model by making 
  a damage roll. In the case of ranged, magic, and most other 
  damaging effects roll 2d6 and add the Power (POW) of the 
  attack. In the case of melee attacks, roll 2d6 and add the POW 
  + Strength (STR), or P+S, of the attack. A boosted damage roll 
  adds an additional die to this roll. Special rules for certain 
  circumstances might modify the damage roll as well.
  Damage roll = 2d6 + POW (+STR if applicable)
  Compare this total against the Armor (ARM) of the model 
  suffering the damage. That model takes 1 damage point for 
  every point that the damage roll exceeds its ARM.
  A weapon or attack with POW “—” does not cause damage.
  Attacks that generate multiple attack and/or damage rolls do 
  so simultaneously. See Simultaneous and Sequential.
  Recording	Damage	
  A model’s army list entry gives the total amount of damage it 
  can suffer before being disabled (p. XXX). For models without 
  damage boxes, this will be after taking 1 damage point. A 
  model resilient enough to take more than 1 point of damage 
  will have a row of damage boxes on its stat card for tracking 
  damage it receives. Record its damage left to right by marking 
  one damage box for each damage point taken. A model is 
  disabled once all of its damage boxes have been marked. 
  Unmarked damage boxes are often called wounds.
  Some models, such as warjacks, have damage grids 
  consisting of six columns of damage boxes labeled with 
  the numbers 1 through 6. Different damage grids might be 
  slightly different in shape and number of damage boxes, 
  but they function the same. When a model with a damage 
  grid suffers damage, roll a d6 to determine which column 
  takes the damage. Starting with the uppermost empty box 
  in that column and working down, mark one damage box 
  per damage point taken. Once a column is full, continue 
  recording damage in the next column to the right that 
  contains unmarked damage boxes. If all the damage 
  
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  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 at any time for any reason.
  boxes in column 6 are marked, continue recording damage 
  in column 1 or the next column that contains unmarked 
  damage boxes. Continue shifting columns as required until 
  every damage point taken has been recorded.
  When a rule specifically damages the ‘first’ box of a given 
  type, find the lowest numbered column that has an unmarked 
  damage box of that type, then the topmost unmarked damage 
  box of that type in that column. That is the ‘first’ damage box 
  of that type. 
  Crippling	Systems
  When a model with systems suffers damage, individual 
  systems critical to its combat performance can be damaged 
  and crippled. Blank damage boxes represent a warjack’s hull. 
  The hull is not a system. Beneath the hull are the model’s 
  vital systems indicated by system boxes. Each system uses 
  a different letter to label its system boxes. When recording 
  damage, mark both blank boxes and system boxes. A system 
  is crippled while all its system boxes are marked. Mark the 
  appropriate system status box to show this. The effects of 
  crippled systems are as follows:
  Crippled Arc Node: The model loses the Arc node 
  advantage. 
  Crippled Cortex: A model with a crippled cortex loses any 
  focus points and cannot be allocated focus points. It 
  cannot spend focus points for any reason.
  Crippled Movement: A model with crippled movement 
  has its base Defense (DEF) changed to 7. A model with 
  crippled movement cannot run or charge.
  Crippled Arm or Weapon System: A model with a crippled 
  arm or weapon system rolls one fewer die on the attack 
  rolls with that weapon. Additionally, a model with a 
  crippled weapon system cannot use that system to make 
  chain attacks or special attacks, including power attacks.
  Wrecking	a	Warjack
  A warjack is wrecked once all of its damage boxes are marked. 
  Remove the warjack from the table and replace it with a wreck 
  marker corresponding to its base size. A wreck marker is not 
  a model and cannot be repaired. A wreck marker is rough 
  terrain and provides cover to models within 1˝ whose bases are 
  partially obscured from the attacker by the wreck. Models at 
  least partially within the area of the wreck also gain cover. Any 
  effects on a warjack expire when it is wrecked. 
  Disabled and Destroyed
  When all of a model’s damage boxes are marked, it is 
  disabled. When a model is disabled, after resolving any 
  effects triggered by being disabled, if it is still disabled it is 
  then considered to be boxed. When a model is boxed, after 
  resolving any effects triggered by being boxed it is destroyed, 
  triggering any relevant effects, and is then removed from the 
  table. It is possible for destroyed models to return to play.
  If an effect causes a model to cease being disabled, such as by 
  regaining a wound from a successful Tough roll, or to outright 
  leave play, do not resolve any more effects that resolved from 
  the model being disabled. In this case the model does not 
  become boxed or destroyed and so effects triggered by the 
  model becoming boxed or destroyed do not occur. 
  Likewise, if an effect causes a boxed model to no longer be 
  boxed, such as removing the model from play, do not resolve 
  any additional effects triggered by the model being boxed. 
  For example, if an effect causes a boxed model to be removed 
  from play, no additional effects triggered by the model being 
  boxed take place and the model is not destroyed. In this case, 
  the removed model will not provide a soul token because it 
  was not destroyed.
  This may look complex, but in most cases, a model will take 
  damage and be destroyed.  However, some abilities and 
  effects can interrupt or modify the process of taking damage, 
  and that’s when these steps come into play.
  Removed	From	the	Table	&	
  Removed	From	Play
  Some rules will cause a model to be removed from the 
  table, such as when it is destroyed or does something like 
  burrowing into the ground. The model is removed from the 
  playing field and set aside. Destroyed models can be returned 
  to the table through many means, but other effects that 
  remove a model from the table will have rules on how and 
  when it returns to play. 
  Some rules will cause a model to be removed from play, 
  sometimes instead of being destroyed, at other times in 
  addition to being destroyed. A model removed from play 
  is removed from the playing field and set aside, and cannot 
  return to the table for any reason. 
  WarjaCk daMage key
  On	a	warjack’s	damage	grid,	the	following	letters	
  represent	the	warjack’s	systems:
  M: Movement 
  C: Cortex 
  L: Left Arm weapon system 
  R:	Right	Arm	weapon	system	
  A: Arc Node 
  H: Head weapon system
  
  WARMACHINE MKII Field Test Rules v2, page 36 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Warcaster Destruction
  Should a warcaster be unfortunate enough to fall in combat, 
  his entire army will suffer from the harsh blow. When a 
  warcaster is destroyed or removed from the table, all upkeep 
  spells cast by the warcaster immediately expire. Every 
  warjack in the warcaster’s battlegroup instantly becomes 
  inert. An inert warjack is stationary, has no facing, loses 
  all special abilities, and does not gain an ARM bonus for 
  functioning shields or bucklers.
  In many cases, the loss of a warcaster heralds the end of 
  the battle. However, if the game does not end with the 
  warcaster’s loss, other warcasters or ’jack marshals can 
  reactivate the inert warjacks.
  Reactivating Warjacks
  A warcaster or ’jack marshal that ends its movement in 
  base-to-base contact with an inert warjack can reactivate it. 
  To reactivate the warjack, the model must forfeit its action 
  this turn but can still cast spells, use its feat, and use special 
  abilities. The warjack must forfeit its activation and cannot 
  be used to channel spells on the turn it is reactivated, but it 
  functions normally next turn.
  Healing,	Repairs,	and	Removing	
  Damage
  Some abilities, spells, and other effects remove damage points 
  from a model. When a model with a damage grid is healed, 
  repaired, or has damage removed, remove the damage points 
  from anywhere on the model’s damage grid. 
  Return to Play
  Some special rules can cause a model to return to play. Unless 
  otherwise specified, a model that is returned to play can 
  activate the turn it is put back in play. Returned models cause 
  their units to lose benefits or effects received from the original 
  destruction of the models returned. Models removed from 
  play cannot be returned to play. 
  If a model has a once per game ability that it has already 
  used this game, its ability cannot be used again even if it 
  returns to play.
  Damage	Types
  Some weapons inflict a specific damage type that might affect 
  some models differently than others. When a damage type 
  is referenced in text, it is described as an “X damage roll”. 
  For example, a damage roll that causes electrical damage is 
  described as an “electrical damage roll”. 
  A model that has an immunity to a certain damage type 
  does not take damage of that type. A single attack can inflict 
  damage of several types. If a model is immune to any of those 
  types, it does not suffer damage from the attack. A model 
  that is immune to damage from an attack can still suffer other 
  effects from the attack.
  For example, the Stormclad is a warjack with Immunity: 
  Electricity. If it were hit by an attack that caused electrical 
  damage and Disruption, the warjack would not suffer a 
  damage roll from the attack but would still suffer Disruption.
  Some damage types are identified by their attack type. For 
  example, damage caused by a ranged attack might be referred 
  to as “range attack damage”.
  Damage types include:
  Magical	Weapons	
  A magical weapon can damage and affect models with the 
  Incorporeal ability. A model with a magical melee weapon 
  can charge Incorporeal models. Attacks made with magical 
  weapons are not magic attacks. Magical ranged weapons make 
  ranged attacks. Magical melee weapons make melee attacks.
  Special Effects
  Many attacks cause special effects in addition to causing 
  damage. Each special effect is unique in its application. 
  There are three categories of special effects: automatic effects, 
  critical effects, and continuous effects.  A special effect can 
  belong to more than one category, and its category can change 
  depending on the weapon. For instance, one weapon might 
  cause fire automatically on a successful hit, but another might 
  require a critical hit to cause fire.
  Pay close attention to the exact wording for each model’s special 
  effects. Even if the effect is the same for different models with 
  the same weapon or ability, it might require different conditions 
  to function. Some models’ special effects function if the target is 
  hit, others require the target to take damage, and critical effects 
  require a critical hit on the attack roll.
  Automatic Effects
  Apply an automatic effect every time it meets the conditions 
  required to function.
  For example, the Repenter’s Flame Thrower has the 
  Continuous Effect: Fire advantage. Any model hit by the 
  Flamethrower automatically suffer the Fire Continuous Effect.
  Critical Effects
  Apply a critical effect if any two dice in the attack roll show 
  the same number and the attack hits—this is a critical hit. 
  The target model suffers the special effect even if it takes no 
  damage from the damage roll. An area-of-effect attack’s critical 
  effect only functions with a direct hit, but every model under 
  the template will suffer the critical effect.
  Cold
  Corrosion
  Electricity
  Fire
  
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  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  A weapon with a critical effect has the label “Critical” to 
  distinguish it from an automatic damage effect.
  Continuous Effects
  Continuous effects remain on a model and have the potential 
  to damage or affect it some other way on subsequent turns. A 
  model can have multiple continuous effects on it at once, but it 
  can have only one of each continuous effect type on it at a time. 
  Resolve continuous effects on models you control during 
  the Maintenance Phase of your turn. First roll a d6 for each 
  continuous effect—if the result is a 1 or 2, the continuous 
  effect immediately expires without further effect. On a 3 
  through 6, the continuous effect remains in play. After rolling 
  for expiration for all continuous effects, apply the effects of all 
  continuous effects that remain in play simultaneously.
  Continuous effects do not require focus points for upkeep and 
  cannot be removed voluntarily. Remove a continuous effect 
  only when it expires, a special situation causes it to end, or 
  the affected model is removed from the table.
  For example, a Crusader attacks a Defender with its Inferno 
  Mace and rolls a critical hit. The Inferno Mace has Critical 
  Fire, so the Defender is now on fire. It takes no damage from 
  the fire at this point. During its controller’s next Maintenance 
  Phase, the Defender’s controller rolls a d6. The result is a 5, 
  so the Defender suffers a POW 12 damage roll from the fire. 
  The Crusader attacks it again on its turn and rolls another 
  critical hit, but since the Defender is already on fire, there is 
  no further effect from the critical hit. When the Defender’s 
  controller’s Maintenance Phase comes around again, he rolls 
  another d6 for the fire. This time the result is a 1, so the fire 
  goes out without doing any more damage to the Defender. 
  Some common continuous effects are represented on a 
  weapon’s stat bar as weapon qualities. 
  Corrosion 
   — A model hit by this attack suffers corrosion. 
  Corrosion is a continuous effect that slowly erodes its target. 
  Corrosion does 1 damage point each turn to the affected 
  model during its controller’s Maintenance Phase until it 
  expires. Models with Immunity: Corrosion 
  (p. XXX) never 
  suffer this continuous effect.
  Fire 
   — A model hit by this attack suffers fire. A model 
  on fire suffers a POW 12 damage roll each turn during its 
  controller’s Maintenance Phase until it expires. Models with 
  Immunity: Fire 
  (p. XXX) never suffer this continuous effect.
  Critical Corrosion 
   — On a critical hit, the model hit 
  suffers the corrosion continuous effect.
  Critical Fire 
   — On a critical hit, the model hit suffers the 
  fire continuous effect.
  Cloud Effects
  A cloud effect produces an area of dense smoke, magical 
  darkness, gas, etc. that remains in play for a specified length 
  of time. Use an AOE template of the appropriate diameter 
  to represent the cloud. Every model with any part of its base 
  covered by the cloud’s template is within the cloud and 
  susceptible to its effects.
  In addition to being affected by a cloud’s special rules, 
  a model inside a cloud effect gains concealment (see p. 
  XXX). A model in a cloud effect can target models outside 
  of it normally. For a model outside of it, the cloud effect 
  completely obstructs line of sight to anything beyond it. Thus, 
  a model can see into or out of a cloud effect but not through 
  one. A cloud effect provides no protection from melee attacks.
  Cloud Effects
  Long Gunner
  Winter Guard
  The Long Gunner has LOS to Winter Guard B and C, but 
  they both gain +2 DEF from concealment against any 
  ranged or magic attacks from the Long Gunner for being in 
  the cloud effect. The Long Gunner’s LOS to Winter Guard C 
  crosses a solid terrain feature, so Winter Guard C gains +4 
  DEF from cover against the Long Gunner’s attacks instead 
  of gaining concealment (since concealment and cover are 
  not cumulative). The Long Gunner and Winter Guard A do 
  not have LOS to each other since LOS cannot be drawn 
  through a cloud effect.
  Winter Guard B and C can make ranged or magic attacks 
  against the Long Gunner at no penalty. However, Winter 
  Guard B and C do gain +2 DEF against attacks from 
  each other.
  B
  A
  C
  
  WARMACHINE MKII Field Test Rules v2, page 38 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Unit Anatomy
  An army’s soldiers and support personnel are organized 
  into units. Every member of a unit is similarly equipped 
  and trained to fulfill a certain battlefield role. Some units 
  specialize in melee combat, others excel with ranged 
  weapons, and some provide critical or highly specialized 
  capabilities. 
  Most units are made up of a single leader model and two or 
  more grunts that all share the same stat profile. Some units are 
  led by an officer with a different stat profile than the models 
  it leads. All models in a unit are troopers in addition to their 
  types explained below.
  Grunts
  Grunts are the basic troopers in a unit. The number of grunts 
  in a unit is noted on the unit’s card.
  Leader
  In most units, the Leader is the Unit Commander.  
  When the leader model in a unit is destroyed or removed 
  from play, immediately promote a grunt model in the unit to 
  become the new leader by replacing the grunt with the leader 
  model. See Field Promotion (p. XXX). 
  Officers
  An officer is a special type of unit leader model. Unlike a 
  Leader, if an officer is destroyed or removed from play, do not 
  promote a grunt in the unit to be the new Officer.
  Other Trooper Models
  Some units contain models that are not leaders or grunts. 
  These models might have different stats and weapons than 
  the other models in the unit. These models are not grunts. 
  Standard Bearer
  While the Standard Bearer is in formation, models in its unit 
  that are also in formation can reroll failed command checks. 
  Additionally, the unit can reroll failed unit-wide command 
  checks while the standard bearer is in formation. Each failed 
  roll can be rerolled once as a result of the presence of a 
  Standard Bearer.
  When the Standard Bearer is destroyed or removed from play, 
  you can choose a grunt in its unit that is within 1˝ of it to take 
  the Standard Bearer’s place and become the new Standard 
  Bearer. If you choose to replace the Standard Bearer, replace 
  the grunt model with the Standard Bearer model. Effects, 
  spells, and animi on the destroyed Standard Bearer expire. 
  Effects, spells, and animi on the replaced grunt are applied 
  to the new Standard Bearer. The new Standard Bearer has the 
  same number of wounds remaining as the grunt it replaced. 
  Unit Commander
  The Unit Commander is the focal point of a unit. In most 
  cases, the Unit Commander is the Leader of the unit. If a unit 
  is led by an officer, the officer is the Unit Commander. If a unit 
  has neither an Officer or a Leader, designate another model in 
  the unit to be the Unit Commander. That model remains the 
  Unit Commander as long as it is part of the unit.
  A trooper’s proximity to its Unit Commander determines 
  whether or not it is in unit formation. The Unit Commander 
  issues orders to its unit and can attempt to rally its unit when 
  the unit flees. 
  Attachments
  Attachments are made up of one or more models that can be 
  added to a unit of the same type as the attachment. They can 
  only be fielded as part of a unit. Attachments cannot be added 
  to weapon crews. There are different types of attachments 
  such as unit attachments and weapon attachments. A unit 
  can have several attachments, but only one of each type of 
  attachment can be added to a unit. Models in an attachment 
  are not grunts.
  An officer can be added to a unit with a normal unit leader as 
  part of a unit attachment. If the unit contains both an officer 
  and a normal unit leader, the officer is the Unit Commander. 
  Tactics
  Tactics are abilities granted to units by some Unit 
  Attachments. The unit retains these abilities even after the 
  model that granted them is destroyed or removed from play.
  Unit Formation
  Regardless of a unit’s role on the battlefield, one thing is 
  certain: a unit is most effective when all of its members are 
  in formation. The Unit Commander is always in formation. 
  A model is in formation if it is within its Unit Commander’s 
  command range. A unit’s controller can measure the distance 
  between the Unit Commander and a model in its unit anytime 
  during that unit’s activation. 
  All models in a unit must begin the game in formation.
  Out	of	Formation
  While out of formation, a trooper cannot perform actions, 
  advance outside of its normal movement, give orders, cast 
  spells, or make attacks, including attacks that do not take 
  place during the model/unit’s activation, such as a free strike. 
  The trooper also suffers -2 CMD.
  At the beginning of a unit’s activation, determine if any 
  troopers are out of formation. Those who are will not 
  receive any order given to their unit. A trooper that is out of 
  formation at the start of its unit’s activation must advance 
  toward or run directly towards its unit commander. If it 
  makes a full advance, it must forfeit its action.
  
  WARMACHINE MKII Field Test Rules v2, page 39 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  At the end of a unit’s activation, every out-of-formation 
  trooper must pass a command check or flee. Unlike most 
  other command checks made by troopers, an out-of-formation 
  trooper makes this command check individually. If he fails the 
  check, he does not cause the entire unit to flee. See Command 
  (p. XXX) for detailed rules on command checks and fleeing.
  Moving Units
  When a unit makes its normal movement, troopers can move 
  in any order. 
  A unit required to make a command check as a result of its 
  proximity to a terrifying entity during its normal movement 
  does not do so until after every trooper in the unit has 
  completed its movement. 
  Issuing Orders
  Orders let models make specialized combat maneuvers 
  during their activation. Unlike other warrior models, troopers 
  cannot automatically choose to run or charge during their 
  normal movement; they must receive an order to do so. 
  Similarly, a cavalry trooper must receive an order to make a 
  ride-by attack (Cavalry, p. XXX). A unit can receive an order 
  from its Unit Commander at the beginning of its activation. 
  Some units have orders described in their special rules that 
  can be issued by their Unit Commanders such as the Trencher 
  Infantry’s Assault order. A Unit Commander can issue any 
  order to its unit that appears in the unit’s special rules. 
  Orders that appear in an officer’s special rules can only be 
  issued by that officer. If the officer leaves play, those orders 
  cannot be issued by the new Unit Commander.
  A unit is only able to receive one order per activation. If a unit 
  is already under the effects of an order, it cannot be affected 
  by another until the first order has expired. Every trooper 
  in formation receives the order and is affected by it. Out-of-
  formation troopers are not affected by orders received by 
  their units. Models in a unit that are not given a specific order 
  can make a full advance and perform their actions normally. 
  Orders do not carry over from one activation to another.
  Field Promotion
  When a unit’s leader is destroyed, removed from play, or 
  otherwise no longer part of its unit select a grunt in that 
  model’s unit to take its place and become the new leader. 
  Replace the grunt model with the leader model. Effects, spells, 
  and animi on the destroyed leader expire. Effects, spells, and 
  animi on the replaced grunt are applied to the new leader. The 
  new leader has the same number of wounds remaining as the 
  grunt it replaced. Leader models are replaced even if there is 
  an officer model in the unit.
  If the officer leading a unit leaves play and there is a leader 
  model in its unit, the leader model becomes the Unit 
  Commander.
  If the unit’s leader is the Unit Commander and it leaves 
  play and there is not a grunt to replace it or if an officer is 
  destroyed and there is not a leader model in the unit, select 
  another model in the unit to become the Unit Commander. If 
  that Unit Commander is destroyed, select another model to 
  become the Unit Commander. That model remains the Unit 
  Commander as long as it is part of the unit.
  For example, the Kapitan of a Man-O-War unit is destroyed. 
  The unit’s controlling player decides to make a grunt with 
  four wounds remaining the new Unit Commander. He 
  replaces the grunt model with the Kapitan model. The new 
  Kapitan model has the same number of wounds remaining as 
  the grunt it replaced. If the grunt was also suffering from the 
  fire continuous effect when it was replaced, the new Kapitan 
  would continue to suffer from the continuous effect.
  In another example, the officer in charge of a Temple 
  Flameguard unit is destroyed. Instead of replacing a grunt in 
  the unit with the officer model, the officer leaves play and the 
  Leader of the unit becomes the new Unit Commander.
  Because he is an officer and not a Leader, if Boomhowler were 
  to be destroyed during play he would not replace another 
  model in his unit. Instead, when Boomhowler is destroyed, 
  the player controlling his unit selects a grunt in the unit to 
  become the new Unit Commander.  
  Models out of Formation
  A
  B
  C
  D
  Unit 
  Commander
  E
  Models A, B, and C are in formation since they are within 
  the command range of the Unit Commander. Models D 
  and E are out of formation since they are not within the 
  command range of the Unit Commander.
  
  WARMACHINE MKII Field Test Rules v2, page 40 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  In a final example, if a Trencher Infantry unit currently 
  consists of a Leader, Sniper, Grenade Porter, and a grunt, 
  and an AOE attack destroys both the Leader and the grunt, 
  the controlling player must make the Sniper or the Grenade 
  Porter the Unit Commander. In either case, the model is not 
  replaced by the Leader because neither is a grunt.  
  Spells and Effects
  Some special rules and spells affect entire units. Those special 
  rules and spells are noted in their descriptions. If a special rule 
  or spell specifies “target unit”, it must target a trooper in a 
  unit but will affect all models in the unit. Effects with “target 
  model/unit” can target any model, including non-troopers, but 
  if that model is a trooper then it affects the entire unit.
  Warjacks
  Warjacks represent the pinnacle of military technology in the 
  Iron Kingdoms and are the greatest assets in a warcaster’s 
  arsenal. They are equipped with a broad variety of melee 
  and ranged weaponry and embody the strengths of their 
  respective factions. A single warjack can annihilate dozens of 
  men, and side-by-side, several warjacks together comprise a 
  threat no enemy can ignore. 
  Warjack Special Rules
  All warjacks have the following special rules in common:
  Damage	Grid
  Warjacks take damage in a damage grid that contains systems, 
  and they are not destroyed until all the boxes in the grid are 
  marked.  See Wrecking a Warjack (p. XXX) for how it works.
  Mechanikal
  This model is not a living model, never flees, and 
  automatically passes command checks.
  Focus:	Additional	Attack
  This model can spend 1 focus point to make an additional 
  melee or ranged attack as part of its combat action. It can 
  make one additional attack for each focus point it spends. See 
  p. XXX for restrictions on attack types. 
  Focus:	Boost
  This model can spend 1 focus point to boost any of its attack 
  rolls or damage rolls. Add an extra die to a boosted roll. 
  Boosting must be declared before rolling any dice for the roll. 
  Focus:	Shake	Effects
  During your Control Phase after allocating focus, if this model 
  is knocked down it can spend 1 focus point to stand up. 
  During your Control Phase after allocating focus, if this model 
  is stationary it can spend 1 focus point to cause the stationary 
  status to expire. 
  Warjack	Melee	Range
  Warjacks always have at least a 1/2˝ melee range.
  Warjack	Power	Attacks
  This model can perform power attacks. To select the power 
  attack option for its combat action, it must spend 1 focus 
  point. All warjacks can perform the slam, head-butt, and 
  push power attacks. Heavy warjacks can perform the 
  trample power attack. Warjacks with at least one Open Fist 
  can perform head/weapon lock and throw power attacks. 
  Warjacks with two Open Fists can perform double-hand 
  throw power attacks. 
  Cortex
  This model can be allocated up to 3 focus points per turn. 
  Warcasters and Focus
  speCial rules, manaGinG foCus 
  points, and CastinG spells
  Warcasters are the most powerful models represented in 
  WARMACHINE. They are highly trained combat wizards as 
  effective in martial combat as when wielding arcane forces. 
  However, a warcaster’s greatest function on the battlefield is 
  controlling his warjacks, whether he’s ordering them to attack 
  or defend, head for an objective, or channel a spell.
  Battles are won or lost purely by how well a player manages 
  his warcasters’ focus—the magical energy that lets him 
  control warjacks and cast spells. Often, a player must decide 
  between casting a spell and boosting a warjack’s attack, and 
  choosing well or poorly usually means the difference between 
  victory and defeat.
  Warcaster Special Rules
  All warcasters have the following special rules in common:
  Battlegroup	Commander
  This model controls a group of warjacks. This model and its 
  assigned ’jacks are collectively referred to as a battlegroup. This 
  model can allocate focus points to warjacks in its battlegroup 
  and can channel spells through channelers in its battlegroup. 
  Since warcasters and warjacks are independent models, each 
  model in a battlegroup can move freely about the battlefield 
  separate from the rest of the group. Although warjacks 
  usually benefit from remaining within their warcaster’s 
  control area, they are not required to do so. 
  
  WARMACHINE MKII Field Test Rules v2, page 41 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Only friendly models can be part of a battlegroup. If a rule 
  causes a ’jack to become an enemy model, it is not part of its 
  original battlegroup while that rule is in effect. 
  If an effect causes a battlegroup commander to fall under your 
  opponent’s control, while it is controlled by your opponent, 
  the warjacks in that model’s battlegroup remain under your 
  control and become autonomous. If you regain control of the 
  battlegroup commander, it resumes control of the warjacks 
  unless some other model has already taken control of them.
  Allocating Focus Points
  During your Control Phase, models in your army can allocate 
  focus points to warjacks in their own battlegroups and control 
  areas (see below). Take care to remember which warjacks 
  belong to which battlegroup. A model cannot allocate focus 
  points to warjacks in another model’s battlegroup even if they 
  are both part of the same army.
  To receive focus points allocated from its controller, a warjack 
  must be within its controller’s control area (see below), but 
  it need not be in line of sight. While a warjack’s cortex is 
  crippled, it cannot be allocated focus points. A model can 
  divide its focus points between itself and as many of its 
  warjacks as desired. However, a warjack cannot be allocated 
  more than 3 focus points per turn.
  Commander 
  Though the icon does not appear on their stat lines, all 
  warcasters have the Commander advantage (see p. XXX).
  Fearless	
  Though the icon does not appear on their stat lines, all 
  warcasters have the Fearless advantage (see p. XXX).
  Feat
  Each warcaster has a unique feat that can turn the tide of 
  battle if used at the right time. A warcaster can use his feat at 
  any time during his activation. A warcaster cannot use his feat 
  if he runs. 
  A warcaster can only use his feat once per game.
  Focus	Manipulation
  This model has a Focus (FOC) stat. During your Control 
  Phase, this model replenishes its focus points, receiving a 
  number of them equal to its current FOC. This model begins 
  the game with a number of focus points equal to its FOC. 
  Unless otherwise stated, this model can spend focus points 
  only during its activation. 
  Power	Field
  Warcaster armor is perhaps the most sophisticated blend 
  of magic and mechanics to be found anywhere. Besides its 
  seemingly impossible strength, this armor creates a magical 
  field that surrounds and protects the warcaster from damage 
  that would rend a normal man to pieces.
  This model’s damage capacity is largely a result of its power 
  field’s protection. At any time during its activation, this 
  model can spend focus points to regenerate damage done to 
  the power field. For each focus point spent in this manner, 
  this model heals 1 damage point. 
  This model’s unspent focus points overboost its power field 
  and give it increased protection. This model gains + 1 ARM 
  for each focus point on it. 
  Spell	Caster
  This model can cast spells at any time during its activation by 
  paying the COST of the spell. This model can cast any number 
  of spells provided it can pay the COST of each. This model 
  cannot cast spells during an activation it runs. See Casting a 
  Spell p. XXX.
  Control Area
  This model has a control area that extends out from it in all 
  directions for a distance equal to twice its current Focus (FOC) 
  stat in inches. A model is always considered to be in its own 
  control area. When a special rule changes a model’s FOC stat, 
  its control area changes accordingly. Some spells and feats use 
  the control area as their range or area of effect and will be 
  denoted with RNG CTRL or AOE CTRL, respectively.
  A warjack must be within its warcaster’s control area to 
  receive focus points from the warcaster or to channel spells.
  the rule of three
  A	warjack	can	be	allocated	up	to	3	focus	points	
  per	turn.	A	warjack	cannot	receive	more	than	this	
  unless	a	special	rule	specifically	allows	it.
  foCus? Why, he doesn’t even knoW us!
  Players should use coins, colored beads, or tokens 
  to	represent	focus	points.	During	a	player’s	control	
  phase,	place	a	number	of	tokens	equal	to	the	
  warcaster’s	current	FOC	next	to	the	model.	These	
  tokens	can	be	allocated	to	eligible	warjacks	in	that	
  warcaster’s	battlegroup	by	moving	them	next	to	
  those models. Remove focus point tokens from 
  the table as they are used. Each of a warcaster’s 
  unspent	focus	points	next	to	the	warcaster	gives	
  him	a	+1	ARM	bonus.
  
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  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Measuring Control Areas
  You can measure the control area of your models at any time 
  for any reason. Specifically, you can measure the distance 
  from the model with the control area to any point within the 
  control area at any time.
  For control area effects against opposing models, you do 
  not have to measure the control area until after the enemy 
  model commits to its movement or action. For example, say 
  a warcaster casts a spell that turns his control area into rough 
  terrain. That warcaster’s controller does not have to measure 
  his control area prior to an enemy model entering it. The 
  opposing player will have to adjust his model’s position after 
  completing its movement if it entered the warcaster’s control 
  area and had its movement reduced by the spell’s effect.
  Control Area
  A model’s control area is a circular area centered on the model 
  with a radius that extends out from the edge of his base a 
  number of inches equal to twice his current Focus (FOC) stat.
  Focus:	Additional	Attack
  This model can spend 1 focus point to make an additional 
  melee or ranged attack as part of its combat action. It can 
  make one additional attack for each focus point it spends. See 
  p. XXX for restrictions on attack types. 
  Focus:	Boost
  This model can spend 1 focus point to boost any of its attack 
  rolls or damage rolls. Add an extra die to a boosted roll. 
  Boosting must be declared before rolling any dice for the roll. 
  Focus:	Shake	Effects
  During your Control Phase after allocating focus, if this model 
  is knocked down it can spend 1 focus point to stand up. 
  During your Control Phase after allocating focus, if this model 
  is stationary it can spend 1 focus point to cause the stationary 
  status to expire. 
  Spells
  Some models have the ability to cast spells during their 
  activations. Models with the Focus (FOC) stat, like warcasters, 
  cast spells by paying the spell’s COST in focus points. A 
  model can cast as many spells during its activation for which 
  it can pay the COST. A spell can be cast multiple times per 
  activation if the COST can be paid. 
  When a model casts a spell, resolve the spell’s effects 
  immediately. 
  A spell’s point of origin is the model casting the spell or 
  from the model through which the spell is channeled (see 
  Channeling, p. XXX). Unless noted otherwise, spells that 
  target a model other than the casting model or the model 
  channeling the spell require line of sight to their targets. 
  Unlike ranged attacks, being in melee does not prevent a 
  model from casting a spell. 
   A model can cast spells at any time during its activation. A 
  model cannot cast spells during an activation it runs.
  For example, a warcaster could cast a spell, move, use his 
  combat action to make a melee attack, cast two more spells, 
  and then spend another focus point to make an additional 
  melee attack.
  Spell	Statistics
  A spell is defined by the following six statistics:
  • Cost: The number of focus points that must be spent to 
  cast the spell.
  • Range (RNG):  The maximum distance in inches from 
  the spell’s point of origin to its target. Range is measured 
  from the nearest edge of the point of origin’s base to the 
  nearest edge of the target model’s base. A RNG of  “Self” 
  indicates that the spell can only be cast on the model 
  casting it. A RNG of “CTRL” indicates that the spell uses 
  the spellcaster’s control area as its range. 
  • Power (POW): The base amount of damage a spell 
  inflicts. The POW forms the basis of the spell’s damage 
  roll. A spell with POW ‘—’ does not cause damage.
  • Area-of-Effect (AOE): The diameter in inches of the 
  template an area-of-effect spell uses for damage effects. 
  When casting an AOE spell, center the template on the 
  determined point of impact. Models covered 
  by the template potentially suffer the spell’s 
  a note to the MatheMatICally InClIned
  Some	effects	will	use	terminology	like	‘increases	
  control area by 2˝.’	Inches	are	a	unit	of	length,	
  not area, and so the phrase may seem a bit odd. 
  Likewise,	some	effects	might	‘double	the	control	
  area’.	The	correct	interpretation	is	that	the	length	
  of	the	line	extending	out	from	the	model’s	base	is	
  the	value	being	modified,	not	the	area	enclosed	by	
  sweeping	that	line	around	the	model.	
  perforManCe poWer
  Remember	that	a	warjack	must	spend	focus	to	run,	
  charge,	or	make	a	power	attack.	Warcasters	can	
  also spend their focus points to cast spells or heal 
  damage.	Focus	points	left	on	a	warcaster	add	to	
  his ARM stat.
  
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  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  effects. See Combat (p. XXX) for detailed rules on AOE 
  attacks. Templates for AOEs can be found on p. XXX. 
  A spell with an AOE of “CTRL” is centered on the 
  warcaster and affects models in his control area. 
  • Upkeep (UP):  An upkeep spell remains in play if the 
  model that cast it spends 1 focus point to maintain it 
  during its controller’s Control Phase.
  • Offensive (OFF): An offensive spell requires a successful 
  magic attack roll in order to take effect. If the attack 
  roll fails, the attack misses and the spell has no effect. A 
  failed attack roll for a spell with an area of effect deviates 
  according to those rules instead.
  If a stat is listed as *, then the spell does not use that stat 
  in a normal way and contains special rules relating to that 
  aspect of the spell. For example, a spell that has an AOE 
  but does not use one of the standard 3˝, 4˝, or 5˝ templates 
  would have a * as its AOE stat, with rules explaining how 
  its AOE is measured. 
  Offensive	Spells	&	Magic	
  Attacks
  An offensive spell requires that the model casting the spell 
  succeed in a magic attack roll to put its effects in play. Magic 
  attacks are similar to ranged attacks and follow most of the 
  same rules. However, magic attacks are not affected by a rule 
  that only affects ranged attacks. 
  An offensive spell cannot target its point of origin.
  Some spells have a * in the OFF column rather than a ‘YES’ 
  or ‘NO’. Treat these spells as non-offensive when targeting 
  friendly models and offensive when targeting enemy models. 
  Casting	a	Spell
  To cast a spell, a model must first pay its COST. If the spell 
  is an upkeep spell, any other copies of that spell cast by the 
  spellcaster immediately expire. Next, declare the target. A 
  spell can target any model in the caster’s line of sight (see 
  Line of Sight, p. XXX) subject to the targeting rules. Non-
  offensive spells with a numeric RNG can also target the point 
  of origin of the spell. A spell cannot target open ground or a 
  permanent terrain feature.
  Certain rules and effects create situations that specifically 
  prevent a model from being targeted. A model that cannot 
  be targeted by an attack still suffers its effects if inside the 
  attack’s area-of-effect. Other rules and effects, such as Stealth, 
  only cause an attack to miss automatically. They do not 
  prevent the model from being targeted by the attack.
  Measuring Range
  After declaring the target, use a measuring device to see if the 
  target is within Range (RNG) of the spell. Range is measured 
  from the nearest edge of the point of origin’s base to the 
  nearest edge of the target model’s base. If the target is in 
  range and the spell is non-offensive, apply the spell’s effects. 
  If the target is in range and the spell is offensive, make a magic 
  attack roll to see if it hits. If the target is beyond maximum 
  range, a non-offensive spell does not take effect while an 
  offensive spell automatically misses. If a magic attack has an 
  area-of-effect (AOE) and the attack’s target is out of range, it 
  automatically misses, and its point of impact will deviate from 
  the point on the line to its declared target at a distance equal 
  to its RNG. See Area-of-Effect Attacks (p. XXX) for full details 
  on these attacks and deviation. 
  Magic	Attack	Rolls
  Determine an offensive spell or magic attack’s success by 
  making a magic attack roll. Roll 2d6 and add the attacking 
  model’s current FOC. Roll an additional die if the roll is 
  boosted. Special rules and certain circumstances might modify 
  the attack roll as well.
  Magic Attack Roll = 2d6 + FOC
  A target is directly hit if the attack roll equals or exceeds the 
  target’s DEF. If the attack roll is less than the target’s DEF, it 
  misses. A roll of all 1s on the dice causes an automatic miss. A 
  roll of all 6’s is a direct hit unless you are rolling only one die, 
  regardless of the attacker’s FOC or its target’s DEF.
  Sometimes a special rule causes an attack to hit automatically. 
  Such automatic hits are also direct hits.
  A magic attack roll does not suffer the target in melee attack roll 
  penalty when the attacker is in melee with the target. However, 
  if such an attack misses and there are multiple models in the 
  combat, the attack can still hit another random model in the 
  combat, excluding the attacker and the original target. Resolve 
  these situations per the Targeting a Model in Melee rules on p. 
  XXX and the Spell Targeting rules below. A spell with an AOE 
  is sometimes referred to as an AOE spell. An AOE spell that 
  misses in this situation will deviate normally.
  Magic Attack Roll Modifiers
  The most common modifiers affecting a model’s magic attack 
  roll are summarized here for easy reference. Where necessary, 
  additional detail can be found on the pages listed. 
  • Back strike (p. XXX): A melee, ranged, or magic attack 
  against a target’s back arc from a model that has spent its 
  entire activation in the target’s back arc gains a +2 bonus 
  to the attack roll.
  • Cloud Effect (p. XXX): A model inside a cloud effect gains 
  concealment.
  • Concealment (p. XXX):  A model with concealment in 
  relation to its attacker gains +2 DEF against ranged and 
  magic attacks. 
  • Cover (p. XXX):  A model with cover in relation to its 
  attacker gains +4 DEF against ranged and magic attacks.
  • Elevated Target (p. XXX): If the target is on terrain at least 
  1” higher than the attacker, it is an elevated target. When 
  drawing line of sight to an elevated target, ignore 
  intervening models that are on terrain at least 
  
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  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 at any time for any reason.
  1” lower than the target. An elevated target gains +2 DEF 
  against ranged and magic attack rolls.
  • Elevated Attacker (p. XXX): If the attacker is on terrain at 
  least 1” higher than the target, it is an elevated attacker. 
  When drawing line of sight from an elevated attacker, 
  ignore intervening models that are on terrain at least 1” 
  lower than the attacker unless they are within 1” of the 
  target. Additionally, ignore intervening models within 
  1” of the target that are on terrain at least 1˝ lower than 
  the attacker and have equal or smaller-sized bases than 
  the attacker, but the target still gets +2 DEF for being 
  screened. 
  • Stationary Target (p. XXX): While stationary, a model has 
  its base DEF reduced to 5.
  • Screened Target (p. XXX): A screened model gains +2 DEF 
  against ranged and magic attacks.
  • Target in Melee (p. XXX): A ranged or magic attack roll 
  targeting a model in melee suffers a –4 penalty. If the 
  attack misses, it might hit a nearby model instead.
  Spell	Targeting
  Many spells can only be cast on certain types of models 
  such as warjacks or enemy troopers. Such restrictions are 
  noted in a spell’s description. A shorthand is commonly 
  used to denote these targeting restrictions. When a spell’s 
  description mentions an effect against a “target something,” 
  the spell can only be cast on that type of model. These spells 
  can be cast on models that match any of the designated 
  types. For example, The Witch Coven of Garlghast’s spell 
  Infernal Machine states that “target warjack in this model’s 
  battlegroup gains +2 MAT, +2 SPD, and Terror.” Therefore 
  when a witch casts this spell it can only target a warjack in 
  the Coven’s battlegroup. When attacking a structure with an 
  offensive spell, ignore the spell’s targeting restrictions.
  When an offensive spell targeting a model in melee misses, 
  ignore its targeting restrictions when determining which 
  model in the combat might be hit instead. If the new target 
  is an invalid one for the spell, the spell has no further effect. 
  (See Targeting a Model in Melee, p. XXX, and Offensive Spells 
  & Magic Attacks, above, for details on resolving a magic 
  attack against a model in melee.) An area-of-effect spell that 
  misses will deviate normally instead.
  For example, Warwitch Deneghra attempts to cast Dark 
  Seduction on a Protectorate Temple Flameguard trooper in 
  melee with one of her Deathrippers, itself in melee with two 
  other Flameguard troopers. Thus, there are four models in 
  the combat. If she misses, determine which of the other three 
  models might be hit by the spell instead as usual. If one of 
  the other Flameguard troopers is chosen, the spell resolves 
  normally. If, on the other hand, the Deathripper is chosen, 
  nothing happens. The spell simply has no effect at all because 
  the Deathripper is neither living nor part of a unit.
  Upkeep	Spells
  Upkeep spells can be maintained for more than one round. 
  During your Control Phase, your models can spend focus 
  points to keep their upkeep spells in play. Each upkeep spell 
  requires 1 focus point. A model can maintain an upkeep spell 
  even if the spell’s effects are outside his control area. If focus 
  is not spent to maintain an upkeep spell at this time, the spell 
  immediately expires.
  A model can have only one of each specific upkeep spell in 
  play at a time, but it can maintain any number of different 
  upkeep spells simultaneously if it spends enough focus 
  points to do so. A model or unit can only have one friendly 
  and one enemy upkeep spell in play on it at one time. If 
  another upkeep spell is cast on a model/unit that already 
  has one from the same side—friendly or enemy—the old 
  upkeep spell expires and is replaced by the newly cast one 
  when the affected model is hit by the spell. The old upkeep 
  spell expires even if only a single model in the unit is 
  affected by the new upkeep spell. Likewise, an upkeep spell 
  on one model expires if its unit is affected by a new upkeep 
  spell from the same side.
  A model can recast any of its upkeep spells already in 
  play. When a model does so, the spell’s previous casting 
  immediately expires when the COST of the new casting is paid.
  For example, a unit of Khador Iron Fang Pikemen currently 
  has the Iron Flesh spell in play on it. The Khador player 
  decides it would be more beneficial to have the Fury spell 
  cast on the unit instead, which immediately removes the Iron 
  Flesh spell once cast. During the Cryx player’s turn, Deneghra 
  casts Crippling Grasp on the unit. This does not remove the 
  Fury spell because an enemy upkeep spell does not replace a 
  friendly one. 
  Pay particular attention to this restriction when casting upkeep 
  spells with a target of ‘Self’. If Severius has Eye of Menoth active, 
  casting Vision on himself would cause Eye of Menoth to expire.
  Multiple	Spell	Effects
  Although it is not possible to have more than one upkeep 
  spell on a model or unit, it is possible for a model or unit to 
  be affected by more than one spell or animus at a time. For 
  example, Haley casts Deadeye on a unit of Arcane Tempest 
  Gun Mages already under the effects of Arcane Shield. Arcane 
  Shield does not expire when Deadeye is cast because Deadeye 
  is not an upkeep spell. As long as a model or unit is under the 
  effects of no more than one friendly and one enemy upkeep 
  spell, it can be affected by any number of non-upkeep spells 
  and up to one friendly animus effect at the same time.
  Channeling
  Some models, known as channelers, are equipped with 
  devices called arc nodes that act as passive relays for spells 
  and extend the spell’s effective range. A spellcaster can cast 
  spells through any channeler in its battlegroup that 
  
  WARMACHINE MKII Field Test Rules v2, page 45 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
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  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 at any time for any reason.
  is also within its control area. The spellcaster is still the 
  attacker and the model casting the spell, but the channeler 
  becomes the spell’s point of origin. This means that 
  eligible targets and the spell’s range are measured from the 
  channeling warjack and the channeling warjack must have 
  line of sight to the spell’s target. Channeling a spell does 
  not require the spellcaster to have line of sight to either the 
  channeler or the spell’s target.  There is no additional focus 
  cost for channeling a spell.
  A channeler engaged by an enemy model cannot channel 
  spells. A stationary channeler can channel spells, but one 
  that is knocked down cannot. A channeler can be the target 
  of a non-offensive spell it channels, but a spell with a Range 
  (RNG) of “Self” cannot be channeled. A channeler cannot be 
  the target of an offensive spell channeled through it.
  Make a magic attack for a channeled offensive spell 
  normally. The warcaster can spend focus points to boost 
  die rolls or otherwise enhance the spell normally. If the 
  channeling warjack is in the target’s rear arc, the magic 
  attack is a back strike.
  Remember, the channeler is just a relay. Channeling a spell is 
  a passive effect that occurs during a spellcaster’s activation 
  and has no impact on the channeling model’s own activation. 
  Focus points allocated to a channeler cannot be used to pay 
  the spell’s COST or boost its rolls, for example. 
  Additional Rules
  marsHallinG, Cavalry, and more
  ’Jack Marshals
  Warcasters are elite military leaders representing a 
  combination of mage and warrior rare in the Iron Kingdoms. 
  Supporting their armies are capable soldiers specially 
  trained to command warjacks without the benefit of magical 
  skills. These specialists, called ’jack marshals, can control 
  warjacks using gestures and commands shouted across 
  the battlefield. Though not as efficient as using focus, 
  the ’jack marshal’s skills can guide a warjack to perform 
  maneuvers it normally would not be able to on its own. They 
  are not warcasters, but ’jack marshals can begin the game 
  controlling warjacks. These warjacks are not part of any 
  warcaster’s battlegroup. Mercenary ’jack marshals can only 
  control mercenary warjacks.
  A ’jack marshal can control only up to two Faction warjacks. 
  A controlled warjack within the command range of its 
  controlling ’jack marshal can run, charge, make an additional 
  attack, or boost one attack or damage roll once per activation. 
  A warjack gains these benefits even if its controlling ’jack 
  marshal is fleeing, knocked down, or stationary.
  If a ’jack marshal is removed from the table, his warjacks 
  become autonomous but do not become inert. Autonomous 
  warjacks remain active but do not have a controller. An 
  autonomous warjack acts normally but cannot be marshaled 
  or have focus allocated to it, though it can receive 
  focus from other sources. A warjack must have a 
  ChannelIng 101
  Channeling	a	spell	does	not	require	the	spellcaster	
  to	have	line	of	sight	to	either	the	channeler	or	the	
  spell’s	target.	However,	the	channeling	warjack	
  must	have	line	of	sight	to	the	spell’s	target.	
  A	warcaster	can	only	channel	a	spell	through	a	
  single	channeler	at	a	time.	Spells	cannot	be	relayed	
  from one channeler to another.
  The	warcaster	casts	the	spell,	and	the	channeling	
  warjack	is	the	spell’s	point	of	origin.	If	the	
  channeling	warjack	is	in	the	target’s	rear	arc,	the	
  magic	attack	is	a	back	strike.
  A	warjack	cannot	be	the	target	of	an	offensive	spell	
  it channels.
  With a FOC of 7, High Exemplar Kreoss’ control area, 
  represented by the shaded area, measures 14˝ out from 
  his base. Kreoss can channel spells through his Revenger 
  warjack as long as the Revenger is within his control area.
  A warjack must have line of sight to a target to be able to 
  channel spells at it. Therefore the Revenger can channel 
  spells at Deathripper 2, but it cannot channel spells at 
  Deathripper 1 even though Kreoss himself has line of 
  sight to it.
  Channeling
  Revenger
  Deathripper 1
  Deathripper 2
  Kreoss
  
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  controller at the start of the game. It cannot begin the game 
  autonomous.
  A ’jack marshal can reactivate one inert friendly faction 
  warjack per turn in the same manner as a warcaster (p. XXX). 
  The reactivated warjack comes under the ’jack marshal’s 
  control unless he already controls two warjacks. If the ’jack 
  marshal already controls his limit, the reactivated warjack 
  becomes autonomous.
  If an effect causes your ’jack marshal to fall under your 
  opponent’s control, while your ’jack marshal is controlled by 
  your opponent, the warjacks under its control remain under 
  your control and become autonomous. If you regain control 
  of your ’jack marshal, the ’jack marshal resumes control of 
  the warjacks unless some other model has already taken 
  control of them.
  A warcaster, or a ’jack marshal who does not already control 
  his limit of warjacks, can take control of an autonomous 
  friendly faction warjack. To take control of the warjack, the 
  warcaster or ’jack marshal ends its movement in base-to-
  base contact with the autonomous warjack and forfeit his 
  action, but he can still cast spells, use his feat, and use special 
  abilities. The warjack must forfeit its activation and cannot 
  channel spells on the turn it becomes controlled. Beginning 
  with the next turn, it can be marshaled or allocated focus.
  Units
  If a unit has the ’Jack Marshal advantage, the Unit 
  Commander of the unit is the ’jack marshal. 
  If the Unit Commander leaves play, the new Unit 
  Commander of that unit gains the ’Jack Marshal advantage 
  and automatically becomes the controller of any warjacks 
  previously controlled by the Unit Commander that left play.
  Allies
  Allies are faction models that will work for mercenary 
  contracts that include the line “models that will work for” 
  followed by the Ally’s faction. For example, the Highborn 
  Covenant mercenary contract can include “Mercenaries that 
  will work for Cygnar”, so Precursor Knights (Cygnar Allies) 
  can be taken in Highborn Covenant contract armies. Allies are 
  Mercenary models when included in a mercenary army.
  Cavalry
  Mounted forces are renowned for their terrifying charges 
  that couple tremendous speed with great weight. Even 
  troops who can avoid being cut down by lances and sabers 
  are still vulnerable to being crushed underfoot. It is little 
  wonder that the cavalry charge has remained a valid 
  military tactic since its inception thousands of years before 
  the arrival of the Orgoth.
  Certain WARMACHINE models and units are designated as 
  cavalry. In addition to all of the standard rules for models of 
  their types, cavalry models have the following additional set 
  of rules in common:
  Tall In the Saddle
  Cavalry models ignore intervening models with smaller bases 
  than their own when making melee attacks.
  Ride-By Attack
  A cavalry model can combine its normal movement and 
  action in a ride-by attack. Declare that the model is doing 
  so at the beginning of its normal movement. The model 
  makes a full advance and can halt its movement at any point 
  to perform its combat action. Do not resolve abilities that 
  trigger when the model ends its normal movement at this 
  time. After it ends its combat action, the model then resumes 
  its movement. Therefore, a model making a ride-by attack 
  triggers end-of-action effects before end-of-normal-movement 
  effects. A cavalry trooper making a ride-by attack must 
  complete both its movement and combat action before the 
  next model begins its normal movement.
  Models in a cavalry unit must receive an order to make a ride-
  by attack. 
  Mount
  A cavalry model’s mount not only provides transportation but 
  is also a weapon in its own right. Mounts are indicated by a 
  distinctive horseshoe icon in their stat bars. A mount weapon 
  has a 1/2˝ melee range. Attacks made with a mount are melee 
  attacks and are resolved normally except that the damage 
  roll is only 2d6 plus the POW of the mount. Do not add the 
  cavalry model’s STR to mount damage rolls. Mount attack 
  and damage rolls cannot be boosted.
  Normally a model can use its mount only to make impact 
  attacks (see Cavalry Charge below). 
  Cavalry Charge
  A charge performed by a cavalry model differs in several 
  ways from a standard charge. When declaring a charge target, 
  cavalry models ignore intervening models with smaller bases 
  than their own.
  If a charging cavalry model contacts another model during 
  its movement and has moved at least 3˝, it stops and makes 
  impact attacks with its mount (see Mount above) against 
  all models in the mount’s melee range. Impact attacks are 
  simultaneous. After resolving the impact attacks, the charging 
  model resumes its charge movement. It cannot make further 
  impact attacks during this charge. If the charging cavalry 
  model did not move at least 3˝ before contacting the other 
  model, it does not make any impact attacks and must stop its 
  movement at that point. If the cavalry model’s target is not in 
  melee at the end of the charge movement, the charge fails. If 
  the charge target is the first model contacted by the charging 
  cavalry model, the charging model can still make an 
  impact attack against it. 
  
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  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 
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  A cavalry model gains +2 to charge attack rolls. Impact 
  attacks do not receive this bonus.
  Dragoons
  Dragoons are cavalry models that begin the game mounted 
  but can become dismounted during play. For some dragoons 
  the ability to be dismounted is optional. Adding this ability to 
  the dragoon increases its point cost and total damage capacity.
  While mounted, a dragoon is subject to all cavalry rules 
  above. Once the dragoon has become dismounted, it is no 
  longer a cavalry model and loses all cavalry abilities. A 
  model’s Dragoon rule might list abilities and weapons that 
  the model loses when it becomes dismounted. Some dragoons 
  have stats with two different base values. Use the first value 
  while the dragoon is mounted and the second once the 
  dragoon has become dismounted.
  When a mounted dragoon suffers damage, apply the damage 
  to its mounted dragoon damage boxes. When all of these 
  damage boxes have been marked, the dragoon is disabled 
  if it does not have the ability to become dismounted. If 
  the dragoon does have this ability, it becomes dismounted 
  instead. Damage points in excess of the mounted dragoon’s 
  remaining wounds are not applied to its dismounted boxes. If 
  this occurs while the dragoon is advancing, it cannot continue 
  to advance, and if this occurs during the dragoon’s activation, 
  its activation ends immediately. Remove the mounted 
  dragoon and replace it with the dismounted dragoon model. 
  Apply effects on the mounted dragoon to the dismounted 
  dragoon. Apply any further damage suffered by the dragoon 
  after this replacement to its dismounted dragoon damage 
  boxes. The model is disabled when all of its dismounted 
  dragoon damage boxes have been marked.
  Light Cavalry
  Some cavalry models are designated as light cavalry. They 
  follow all of the normal Cavalry rules with the following 
  alterations. A light cavalry model can advance up to 5˝ after 
  completing its combat action. Light cavalry troopers do not 
  make this movement until all troopers in the unit have ended 
  their combat actions. A light cavalry model cannot make Ride-
  By Attacks and does not make impact attacks. A light cavalry 
  model can make initial attacks with its mount. When making 
  additional attacks, a light cavalry model can use its mount.
  Character	Warjacks
  Character warjacks represent the pinnacle of each faction’s 
  mechanikal development. Due to their experimental or 
  unpredictable nature, character warjacks cannot bond (p. 
  XXX). In addition, unique warjacks cannot begin a game under 
  the control of a ’jack marshal. If a ’jack marshal reactivates a 
  unique warjack, the warjack becomes autonomous instead of 
  coming under the ’jack marshal’s control.
  Affinities
  Affinities are special abilities conveyed to some character 
  warjacks when the warjack is part of a specific warcaster’s 
  battlegroup. The warjack gains the affinity when 
  controlled by any version of the warcaster listed in 
  The Storm Lance declares a charge targeting Exemplar A. 
  He ignores Exemplars B and C for the purposes of LOS 
  when declaring the charge because they have smaller 
  bases than his.
  The Storm Lance then moves in a straight line toward his 
  target. After moving 4˝, he stops short when he moves into 
  base-to-base contact with Exemplar B. He then makes 
  impact attacks targeting Exemplars B and C since both 
  models are in his mount’s melee range.
  After hitting and destroying Exemplars B and C, the Storm 
  Lance continues his charge movement to Exemplar A.
  Cavalry Charge
  Exemplar B
  Exemplar C
  Storm Lance
  Exemplar A
  
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  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 at any time for any reason.
  the name of the ability. A character warjack with an affinity 
  can be bonded to the warcaster listed in the name in the 
  affinity (see Warjack Bonds, p. XXX). The warcaster referenced 
  always refers to the warjack’s controller. 
  Imprints
  Some character warjacks have Imprints representing a partial 
  awakening of the warjack’s cortex. A warjack with an Imprint 
  can activate the Imprint at anytime during its activation by 
  spending 1 focus point. A warjack cannot use its Imprint 
  while its cortex system is crippled.
  Elite Cadres
  Some models confer abilities to other models of a certain type 
  in an army. Models that gain abilities from an Elite Cadre rule 
  retain them even after the model that granted these abilities is 
  destroyed or removed from play.
  Epic Models
  Constant exposure to the carnage of the battlefield and the 
  tumultuous nature of combat takes its toll. The warriors 
  of western Immoren are locked in world-shaping conflict 
  and must continually push themselves to the limits of their 
  capabilities. The rigors of war affect the most stalwart men, 
  and not even the mightiest of warcasters can weather them 
  unchanged.
  Epic models are variations of character models with fresh 
  abilities, strengths, and weaknesses. Epic models are not 
  more powerful versions of the original character, but instead 
  they reflect character growth and changes set about in major 
  story arcs. If these models were simply improvements on 
  older characters, the older models would quickly become 
  obsolete. Epic models do not replace the original characters 
  upon which they were based; they instead offer players the 
  opportunity to play whichever version they prefer.
  In story terms, these characters have not lost their older 
  abilities but have instead adapted to the demands of war by 
  adopting new tactics, equipment, and spells as necessary. For 
  example, though an epic model’s spells might differ from his 
  earlier incarnation, the character has not truly lost the ability 
  to cast the old spells. He has simply chosen to utilize a new 
  repertoire of spells to suit his current needs.
  Because all versions of a model are considered the same 
  character, an army or team can include only one version of 
  an epic model. Just as a player cannot field two Reinholdt, 
  Gobber Speculator models in the same army, he cannot field 
  both Commander Coleman Stryker and epic warcaster Lord 
  Commander Stryker at the same time.
  Epic Warcaster Warjack Bonds
  Some epic warcasters have the Warjack Bond ability 
  representing an exceptionally powerful connection between 
  the warcaster and some of his warjacks. This ability allows 
  the epic warcaster to start a game bonded to a number of 
  warjacks in his battlegroup. These bonds follow the rules 
  given in Warjack Bonds (p. XXX) except as noted here. Do not 
  roll on the bond effect tables for these bonds. Their effects are 
  described in the epic warcaster’s special rules.
  The epic warcaster’s controller must designate which 
  warjacks are bonded to the warcaster before each battle in 
  which he is used. The warcaster does not need to bond with 
  the same warjacks from battle to battle. These bonds are 
  in addition to any other bonds the warcaster has formed 
  during play (Warjack Bonding, p. XXX). A warjack can only 
  be bonded once, however. If an epic warcaster’s Warjack 
  Bond ability is applied to a warjack that is already bonded to 
  a warcaster, including himself, the previous bond is broken 
  and its effects are lost. After the battle, do not make a bonding 
  check for a warjack affected by the Warjack Bond ability; it is 
  already bonded to the warcaster.
  Magic	Ability
  Some models have the ability to cast spells as a special action 
  or attack without spending focus. The spells a model can 
  cast are listed in its entry under its Magic Ability special 
  rules. Magic Ability special attacks are magic attacks but are 
  resolved using the model’s Magic Ability score instead of the 
  FOC stat. A model’s Magic Ability score appears next to its 
  Magic Ability. 
  For example, a Greylord Ternion model has Magic Ability [7].
  When determining if a Magic Ability magic attack hits, make 
  an attack roll and add the model’s Magic Ability score. 
  Determine Magic Ability magic attack’s success by making 
  an attack roll. Roll 2d6 and add the attacking model’s Magic 
  Ability score. 
  Magic Ability Attack Roll = 2d6+Magic Ability Score
  Casting a spell does not require a skill check.
  Mercenary Warcasters and 
  Warjacks
  A mercenary warcaster counts toward the maximum number 
  of warcasters allowed in an army. Only mercenaries can be 
  included in an army if the only warcasters are mercenaries. 
  Field allowance is not faction-specific. If an army includes 
  both faction and mercenary warcasters, count all of the 
  warcasters in the army when determining field allowance 
  limits for both faction and mercenary models and units.
  Mercenary warjacks can only be controlled and reactivated by 
  mercenary warcasters and ’jack marshals. By the same token, 
  a mercenary warcaster or ’jack marshal can only control and 
  reactivate mercenary warjacks.
  Weapon Crews
  Weapon crews are small units that operate light artillery. 
  Weapon crews cannot have attachments. 
  
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  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 at any time for any reason.
  The unit leader is on the same base as the light artillery. 
  The unit leader is treated as having the same base size as the 
  grunts in its unit. 
  Unlike other units, if the Leader of a weapon crew leaves 
  play it only replaces a grunt in the unit if the grunt is 
  within 1˝. Otherwise the Leader model leaves play and 
  the player controlling the Weapon Crew selects another 
  model in the unit to become the Unit Commander. See Field 
  Promotion, p. XXX. 
  Mercenary Contracts
  Whether for a private war or to supplement the forces of a 
  kingdom, mercenary contracts provide powerful and wealthy 
  patrons with a means to build an army quickly. Though most 
  patrons prefer to hire larger contingents, in a pinch smaller 
  bands can be combined to form a force large enough for the 
  task. Though they are a diverse lot, the mercenaries of the 
  Iron Kingdoms can be relied upon to set aside their petty 
  differences for the right price. After all, few loyalties are as 
  solid as gold, and with enough coin one can buy an army—or 
  at least rent one for a time. On the other hand, even though 
  each man has his price, not every mercenary is willing to 
  serve any master.
  Mercenary contracts allow players to field armies made up 
  entirely of mercenary models. These contracts detail the 
  background of the mercenaries’ employers, the history of the 
  contract, and rules for constructing an army. Some players can 
  choose to represent a new contract each time they play. Others 
  might dedicate themselves to playing a particular mercenary 
  contract, painting and modeling their forces to reflect the 
  flavor or color scheme of a specific army.
  Building	a	Mercenary	Army
  To field a mercenary army, you must choose a mercenary 
  contract. Each contract includes the rules to be followed 
  when building an army according to that contract. Otherwise, 
  follow all of the normal army compositions rules.
  Mercenary warjacks can only be included in a battlegroup 
  controlled by a mercenary warcaster or assigned to a 
  mercenary with the ’jack marshal ability. Some mercenary 
  warjacks, such as custom or Rhulic warjacks, are further 
  restricted by their special rules to the battlegroups of 
  particular warcasters. For example, the Renegade is a custom 
  warjack and can only be included in a battlegroup controlled 
  by Magnus the Traitor or epic warcaster Magnus the Warlord. 
  In addition to the guidelines presented in a contract, 
  mercenary armies follow all the normal army composition 
  rules.
  Some mercenary contracts include special rules unrelated to 
  army composition. 
  Contracts
  The Four Star Syndicate
  A shadowy organization notorious even among the pirates 
  and cutthroats in the back streets of Five Fingers, the Four 
  Star Syndicate (or simply the Syndicate) fills its own pockets 
  through daring raids overland and at sea. As the Mercarian 
  League has learned at great expense, no target seems to 
  lie beyond the reach of this exceptionally well-funded 
  confederacy of mercenaries, thieves, and desperate men. 
  Supported with warjacks controlled by freelance warcasters, 
  the Syndicate acts brazenly, openly targeting rail yards, small 
  fleets, and even Cygnaran military supply trains. Land-based 
  raids along the shores of the Dragon’s Tongue have captured 
  several shipments of armaments, explosives, and even 
  warjacks that the Syndicate then quietly sold on the black 
  market for outrageous profits. However, for reasons hitherto 
  unknown, the Syndicate seldom operates within Ordic waters.
  Few know anything of the Syndicate’s inner workings. 
  Only the organization’s internal documents, signed only 
  with four black stars in a diamond pattern, provide a clue 
  to the identities of the hidden benefactors who fund the 
  Syndicate. A favorite target of these operations, the Mercarian 
  League has spent no small fortune to uncover the secrets of 
  the organization but with disappointing results. Syndicate 
  loyalties are bought with gold coin and bound with iron 
  promises of retribution.
  The success enjoyed by the Syndicate has drawn much 
  attention to the organization. Profit is the purest motive 
  a mercenary has, and those who know a way into the 
  mercenary market in Five Fingers can easily find a way onto 
  the writ of the Four Star Syndicate. Even those who might not 
  regularly serve beside treacherous villains often find a way 
  to compromise their values. The Syndicate pays well, and in 
  Five Fingers a full purse can even buy a clear conscience.
  Four Star Syndicate Contract Army Composition
  • An army constructed under the Four Star Syndicate 
  contract can include any mercenary models that will 
  work for Cryx or Khador.
  • The army can also include the Ordic mercenaries Captain 
  Sam MacHorne & the Devil Dogs and Rupert Carvolo, 
  Piper of Ord.
  The Highborn Covenant
  Many of Llael’s exiled nobles have turned to mercenaries to 
  fight the Khadorans occupying their nation. The Highborn 
  Covenant Mercenary Contract represents the most coherent of 
  these efforts. With considerable backing from émigré nobles 
  and certain merchant concerns, the Highborn Covenant has 
  assembled a formidable army that does not care much about 
  Llaelese land but has a great interest in Llaelese coin.
  Rumors hold that the free chapters of the Order of the 
  Golden Crucible also sponsor the Highborn 
  Covenant, but they have kept their involvement 
  
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  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 at any time for any reason.
  secret to maintain the lives of any brethren held in service to 
  the Khadoran crown.
  While the Highborn Covenant has lofty and somewhat long-
  term goals of liberating Llael from its Khadoran invaders, 
  it also serves to help the exiled nobility maintain some 
  legitimacy. Without this mercenary army, the exiles’ claims 
  on land, title, and station would be tenuous at best. The 
  Highborn Covenant ensures that they maintain some grip on 
  authority in Llael, even if only in appearance.
  The Highborn Covenant was drafted only days after news 
  of the fall of Merywyn reached Corvis, shortly after Cygnar 
  pulled most of its forces out of Llael. By the end of Rowen 
  605 AR, the Highborn Covenant had begun actively seeking 
  mercenary interests that had previously demonstrated 
  hostility toward Khador.
  Mercenary forces under the Highborn Covenant serve six 
  to eight months with extensions offered to individuals and 
  mercenary companies that prove trustworthy and reliable. 
  Due to conflicts of interest with kriels that have maintained 
  mercenary operations against Rynnish interests in the 
  past, the Covenant turns away any company with trollkin 
  members even if they have previously fought for Llael or 
  against Khador.
  Highborn Covenant Contract Army Composition
  • An army constructed under the Highborn Covenant 
  contract can include any mercenary models/units that 
  will work for Cygnar.
  • Due to a long-standing animosity between the Rynnish 
  nobility and the trollkin, a Highborn Covenant contract 
  army cannot include Greygore Boomhowler & Co. or 
  other trollkin models/units.
  • Spies: Solos in this army gain Advance Deployment. 
  The Searforge Commission
  Fighting in the south has given valuable combat experience to 
  the dwarves of the Hammerfall Fortress and others who have 
  joined them, and it has allowed the Rhulfolk to keep apprised 
  of the ongoing struggles across the countryside. No matter 
  who wins the southern wars, the clans of Rhul are determined 
  to keep trade lanes open. The Searforge Commission takes 
  a sometimes more brutal and direct approach than others to 
  getting business done and has no fear of shedding human 
  blood to protect its interests
  After the invasion of Llael, Clan Searforge, one of Rhul’s most 
  wealthy mercantile clans, came to the realization that it could 
  be caught in a bad situation if it did not act. Clan Searforge 
  had taken a controlling interest in the trade of several clans 
  who shipped weapons, alloys, and steamjack parts south to 
  dwarven enclaves in the lands of man, including Khador and 
  Cygnar now embroiled in bitter war.  
  In 605 AR they founded the Searforge Commission to band 
  together mercenaries working outside the kingdom and 
  deployed them wherever necessary to keep trade flowing. The 
  commission primarily serves the interests of Clan Searforge, 
  but it has accepted contracts that benefit other mercantile 
  Rhulic clans such as Clan Ghordson, Clan Grundback, Clan 
  Serric, and even Stone House Dhurg which controls the 
  Hammerfall Fortress. 
  This group exists to protect vital weapon, steamjack, and alloy 
  trades. To that end they coordinate the actions of mercenary 
  groups and send forces to escort trade shipments through 
  hostile territory. If Cygnar and Khador are engaged in a fight 
  along their trade lanes, the commission will send their forces 
  in to ‘neutralize’ the problem, one way or the other, and open 
  the roads or railways again. 
  The hard-edged commission is determined to ensure that 
  outsiders do not underestimate the risks of interfering with 
  dwarven business. Though the nation of Rhul prefers its 
  neutral stance and avoids stepping on toes, the Searforge 
  Commission is ready to load double-barreled rifles and lay 
  down fire. People have learned not to mess with agents 
  bearing the sigil of the commission unless they want to deal 
  with a nine-foot tall ogrun and his war cleaver. These highly 
  effective mixed forces consider themselves the equal of any 
  regular army, and they have no fear of engaging in all-out war 
  if pushed.
  Searforge Commission Army Composition
  • An army constructed under the Searforge Commission 
  contract can include Rhulic and Ogrun mercenary 
  models/units.
  •	 Increase the FA of all non-character models and units 
  included in the army by one.
  • Rhulic units in this army gain Advance Move. Before 
  the start of the game, after both players have deployed, 
  models with Advance Move can make a full advance. 
  Magnus’ Agenda
  Asheth Magnus is not part of any company, and while he 
  expects reimbursement for his services, the coin is only a 
  resource to him. It is a commodity useful for buying weapons 
  and equipment and for repairing his warjacks. Magnus 
  is a man who hires and employs other mercenaries to do 
  his bidding. He does not pretend neutrality or detached 
  professionalism. Those who fight alongside him know that he 
  has his own agenda, and his every action furthers his cause.
  For years only a few suspected his true purpose. Most 
  thought Magnus to be a simple creature of revenge. He has 
  fought against both the nation that labeled him a traitor and 
  Coleman Stryker who humiliated him and left him maimed, 
  but they are only a small part of the larger agenda motivating 
  Magnus to wage continual war against his enemies with no 
  nation to back him and no friends he can trust. Magnus is in 
  fact a loyal and devoted vassal of the former king of Cygnar, 
  Vinter Raelthorne IV. He fought beside Vinter during the 
  coup, and his dedication to the ex-king has never 
  
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  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 at any time for any reason.
  wavered. He has been in communication with his liege across 
  the great distance of the Bloodstone Marches, and he awaits 
  Vinter’s return. He will do his part to prepare by hiring his 
  services to undermine Cygnar at every opportunity.
  Magnus does not work alone, for he has found a number 
  of willing allies including many mercenaries who, like 
  himself, are marked as criminals and exiles of Cygnar. This 
  includes the notorious cutthroat Jarok Croe as well as the 
  premiere sniper Kell Bailoch. Magnus has further recruited 
  Boomhowler and his trollkin into his schemes as well as 
  others. He has even managed to persuade ‘loyalist’ soldiers to 
  desert Cygnar’s army and join his fight, men who believe they 
  will be better rewarded by King Vinter than King Leto.
  Magnus’ Agenda Contract Army Composition
  • An army constructed under the Magnus’ Agenda contract 
  must include a version of Magnus (like Magnus the 
  Traitor or Magnus the Warlord). The army also includes 
  the warcaster’s battlegroup.
  • The army can also include Boomhowler & Co., Croe’s 
  Cutthroats, Gorman di Wulfe, Kell Bailoch, Orin 
  Midwinter, any Idrian models/units, and Steelhead 
  models/units.
  • A single unit of Cygnar Trencher Infantry or a single 
  unit of Cygnar Long Gunner Infantry can be included in 
  the army. This unit cannot be a weapon crew, nor can it 
  include attachments. The models in the unit are deserters. 
  They are considered mercenary models instead of Cygnar 
  models.
  The Talion Charter
  The men and women brought together after the mutiny of 
  the MLS Exeter are required to obey the terms and conditions 
  outlined in the Talion’s Charter. The Talion is Captain Shae’s 
  flagship, bought on the booty acquired from years fighting 
  as mercenary sell-swords along the Dragon’s Tongue River. 
  Captain Shae has managed to evade incarceration on charges 
  of piracy, but is a wanted man in both Khador and Cygnar. 
  His operation is facilitated by the Rhulic exile “Lord” Joln 
  Rockbottom, thanks to extensive contacts among mercantile 
  and smuggling groups. 
  The Talion Charter names the Mercarian League as their 
  foremost enemy, effectively declaring war on their shipping 
  lanes, but they have seized many other vessels from a 
  variety of trade organizations and even tackled navy vessels 
  periodically. The charter discusses terms for dividing the 
  spoils gained in the plunder of these ships. New recruits are 
  continually brought in to replace those killed in battle, but the 
  rewards for those who survive have proven worth the risk.
  While some fools have tried to claim the bounty on Shae’s 
  head, brutal reprisals have disinclined newer recruits from 
  betraying the captain. Added to this is the steadfast loyalty of 
  the other officers of the Talion. 
  Talion Charter Contract Army Composition
  • An army constructed under the Talion Charter contract 
  can include Captain Phinneus Shae, any Privateer 
  mercenary models and units, and any mercenary 
  warjacks.
  •	 If Captain Phinneus Shae is included in the army, the 
  Commodore Cannon Crew can also be included.
  • Crow’s Nest: You gain +1 to the starting game roll.
  • Unpredictable: After both players have completed 
  deployment, but before the first player takes his first 
  turn, you can redeploy any one model/unit. The 
  redeployed models must be placed on the table in a 
  location they could have been deployed initially. 
  Command
  Command CHeCKs, fleeinG, and orders
  Regardless of a soldier’s skill at arms, his real worth is 
  measured by his will to fight. Warriors might break and flee 
  after suffering massive casualties or when confronted by 
  terrifying entities while manipulative spells can warp the 
  minds of the weak-willed and cause them to attack their 
  allies. The inspiring presence of a nearby warcaster or a 
  Unit Commander can steel the nerves of warriors faced with 
  these mental assaults and even rally them before their panic 
  becomes a full-blown rout. Command checks determine the 
  outcome of these game situations that test a combatant’s 
  discipline or mental resolve.
  Command Checks
  There are several different circumstances that require a model 
  or unit to make a command check: massive casualties, terrifying 
  entities, and a spell or other attack’s special rules.
  When a model or unit is required to make a command check, 
  roll 2d6. If the result is equal to or less than its Command 
  (CMD) stat, it passes the check. 
  Passed Command Check: 2d6 ≤ CMD
  Failed Command Check: 2d6 > CMD
  In most cases, this means the model or unit continues to 
  function normally or rallies if it was fleeing. If the roll is 
  greater than the CMD, the check fails and the model or unit 
  suffers the consequences. When a unit fails a command check, 
  every trooper in that unit suffers the effects, including out-of-
  formation troopers.
  For example, a Khadoran Manhunter has a CMD of 9. The 
  Manhunter passes a command check on a 2d6 roll of 9 or less.
  An independent model makes a command check on an 
  individual basis using its own CMD. It can use the CMD of a 
  friendly Faction model with the Commander advantage instead 
  of its own if it is in that model’s command range.
  
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  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 at any time for any reason.
  In most cases, troopers make command checks at the unit 
  level. Some exceptions include troopers that end their 
  activations out of formation and spells that specifically target 
  single models. Make one command check for the entire unit 
  using the Unit Commander’s CMD, and apply its results 
  to every trooper in that unit unless stated otherwise. A 
  unit making a command check within command range of a 
  friendly Faction model with the Commander advantage can 
  use that model’s CMD stat instead. Only one model in a unit 
  must be in the commander’s command range for a unit-level 
  check to use the commander’s CMD. A trooper making an 
  individual command check can use his Unit Commander’s 
  CMD if it is in formation or the CMD of a friendly Faction 
  model with the Commander advantage if it is within that 
  model’s command range. 
  Massive Casualties
  A unit suffers massive casualties when it loses 50% or more of 
  the models that were in it at the beginning of the current turn. 
  The unit must immediately pass a command check or flee. A 
  unit will only make up to one command check per turn due to 
  massive casualties.
  Terrifying Entity
  A terrifying entity is one with the Abomination or Terror 
  special ability. 
  A model/unit within 3˝ of a model with Abomination—
  friendly or enemy—must pass a command check or flee.
  Enemy models or units within 4˝ of a model with Dread must 
  pass a command check or flee. 
  A model/unit in melee range of an enemy model with Terror, 
  or a model/unit with an enemy model with Terror in its melee 
  range, must pass a command check or flee. 
  Make command checks due to proximity with terrifying 
  entities during a model/unit’s normal movement when the 
  model/unit ends its normal movement. If a model or unit 
  encounters a terrifying entity at some other time, such as 
  when an enemy model gains the Terror ability or a terrifying 
  entity is placed near the model or unit, make the command 
  check immediately after resolving the attack or effect that 
  caused the encounter.
  For instance, if Iron Lich Asphyxious moves into melee 
  with a Temple Flameguard, the Flameguard’s unit 
  makes a command check as soon as Asphyxious ends his 
  movement. However, if a Flameguard moves into melee with 
  Asphyxious, make a command check for his unit after every 
  trooper in the unit finishes moving. In either case, make the 
  command check before any model performs an action. If 
  Asphyxious used Teleport to place himself into the melee 
  range of a Flameguard, make the command check after the 
  placement is resolved. 
  A model or unit that passes a command check caused by 
  its proximity to a terrifying entity does not make further 
  command checks as a result of proximity to that entity for 
  one round. A unit that consists of terrifying entities counts 
  as a single terrifying entity for the purpose of these rules. 
  A model/unit need only make a single command check for 
  encountering the unit regardless of how many of its troopers 
  it actually encounters.
  Command	Range
  Every model has a command range equal to its CMD in 
  inches. A model is always in its own command range. 
  Models in a unit that are in their Unit Commander’s 
  command range are in formation. A Unit Commander can 
  rally and give orders to models in its unit that are in formation. 
  A trooper out of formation cannot be rallied by its Unit 
  Commander or receive any orders. A trooper making an 
  individual command check can use its Unit Commander’s 
  CMD if it is in formation or the CMD of a friendly Faction 
  model with the Commander advantage if it is within its 
  command range.
  Some models have the Commander advantage, which allows 
  friendly Faction models or units in the model’s command range 
  to use that model’s current CMD in place of their own when 
  making a command check, but it is not required to do so. Only 
  one model in a unit must be in the commander’s command 
  range for all models in the unit to use the commander’s CMD. 
  A model with the Commander advantage can rally any friendly 
  Faction model or unit in its command range. 
  Fleeing
  A model or unit that fails a command check against fleeing 
  flees. Some special rules might even cause a model to flee 
  without making a command check at all. If this occurs during 
  the model or unit’s activation, its activation immediately 
  ends. Fleeing does not cause the model to move until its next 
  activation. A fleeing model will not flee again, nor does it 
  make command checks against fleeing. 
  Example: If the Butcher of Khardov, a terrifying entity, moves 
  within melee range of a fleeing model, it does not make a command 
  check against fleeing.
  A fleeing model must run during its activation. If a fleeing 
  model cannot run, it makes a full advance. A fleeing model 
  cannot advance toward any enemy models. While fleeing, a 
  model cannot perform actions, advance outside of its normal 
  movement, give orders, cast spells, or make attacks, including 
  attacks that do not take place during the model/unit’s 
  activation, such as a free strike.  
  At the end of its activation, a fleeing model or unit might have 
  an opportunity to rally (see Rallying, below).
  
  WARMACHINE MKII Field Test Rules v2, page 53 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Rallying
  A fleeing model or unit can make a command check to rally 
  at the end of its activation. If a trooper is fleeing but its unit 
  is not, it can only make a command check to rally if it is in 
  formation with its Unit Commander or if it is within the 
  command range of a friendly Faction Commander. If a fleeing 
  unit makes a command check to rally, every trooper in the 
  unit will be affected by the result of this command check 
  regardless of its formation status.
  If it passes the command check, the model or unit rallies. When 
  a model or unit rallies, it is no longer fleeing. If the fleeing 
  model or unit fails the command check, it is still fleeing.
  Fearless	Models
  A model with the fearless special ability never flees. 
  However, it still makes command checks, even those against 
  fleeing although it will ignore the result, and is subject to the 
  effects of failed rolls against effects other than fleeing. Fleeing 
  models that become Fearless immediately rally.
  Terrain
  tHe battlefield, Hazards, and 
  struCtures
  The lay of the land has a tremendous impact on an army’s 
  ability to maneuver. The most cunning commanders use the 
  terrain conditions to their best advantage. These terrain rules 
  provide guidelines for establishing the effects and restrictions 
  a battlefield’s objects and environment can have on a game. 
  Covering the rules for every possible terrain type would be an 
  endless task, so players themselves must determine the exact 
  nature of each terrain feature on the battlefield before the 
  game begins.
  Discuss Terrain Before 
  Play
  Players must discuss the terrain set up and agree on the 
  characteristics for different terrain features prior to deploying 
  their armies. Players must decide on what terrain features 
  grant cover or concealment, which provide elevation and at 
  what level, which are impassible, etc. It is vitally important 
  that players understand the rules for all terrain features in 
  play before the start of the game. If you get in the habit of 
  discussing terrain before the game, you will avoid unnecessary 
  disagreements and misunderstandings during play. 
  Battlefield Setup
  When placing terrain, strive for a visually appealing and 
  tactically challenging battlefield. These qualities provide 
  the most exciting and memorable games. Battlefield setup 
  and terrain placement is not a competitive portion of the 
  game—players should not strategically place terrain features 
  in a manner that unfairly aids or penalizes a specific army. 
  However, a scenario might dictate doing so to represent, 
  for example, an overmatched force defending a village or 
  mountain pass. In such a scenario, giving the defending army 
  a strong defensive position would be one way to make up for 
  being outclassed by its opponent.
  Use the amount of terrain that suits the type of game you 
  wish to play. A table with few terrain features favors ranged 
  attacks and swift movement while having more terrain 
  features shifts the emphasis toward melee combat.
  Give consideration to model base sizes when placing terrain 
  features close together since a model can move between 
  obstructions or impassable terrain only if its base will fit 
  between them. With careful placement, you can create 
  narrow passages that can be accessed only by models with 
  smaller bases.
  Terrain 
  A model’s movement can be penalized depending on the type 
  of ground over which it moves. In WARMACHINE, terrain 
  falls into one of three categories: open, rough, and impassable.
  Open terrain is mostly smooth, even ground. A model in 
  open terrain moves 1˝ for every 1˝ of its movement. Examples 
  include grassy plains, barren fields, flat rooftops, dirt roads, 
  sloped hillsides, elevated walkways, and paved surfaces.
  Rough terrain can be traversed but at a significantly slower 
  pace than open terrain. As long as any part of its base is 
  in rough terrain, a model suffers a movement penalty that 
  causes it to move only 1/2˝ for every 1˝ of its movement. 
  Examples include thick brush, rocky areas, murky bogs, 
  shallow water, and deep snow.
  Impassable terrain is terrain that completely prohibits 
  movement. This includes terrain such as cliff faces and lava. 
  A model cannot move across or be placed within impassable 
  terrain. 
  dIsCussIng terraIn
  When	discussing	terrain	features,	it	may	be	handy	
  to	keep	the	following	questions	in	mind:
  Does it provide cover or concealment?
  Is it rough terrain? Impassible?
  Does it provide elevation? If so, does it have a 
  gradual or sloped surface? Are some parts of the 
  elevated terrain feature gradual while others sheer?
  Does it have any special rules? Is it forest, shallow 
  water, a trench, a structure, etc.?
  
  WARMACHINE MKII Field Test Rules v2, page 54 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Terrain	Features
  Natural and man-made objects on the battlefield are terrain 
  features. Each terrain feature is unique, so you must decide 
  its exact qualities before staring the game. Terrain features are 
  virtually limitless in their variety, but you can quantify each 
  by how it affects movement, the type of protection it affords, 
  and any adverse effects it causes.
  In addition to hindering movement, terrain features can also 
  provide protection against attacks. A terrain feature such as a 
  hedge or a mesh fence grants a model concealment by making 
  it more difficult to be seen even though it is not dense enough 
  actually to block an attack. A terrain feature such as a stone 
  wall, a giant boulder, or a building grants a model cover by 
  being physically solid enough to block an attack.
  Obstacles 
  Obstacles are terrain features that affect a model’s movement, 
  provide protection from ranged and magic attacks, and serve 
  as intervening terrain during melee combat. Remember that 
  obstacles do not block line of sight to models of any base-size 
  and are ignored when determining line of sight.
  An obstacle is any terrain feature that is less than 1˝ tall. 
  A model with any portion of its occupied space obscured 
  from its attacker by an obstacle gains +2 DEF against melee 
  attack rolls.
  Obstacles are low enough that they can be climbed upon or, in 
  some cases, easily crossed. A model can climb atop and stand 
  on an obstacle at least 1˝ thick such as a raised platform or the 
  sides of a ziggurat.
  An advancing model suffers a movement penalty when it 
  climbs atop an obstacle. Once the model has contacted the 
  obstacle, it needs to spend 2˝ of its movement to climb up. A 
  model cannot climb an obstacle if it does not have at least 2˝ 
  of movement remaining. Place a model that climbs an obstacle 
  atop it with the front of the model’s base making only 1˝ 
  of forward progress. Once atop an obstacle, the model can 
  continue with the remainder of its movement. Remember that 
  a charging model cannot pay this movement penalty and so 
  cannot climb an obstacle and ends its movement as soon as it 
  contacts the obstacle.
  Realize that a model on a medium or large base might have 
  trouble balancing atop an obstacle if it does not continue 
  moving after initially climbing it. With only 1˝ of forward 
  progress, the back of the model’s base will hang off the back 
  end of the obstacle. This is fine—just prop up the model with 
  some extra dice or replace it with an empty base until it can 
  move again.
  A moving model can descend an obstacle without penalty.
  Linear Obstacles
  An obstacle up to 1˝ tall but less than 1˝ thick, such as a wall 
  or hedge, is a linear obstacle. A non-charging advancing 
  model can cross a linear obstacle at no penalty as long as the 
  model has enough movement remaining to end its move with 
  its base completely clear of the obstacle. If it does not, the 
  model must stop short of the linear obstacle. A model cannot 
  partially cross, climb atop, or stand atop a linear obstacle. 
  Obstructions
  An obstruction is a terrain feature that is 1˝ tall or greater, 
  such as a high wall, a building, or a gigantic boulder. A 
  model cannot move through or climb an obstruction. Like an 
  obstacle, obstructions provide protection from ranged and 
  magic attacks and serve as intervening terrain during melee 
  combat. A model with any portion of its occupied space 
  obscured from its attacker by an obstruction gains +2 DEF 
  against melee attack rolls.
  Variably Sized Terrain Features
  Some terrain features might have some parts that are greater 
  than 1˝ tall and some parts that are less than 1˝ high, such 
  as a crumbling wall. In such cases players should decide 
  whether they are treating the terrain feature are an obstacle, 
  obstruction, or both before the start of the game. If they are 
  treating it as both, the portions that are less than 1˝ tall are 
  obstacles and the parts that are over 1˝ tall are obstructions.
  Forest 
  A typical forest has many trees and dense underbrush, but 
  any terrain feature that hinders movement and makes a model 
  inside it difficult to see can also follow these guidelines. A 
  forest is rough terrain and provides concealment to a model 
  with any part of its base inside its perimeter.
  A model can draw line of sight through up to 3˝ of forest, but 
  anything more obstructs line of sight. For a model outside 
  of it, the forest completely obstructs line of sight to anything 
  beyond it. Thus, a model can see 3˝ into or out of a forest but 
  not completely through one no matter how thick it is. 
  Hills
  A hill is a terrain feature with a gentle rise or drop in 
  elevation. Since many terrain pieces use stepped sides instead 
  of gradual slopes to represent a hill’s elevations, be sure to 
  declare whether the terrain feature is a hill or an obstacle. 
  A hill might be open or rough terrain depending on the 
  ground’s nature. Unlike obstacles, hills do not impose any 
  additional movement penalties, nor do they provide cover 
  or concealment. They simply provide elevation to models on 
  them. A model can charge up or down a hill in open terrain at 
  no penalty.
  Hills do not provide concealment or cover.
  Water
  Depending on its nature, water can be hazardous to both 
  warriors and warjacks. When placing a water terrain 
  feature, declare whether it is deep or shallow.
  
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  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  A warjack in deep water is removed from play.
  A model cannot begin a charge or run while in deep water. As 
  long as any part of its base is in deep water a model moves 
  at half rate and cannot perform actions, cast spells, use feats, 
  or give orders. A model in deep water cannot engage other 
  models or make attacks. A warcaster in deep water can still 
  allocate focus points and use them to maintain upkeep spells.
  A model in deep water has base DEF 7. A warrior model 
  ending its activation in deep water automatically takes 1 
  damage point.
  Shallow water is rough terrain.
  A warjack that is knocked down in shallow water has its 
  furnace extinguished and is stationary until its furnace is 
  restarted. A friendly warrior model in B2B with the warjack 
  can restart it by forfeiting its action. The warjack must 
  forfeit its activation and cannot channel spells on the turn 
  it is restarted, but it functions normally next turn. Even if 
  a warcaster other than its controller restarts it, the warjack 
  remains part of its original battlegroup. Whenever a warjack’s 
  furnace is restarted, it automatically stands up.
  Trenches
  Trenches are earthwork fortifications represented by 3˝ x 5˝ 
  templates placed on the table (see p. XXX). Trench templates 
  are designed to be placed in contact with each other to create 
  networks of trenches on the table. 
  A model completely within the area of one or more trench 
  templates has cover from attacks made by models not touching 
  at least one of the trench templates the model is in. Models 
  completely inside a trench template do not suffer blast 
  damage unless the origin of damage is in a trench template 
  they are touching. When drawing line of sight to a model not 
  completely within one or more trench templates, ignore models 
  that are completely within one or more trench templates.
  Entryways
  Some terrain features such as buildings and walls have 
  openings called entryways that allow models to pass through 
  or enter them. A model cannot enter a terrain feature if the 
  terrain feature’s interior is not physically accessible. For 
  example, a model can enter a ruined building that’s missing 
  its roof or one that has a removable roof. However, it cannot 
  enter a building with a fixed roof that cannot be opened in 
  some other way to allow access to the models inside of it. 
  Before the start of the game, players must agree on which 
  terrain features can be entered and the locations of any 
  entryways into those terrain features. Player should also 
  determine which base-sizes those entryways accommodate. 
  For example, players might decide that a heavy warjack is 
  unable to pass through a doorway that is much smaller than 
  its base-size or that warrior models of any size can move 
  through ground floor windows.
  Structures
  Structures present unique opportunities for terrain 
  arrangement and tactical play. A structure is any terrain 
  feature that can be damaged and destroyed. The most 
  common structures are buildings, but you can use 
  these guidelines for fortress walls, bridges, and similar 
  constructions as well. 
  Keep in mind that these rules are guidelines and might need 
  to be adapted to the actual terrain pieces you are using. For 
  example, a burned-out building that only has its exterior 
  walls remaining might be large enough that models deep 
  within its interior are far enough away from those walls not 
  to suffer damage when the structure collapses. As another 
  example, a house might have attached fences and field walls. 
  Those walls and fences are best treated as separate structures 
  from the house itself even though they are part of the single 
  terrain piece. After all, shooting at a fence should not cause 
  the house to collapse!
  Before the start of the game, players must agree on which, if 
  any, terrain features can be damaged during play.
  Damaging and Destroying Structures
  An attack against a structure must target a section of the 
  structure. An attack against a structure in range automatically 
  hits. A structure is also automatically hit by a spray attack 
  if any part of the structure is within the spray template. Not 
  all weapons are effective against structures, however, so a 
  model must have a weapon that will do the job if it intends 
  to punch through. Ranged weapons such as handguns, 
  rifles, and crossbows are all but useless. A ranged attack 
  must have a POW of at least 14 to damage a structure. Melee 
  attacks, magic attacks, and AOE attacks do full damage 
  against structures, as do ranged attacks that cause fire, cause 
  corrosion, or have tempered ammunition, even as critical 
  effects. Structures suffer blast damage and collateral 
  Trenches
  Models A, B, and C are completely within the area of one or 
  more trench templates, so they have cover and do not suffer 
  blast damage unless the origin of the damage is in a trench 
  template they are touching.
  Models D and E are not completely within the area of one or 
  more trench templates, so they do not gain the benefits of 
  being within the trench.
  A
  D
  B
  C
  E
  
  WARMACHINE MKII Field Test Rules v2, page 56 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  damage. A magic attack only does its normal damage to 
  a structure. Ignore a spell’s special rules when it targets a 
  structure. A structure cannot be charged or slammed.
  A structure can only suffer so much damage before being 
  destroyed. Every structure has an Armor (ARM) stat and 
  damage capacity corresponding to its composition, size, and 
  nature. Before the start of the game, the players must agree 
  on each damageable structure’s ARM and damage capacity. A 
  structure’s damage capacity is determined by its composition 
  and size. A wooden structure typically has a capacity of 5 
  damage points per inch of perimeter. The damage capacity of 
  stone structures is typically 10 per inch. A reinforced stone or 
  metal structure has a capacity of 20 or more damage points 
  per inch. See the table below for typical ARM and damage 
  capacity values. For mixed-composition structures, ARM 
  values might vary from location to location. Assign damage 
  capacity of mixed-composition structures proportionally. For 
  example, an inch-wide or so wooden door in an otherwise 
  stone building would only contribute 5 points to the 
  structure’s damage capacity. The door has ARM 12 while the 
  surrounding stone has ARM 18.
  Structure 
  Material
  ARM
  Damage 
  Capacity 
  (points per 
  inch)
  Wood
  12
  5
  Reinforced Wood
  14
  5
  Brick
  16
  10
  Stone
  18
  10
  Iron
  20
  20
  Steel
  22
  20
  Undamaged portions of walls or other freestanding structures 
  remain intact as the structure suffers damage, so the total 
  damage capacity of such structures is determined by their 
  total perimeter (or length, for linear structures such as walls 
  or small structures such as obelisks). However, complex 
  structures such as buildings and bridges rely on the support 
  of all portions to remain standing. Such a structure’s 
  damage capacity is only half of the value determined by its 
  composition and perimeter or length. For example, a 3˝-wide 
  stone wall is destroyed once it suffers a total of 30 damage 
  points (3˝ length x 10 points per inch), but a 3˝ x 6˝ stone 
  building collapses as soon as it suffers 90 points of damage 
  (18˝ perimeter x 10 points per inch / 2).
  When a structure is destroyed it collapses. Remove the 
  collapsed structure from the table and replace it with an 
  equal-sized ruin. A ruined structure is rough terrain and 
  provides cover to a model with any part of its base inside 
  the ruin’s perimeter. In addition, the destroyed structure can 
  damage models that are inside it as it collapses. 
  A model inside the structure when it collapses suffers a 
  damage roll with Power (POW) equal to the structure’s ARM 
  times the number of levels in the structure, after which the 
  model is knocked down. For example, a warjack inside a 
  three-story brick building when it collapses suffers a POW 48 
  (brick structure ARM 16 x 3 levels) damage roll. Whatever is 
  left of the warjack is then knocked down.
  Appendix A: Timing
  Every ability or effect that is not ‘always on’ will have some 
  conditions on when the effect begins and ends. At times, 
  there will be multiple effects resolving at the same time, and 
  it is important to be able to sort out in exactly what order the 
  effects resolve. 
  The rules on timing of abilities use two terms: Active player 
  (AP) and Inactive player (IP). If there is a model currently 
  making an attack, then the AP is the controller of that model. 
  If no model is currently making an attack, then the AP is 
  the player whose turn it is. The IP is the other player. When 
  resolving ‘After attack is resolved’ effects, the designation of 
  AP and IP remains the same as it was during the attack until 
  all effects triggered by an attack are resolved.
  Some effects cause certain conditions of an attack, such as 
  whether it hit or what models it boxed, to change during 
  the course of resolving the attack. When resolving triggered 
  effects, recheck the conditions of the trigger as you resolve 
  each ability. If the condition is no longer true, do not resolve 
  the effect. Similarly, if an effect on one model causes a 
  condition to change on another, effects triggered by that 
  condition will resolve on that model as well. 
  For example, a Bloat Thrall has the Death Blast rule, which 
  causes it to explode when disabled. If it were also affected by 
  Terminus’s Shadow of Death, which grants undead models 
  Tough, then when an enemy model disables it, both Tough 
  and Death Blast need to resolve as IP effects. If you chose 
  to resolve Death Blast first, the bloat thrall would explode 
  and be removed from play. Tough would then not resolve. 
  If you chose to resolve Tough first and the check passed, the 
  Bloat Thrall regains one wound and so is no longer disabled. 
  Therefore, Death Blast would not resolve since its condition 
  (model becomes disabled) is no longer true. If the check 
  failed, then the condition would still be true and Death Blast 
  would resolve. 
  There are many times during the process of making an attack 
  at which abilities can resolve. The structure of an attack is 
  outlined below. In most cases the exact sequence here will not 
  need to be followed step-by-step. However, it will help you 
  resolve complex interactions if they occur during gameplay. 
  
  WARMACHINE MKII Field Test Rules v2, page 57 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Activation	Timing
  1. Resolve effects that occur ‘before activating’
  2. Resolve effects that occur ‘at beginning of activation’
  3. Resolve all required forfeiture of movement and action
  4. If activating a unit, the Unit Commander can issue an 
  order
  5. Resolve effects that occur ‘before moving’
  6. The model makes its normal movement
  7. Resolve effects that occur ‘at end of normal movement’
  8. If activating a unit, repeat 6 and 7 for all troopers, then 
  resolve effects that occur ‘at end of unit’s movement’
  9. The model makes its action
  10. Resolve effects that occur ‘at end of action’ and ‘at end of 
  combat action’
  11. If activating a unit, repeat 9 and 10 for all troopers, then 
  resolve effects that occur ‘at end of unit’s actions’
  Simultaneous	and	Sequential
  When one effect causes multiple attacks or damage against 
  multiple models, the attacks and damage can be labeled as 
  ‘simultaneous’ or ‘sequential’. The effect of this labeling is 
  to establish whether or not various effects can resolve before 
  all the attacks or damage are resolved, or if the effects can 
  intercede and possibly change the outcome of the original 
  effect. When resolving simultaneous effects, completely 
  resolve all of the attack and damage rolls before applying 
  any of the target’s special rules that are triggered by suffering 
  damage, being destroyed, or being removed from play.
  For example, when a model is slammed, the slam damage 
  is simultaneous with the collateral damage. This means that 
  the damage roll is resolved on every affected model. Then, 
  resolve “sufficient/insufficient to damage” effects on any 
  affected models. After that is done, apply damage to every 
  affected model. 
  As a second example, a Repenter makes a Flame Thrower 
  spray attack against some Scrap Thralls. The attack generates 
  several damage rolls that all resolve simultaneously. Scrap 
  Thralls destroyed by the attack do not explode due to their 
  Thrall Bomb ability until after all of the attack and damage 
  rolls generated by the spray attack have been resolved.
  As a third example, Captain Haley targets a member of a 
  unit of Knights Exemplar with her Chain Lightning spell 
  and hits three additional Knights. Haley’s controller resolves 
  the damage rolls for the 4 Knights Exemplar hit by Chain 
  Lightning before any of the Knights Exemplar gain the 
  benefits from their Battle Driven ability.
  At	Anytime	During	This	Model’s	
  Activation
  Many effects and rules use “at anytime during this model’s 
  activation” as their statement of when the effect is resolved 
  or can be used. This is in fact shorthand for a slightly longer 
  timing explanation; it is not literally true. When this phrase 
  is used, it means that it occurs at anytime during the model’s 
  activation, except when it or another model is currently 
  resolving a movement, attack, or any other effect. For 
  example, warcasters can cast spells ‘at anytime during their 
  activation’. However, Goreshade the Bastard could not cast 
  a spell while he is moving, while he is making an attack, or 
  while he is placing Bane Thralls into play due to his feat. He 
  could cast spells before and after moving, before and after 
  an attack, before using his feat, and after placing all models 
  from his feat.  
  
  WARMACHINE MKII Field Test Rules v2, page 58 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Attack Roll
  1. Resolve effects that change the number of dice 
  rolled, such as boosting the roll. 
  2. Roll the dice.
  3. Resolve effects that allow a player to choose or 
  remove dice from the roll. 
  4. Determine if the model would be hit or missed 
  by the attack roll against it. 
  5. Resolve effects that cause the attack roll to be 
  rerolled, returning to step 2 of this section each 
  time. 
  6. The attack roll is complete. Return to the main 
  sequence.
  Damage	Roll
  1. Resolve effects that change the number of dice 
  rolled, such as boosting the roll.
  2. Roll the dice.
  3. Resolve effects that allow a player to choose or 
  remove dice from the roll.
  4. Determine if the roll would damage the model.
  5. If an effect requires you to reroll the roll, 
  return to step 2. Skip this step if the roll has 
  already been rolled a second time.
  6. Resolve effects that are triggered by a damage 
  roll being sufficient or insufficient to damage 
  a model. 
  7. The damage roll is complete. Return to the 
  main sequence.
  Damage	Application	
  1. Mark damage on the appropriate stat card.
  2. Resolve effects triggered by a model taking damage.
  3. If the damage applied in step two marks the last 
  damage box for a model, that model becomes disabled. 
  Resolve effects triggered by the model becoming 
  disabled.
  4. If the model is still disabled, it becomes boxed. Resolve 
  effects triggered by a model becoming boxed.
  5. If the model is still boxed, it is now destroyed. 
  Resolved effects triggered by the model’s destruction.
  6. Remove the destroyed model from the table, then 
  return to the main sequence.
  Attack	Timing	Main	Sequence
  1. Determine what the attacker can target.
  2. Resolve effects that occur “before attacking”. 
  3. Declare the attack and its target.
  4. If the attack is a ranged or magic attack, check the 
  range to the target. If the target is out of range, the 
  attack automatically misses; do not make any attack 
  rolls and go to step 7.
  5. Resolve effects that occur when a model is targeted 
  by an attack, such as effects that cause an attack to 
  hit or miss automatically. 
  6. Make all attack rolls as dictated by the type of attack 
  and its special rules. For example, a Spray would go 
  through the Attack Roll sequence for each model in 
  the template before proceeding to step 7. 
  7. Resolve effects that cause the attack to hit a model 
  other than the target automatically.
  8. Resolve AOE hit or deviation. All models within the 
  AOE at its final position are now hit by it. Remember 
  that only the target of the AOE Attack is directly 
  hit, and only if the attack roll against it hit. All other 
  models are hit, but not directly hit. 
  9. Resolve all other effects that are triggered by hitting 
  or missing. 
  10. Roll all damage rolls against models that have been 
  hit, or as specified by special rules.
  11. Apply the damage.
  12. Attack is now complete.
  13. After attack is resolved,
  a. 
  Resolve effects that automatically damage, 
  destroy, or remove models from play. 
  b. 
  Resolve AP effects that do not involve making an 
  attack
  c. 
  Resolve IP effects
  d. 
  Resolve AP effects that involve making an attack
  
  WARMACHINE MKII Field Test Rules v2, page 59 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Appendix B: 
  Tactics Tips
  The unit entries in our WARMACHINE and HORDES books 
  will continue to include tactics tips meant to help clarify 
  how abilities work and interact. We feel it will be helpful to 
  our field testers to see these tips in order to appreciate and 
  understand all the changes brought by Mk II.
  Cygnar
  Commander Stryker
  Earthquake – Every model in the AOE is knocked down.
  Captain Victoria Haley
  Blitz – The additional attack does not require spending focus. 
  Arcane Vortex – Haley can use Arcane Vortex any time she has 
  1 focus point to spend.
  Chain Lightning – The lightning can still arc to models with 
  Immunity: Electricity; it just cannot damage them. Damage 
  from Chain Lightning is not considered caused by a hit, but it 
  is magic damage.
  Scramble – Position the deviation template normally, with 1 
  pointing directly away from the origin of the attack.
  Major Victoria Haley
  Temporal Shift – You do not need to declare the entire order at 
  once. You can declare the first model/unit to activate, see what 
  happens, and then choose the next model/unit to activate. 
  Remember that models forced by an affect to activate first must 
  still activate before models not affected in such a way.
  Domination – You cannot spend focus points on the affected 
  warjack.
  Lieutenant Allister Caine 
  Maelstrom – These attacks are simultaneous. If Caine forfeited 
  his movement to gain an aiming bonus this activation, he 
  gains +2 on all Maelstrom attack rolls.
  Range Amplifier – Channeled spells do not benefit from 
  Range Amplifier.
  Teleport – This model cannot be placed in an obstruction or in 
  impassible terrain as a result of this spell.
  Thunderstrike – Incorporeal models are not slammed; they 
  just suffer a damage roll.
  Captain Allister Caine 
  Overkill – Overkill blast damage is caused by the feat and 
  affects incorporeal models.
  Elite Cadre – Gunfighter does not enable the Gun Mages to 
  make melee and ranged attacks in the same activation.
  Range Amplifier – Channeled spells do not benefit from 
  Range Amplifier.
  Gate Crasher – This model cannot be placed in an obstruction 
  or in impassible terrain as a result of this spell.
  Commander Adept Nemo
  Electrical Storm – This damage roll can be boosted.
  Chain Lightning – The lightning can still arc to models with 
  Immunity: Electricity; it just cannot damage them. Damage 
  from Chain Lightning is not considered caused by a hit, but it 
  is magic damage.
  Voltaic Snare – Remember, models that cannot charge also 
  cannot slam or trample.
  General Adept Nemo
  High Voltage – High Voltage does not allow a warjack to 
  exceed its normal focus allocation limit.
  Tractor Field – Remember, models that cannot charge also 
  cannot slam or trample.
  Fail Safe – The warjack is still wrecked when all its damage 
  boxes have been marked.
  Lightning Shroud – Damage from Electro Leap strikes is not 
  considered caused by a hit or by a melee or ranged attack.
  Polarity Shield – Remember, if a model cannot charge a target, 
  it also cannot slam the target.
  Captain E. Dominic Darius
  Pit Stop – This feat does not affect wrecked warjacks.
  Activate Halfjack – A Halfjack can activate the turn it is put in 
  play.
  Tremor – This attack roll is boostable.
  Major Markus ‘Siege’ Brisbane
  Ground Pounder – When placing the template in this model’s 
  front arc, LOS is not a consideration.
  Critical Smite – Remember, the slammed model moves 
  only half the distance rolled if it has a larger base than the 
  slamming model.
  Shockwave – This does not end with the first model 
  contacted. It affects each model that a previously affected 
  model contacts.
  Captain Jeremiah Kraye
  Iron Horse – Warjacks can spend focus points to boost impact 
  attack and damage rolls.
  Pursuit – If the affected models made a full advance, ran, 
  or charged during their activation, a model in Kraye’s 
  battlegroup gets to make a full advance.
  
  WARMACHINE MKII Field Test Rules v2, page 60 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Grenadier
  Manual Reload – These additional attacks do not require 
  spending focus.
  Lancer
  Shock Field – Mark this damage before making the damage 
  roll.
  Sentinel
  Strafe – These attacks are simultaneous, and additional targets 
  must be within this weapon’s range.
  Thorn
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Because Thorn has an Affinity with Haley, it can be bonded to 
  her.
  Shock Field – Mark this damage before making the damage 
  roll.
  Centurion
  Polarity Shield – Remember, if a model cannot be charged, it 
  cannot be slammed.
  Defender
  Cortex Damage – Mark this damage before making the 
  damage roll.
  Hammersmith
  Chain Attack: Smite – This model cannot make a chain attack 
  while either of its arm systems is locked or crippled.
  Follow Up – This model stops moving if it contacts another 
  model. This model does not advance if the model that was 
  slammed is destroyed by the attack.
  Beat Back – The attacking model can advance even if the 
  enemy model is destroyed by the attack.
  Ironclad
  Tremor – This attack roll is boostable.
  Stormclad
  Storm Accumulator – The gained focus point does not count 
  toward the Stormclad’s normal focus allocation limit.
  Electro Leap – Damage from Electro Leap strikes is not 
  considered caused by a hit or by a melee or ranged attack.
  Ol’ Rowdy 
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Because Rowdy has an Affinity with Stryker, it can be bonded 
  to him.
  Counter Charge – Rowdy can perform a counter charge 
  without spending focus.
  Tremor – This attack roll is boostable.
  Thunderhead
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Energy Pulse – The Energy Pulse attack is simultaneous.  All 
  models hit are “the last model hit” and are eligible for 
  Sustained Attack.
  Arcane Tempest Gun Mage Officer
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander and ’jack marshal.
  This model can issue the Arcane Inferno order to its unit.
  Black 13th Gun Mage Strike Force
  Because Lynch is an Officer, when he is destroyed he does not 
  replace Ryan or Watts. Instead, Ryan or Watts becomes the 
  new Unit Commander.
  Granted: Prowl – This includes cloud effects.
  Long Gunner Infantry
  Dual Shot – This is how the Long Gunners get to take their 
  second shot allowed by the ROF 2 on their guns. They do not 
  get to make two attacks automatically and then gain a third 
  by this rule.
  Long Gunner Infantry Officer & Standard Bearer
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Remember, only this model can issue the Suppressing Fire order.
  Dual Shot – This is how the Long Gunners get to take their 
  second shot allowed by the ROF 2 on their guns. They do not 
  get to make two attacks automatically and then gain a third 
  by this rule.
  Sword Knight Officer & Standard Bearer
  ’Jack Marshal – Because this model is an Officer, it is the 
  unit ’jack marshal while it is in play. When it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the new Unit Commander and ’jack marshal.
  Trencher Infantry Officer & Sniper
  Remember, this model can issue the Assault Order. 
  Only this model can issue the Cautious Advance order.
  ’Jack Marshal – Because this model is an Officer, it is the 
  unit ’jack marshal while it is in play. When it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the new Unit Commander and ’jack marshal.
  Trencher Grenadier
  Take Up – “Effects” include spells and animi.
  Trencher Chain Gun Crew
  Strafe – These attacks are simultaneous, and additional targets 
  must be within this weapon’s range.
  
  WARMACHINE MKII Field Test Rules v2, page 61 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Rangers
  Camouflage – If a model ignores concealment or cover, it also 
  ignores Camouflage.
  Prowl – This includes cloud effects.
  Stormblade Infantry
  Electrical Arc – Electrical Arc does not affect this model.
  Stormblade Infantry Officer & Standard Bearer
  Remember, this model can issue the Assault Order. 
  ’Jack Marshal – Because this model is an Officer, it is the 
  unit ’jack marshal while it is in play. When it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the new Unit Commander and ’jack marshal.
  Stormguard
  Electro Leap – Damage from Electro Leap strikes is not 
  considered caused by a hit or by a melee or ranged attack.
  Storm Lances
  Electro Leap – Damage from Electro Leap strikes is not 
  considered caused by a hit or by a melee or ranged attack.
  Field Mechaniks
  Because the Crew Chief is an Officer, it is the unit ’jack 
  marshal while it is in play. When it is destroyed it does not 
  replace a Gobber Bodger model. Instead, a Gobber Bodger in 
  the unit becomes the new Unit Commander and ’jack marshal.
  Repair – A wreck marker cannot be repaired.
  Stormcaller Stormsmith
  Stormcall – Stormcall special actions do not require LOS.
  Squire
  Because this model has no melee weapon, it cannot charge.
  Attached – If its warcaster is destroyed or removed from play, 
  this model cannot be reassigned during the game.
  Reserve Accumulator – The gained focus point does not count 
  toward the warcaster’s normal FOC limit.
  Captain Maxwell Finn
  Strafe – These attacks are simultaneous, and additional 
  target’s must be within this weapon’s range.
  Captain Arlan Strangewayes
  Repair – A wreck marker cannot be repaired.
  Major Katherine Laddermore
  Electro Charger – “Ranged attack and damage rolls” does not 
  include Laddermore or Electro Leap damage rolls.
  Electro Leap – Damage from Electro Leap strikes is not 
  considered caused by a hit or by a melee or ranged attack.
  Precursor Officer & Standard Bearer
  Remember, this model can issue the Shield Wall Order. 
  ‘Jack Marshal – Because this model is an Officer, it is the 
  unit ’jack marshal while it is in play. When it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the new Unit Commander and ’jack marshal.
  Protectorate
  High Exemplar Kreoss
  Dispel – Upkeep spells that had an effect when the model was 
  hit or damaged will have no effect.
  Grand Exemplar Kreoss
  Smite – Remember, the slammed model is moved only half the 
  distance rolled if it has a larger base than the slamming model.
  The High Reclaimer
  Resurrection – Returned models have their full wounds and 
  can activate normally this turn.
  Reclaim – This model does not gain a soul token for models 
  destroyed by continuous effects or from other effects that do 
  not directly result from an enemy attack.
  Sacrificial Lamb – Sacrificial Lamb does not allow a warjack to 
  exceed its normal focus allocation limit.
  Testament of Menoth
  Essence of Dust – Remember, models lose Incorporeal when 
  they make melee or ranged attacks.
  Reclaim – This model does not gain a soul token for models 
  destroyed by continuous effects or from other effects that do 
  not directly result from an enemy attack.
  Dust to Dust – Because the boxed model is removed from play 
  before it is destroyed, it does not provide a soul or corpse 
  token.
  Revive – If all models in the grunt’s unit have been 
  destroyed, it cannot return to play, as it cannot be placed in 
  formation. Remember, the model can activate normally with 
  its unit this turn.
  Hierarch Severius
  Fires of Communion – Controlled models activate normally 
  this turn.
  Admonisher – This is not a melee or ranged attack.
  Warjack Bond – This ability affects only the damage roll, not 
  any other effects of the attack.
  Spiritual Channeling – This attack does not become a spell or 
  magic attack in any way.
  Hex Blast – Upkeep spells that had an effect when the model/
  unit was hit or damaged will have no effect on the model/
  unit that was directly hit.
  Feora, Protector of the Flame
  Wild Fire – Wild Fire does not allow a warjack to exceed its 
  normal focus allocation limit.
  Convection – Convection does not allow a warjack to 
  exceed its normal focus allocation limit.
  
  WARMACHINE MKII Field Test Rules v2, page 62 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  The Harbinger of Menoth
  Cataclysm – The POW is modified before blast damage is 
  calculated. 
  Cataclysm – Damage for this spell is still based on the range 
  of the target from the Harbinger, even if it is channeled.
  High Allegiant Amon Ad-Raza
  Union – Union does not allow a warjack to exceed its normal 
  focus allocation limit.
  Perfect Balance – If the model forfeits both its movement and 
  action to other effects, either voluntarily or as required, it 
  cannot use Perfect Balance to stand up for free.
  Smite – Remember, the slammed model moves only half 
  the distance rolled if it has a larger base than the slamming 
  model.
  High Executioner Servath Reznik
  Excruciator – This Wrack does not begin with a focus point on 
  it. Because the boxed model is removed from play before it is 
  destroyed, it does not provide a soul or corpse token.
  Dervish
  Combo Strike – Remember, this model cannot make a Combo 
  Strike while either of its arm systems is locked or crippled.
  Devout
  Spell Barrier – The warcaster does not need to remain in B2B.
  Blessing of Vengeance
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Because Blessing of Vengeance has an Affinity with Severius, 
  it can be bonded to him.
  Avatar of Menoth
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Fire of Salvation
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Because Fire of Salvation has an Affinity with Kreoss, it can be 
  bonded to him.
  Affinity – Enemy upkeep spells can still be cast on this model; 
  they just cannot be upkept.
  Monolith Bearer
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Temple Flameguard Officer & Standard Bearer
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Remember, this model can issue the Shield Wall order to its 
  unit.
  Visgoth Juviah Rhoven & Honor Guard
  Because Rhoven is an Officer, when he is destroyed he does 
  not replace Gius or Cassian. Instead, Gius or Cassian becomes 
  the new Unit Commander.
  Knights Exemplar Seneschal
  Chain Attack: Smite – Do not roll an additional damage die 
  for Weapon Master on Chain Attack: Slam damage rolls. 
  Remember, the slammed model moves only half the distance 
  rolled if it has a larger base than this model.
  Restoration – This model is never boxed.
  Hierophant
  Spiritual Conduit – Channeled spells and spells with a RNG 
  of Self, SP, or CTRL do not benefit from Spiritual Conduit.
  Reclaimer
  Communion – Communion does not allow a warjack to 
  exceed its normal focus allocation limit.
  Gatekeeper – This model does not gain a soul token for 
  models destroyed by continuous effects or from other effects 
  that do not directly result from an enemy attack.
  The Covenant of Menoth
  Because this model has no melee weapon, it cannot charge.
  Spell Ward – Neither friendly nor enemy spells can target this 
  model.
  High Exemplar Gravus
  Brother’s Keeper – This can affect Gravus just like any other 
  friendly non-warcaster Exemplar model.
  Dispel – Upkeep spells that had an effect when the model was 
  hit or damaged will have no effect.
  Idrian Skirmishers
  Camouflage – If a model ignores concealment or cover, it also 
  ignores Camouflage.
  Idrian Skirmisher Chieftain & Guide
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Remember, only this model can issue the Assault & Battery 
  order.
  Camouflage – If a model ignores concealment or cover, it also 
  ignores Camouflage.
  Khador
  Kommander Sorscha
  Tempest – This means every model in the AOE is knocked 
  down.
  
  WARMACHINE MKII Field Test Rules v2, page 63 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Forward Kommander Sorscha
  Warjack Bond – Remember, if the warjack is wrecked it is no 
  longer considered a warjack and so the enemy models will not 
  become stationary.
  Multi-Fire – Multi Fire ignores ROF but does not ignore RNG. 
  Additional attacks against targets beyond this weapon’s range 
  automatically miss.
  Shatter Storm – Because the boxed model is removed from 
  play before it is destroyed, it does not provide a soul or 
  corpse token.
  Kommander Orsus Zoktavir
  Feel the Hate – Zoktavir’s control area cannot be modified 
  during play.
  Vladimir Tzepesci, The Dark Champion
  Assail – This works when it slams a model for any reason, 
  power attack or otherwise.
  Kommandant Irusk
  Quick Work – This model cannot make the attack if it is still in 
  melee.
  Grind – Mark the damage to the Movement system before 
  making the damage roll.
  Supreme Kommandant Irusk
  Total Obedience – This includes Irusk!
  Karchev the Terrible
  Man in the Machine – Unspent focus points on Karchev add 
  to his ARM as normal.
  Ground Zero – Roll separately for each model pushed.
  Tow – Wreck markers cannot be placed by Tow.
  Zevanna Agha, The Old Witch of Khador
  Field of Talons – Remember, power attacks are special attacks.
  Prowl – This includes cloud effects.
  Gallows – The model is moved before it suffers damage.
  Murder of Crows – This is not an offensive spell, and no 
  damage is dealt when the AOE is placed.
  Weald Secrets – If a model ignores concealment or cover, it 
  also ignores Camouflage.
  Scrapjack
  Prowl – This includes cloud effects.
  Koldun Kommander Aleksandra Zerkova
  Howling Wind – Lost attacks count against the ROF of the 
  weapon, so a model with a ranged weapon with ROF 1 cannot 
  make a ranged attack with its weapon even if it can make an 
  additional attack.
  Ghost Stone – This does not modify the spell’s RNG. It just 
  allows the spell to ignore LOS against some models.
  Berserker
  Due to their extreme age and cortex decay, Berserkers have 
  only two boxes in their Cortex systems.
  Aggressive – Yes, this rule is HORDES-friendly!
  Chain Attack: Brutality – Remember, this model cannot make 
  a chain attack while either of its arm systems is locked or 
  crippled.
  Unstable – Do not replace the Berserker with a wreck marker.
  Destroyer
  Critical System Failure – After marking regular damage, mark 
  the hit systems’ remaining system boxes as well.
  Devastator
  Bulldoze – The Devastator’s controller picks the distance a 
  pushed model is moved.
  Kodiak
  Chain Attack: Spine Crusher – Remember, this model cannot 
  make a chain attack while either of its arm systems is locked 
  or crippled.
  Marauder
  Combo Smite – A Marauder does not have to move to perform 
  a Combo Smite. Combo Smite cannot be used while either of 
  this model’s arm systems is locked or crippled.
  Behemoth
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Beast-09
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Because Beast-09 has an Affinity with Sorscha, it can be 
  bonded to her.
  Drago
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Because Drago has an Affinity with Vladimir, it can be bonded 
  to him.
  Aggressive – Yes, this rule is HORDES friendly!
  Chain Attack: Bloodbath – Remember, this model cannot 
  make a chain attack while either of its arm systems is locked 
  or crippled. If the Bloodbath attack roll critically hits it, a 
  warjack suffers Critical System Failure.
  Imprint: Run Riot – On the second initial melee attack, Run 
  Riot occurs after the chain attack is resolved.
  Unstable – Do not replace Drago with a wreck marker.
  Critical System Failure – After marking regular damage, mark 
  the hit systems’ remaining system boxes as well.
  
  WARMACHINE MKII Field Test Rules v2, page 64 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Iron Fang Pikemen Officer & Standard Bearer
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Remember, this model can issue the Shield Wall order to its unit.
  Only this model can issue the Furious Charge order.
  Defensive Formation – If the unit is given the run or charge 
  order, this ability can be declared only before this model 
  moves. as after it runs its activation ends.
  Great Bears of Gallowswood
  Because Volkov is an Officer, when he is destroyed he does 
  not replace Kolsk or Yarovich. Instead, Kolsk or Yarovich 
  becomes the Unit Commander.
  Only Volkov can issue the Furious Charge order.
  Back Swing – These attacks are simultaneous.
  Man-O-War Demolition Corps
  Back Swing – These attacks are simultaneous.
  Winter Guard Infantry Officer & Standard 
  Bearer
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Remember, only this model can issue the Bob and Weave order.
  Winter Guard Infantry Rocketeer
  Take Up – “Effects” include spells and animi.
  Assault Kommandos
  Strangle Gas – This is not a cloud effect.
  Battle Mechaniks
  Repair – A wreck marker cannot be repaired.
  Doom Reavers
  Reach – Spread out the Doom Reavers if you do not want 
  them killing each other.
  Spell Ward – Neither friendly nor enemy spells can target this 
  model.
  Widowmakers
  Camouflage – If a model ignores concealment or cover, it also 
  ignores Camouflage.
  Fenris
  Spell Ward – Neither friendly nor enemy spells can target this 
  model.
  Yuri the Axe
  Camouflage – If a model ignores concealment or cover, it also 
  ignores Camouflage.
  Kayazay Assassin Underboss
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Cryx
  Warwitch Deneghra
  The Withering – Because the Withering affects SPD, affected 
  models cannot charge. Also remember that power attacks are 
  special attacks.
  Crippling Grasp – Because Crippling Grasp affects SPD, 
  affected models cannot charge. Remember, power attacks are 
  special attacks.
  Scourge – Every model in the AOE is knocked down.
  Wraith Witch Deneghra
  Pursuit – If the affected models made a full advance, ran, 
  or charged during its activation, a model in Deneghra’s 
  battlegroup gets to make a full advance.
  Iron Lich Asphyxious
  Breath of Corruption – Affected models do not also suffer 
  blast damage.
  Lich Lord Asphyxious
  Soul Reaper – Soul Reaper does not deal any damage; it is just 
  a way to collect soul tokens from a distance.
  Excarnate – The boxed model does not provide a soul token. 
  You can choose the Excarnate model’s facing when it is put in 
  play, and the model can activate the turn it is put into play.
  Hellbound – Remember, because this model cannot be 
  charged it also cannot be slammed.
  Pirate Queen Skarre
  Sacrificial Strike – This damage roll can be boosted.
  Goreshade the Bastard
  Dark Summons – The Bane Thralls can activate normally this 
  activation.
  Hex Blast – Upkeep spells that had an effect when the model/
  unit was hit or damaged will have no effect on the model/
  unit that was directly hit.
  Deathwalker
  Deathwalk – Because the boxed model is removed from play 
  before it is destroyed, it does not provide a soul or corpse 
  token.
  Goreshade the Cursed
  Reanimator – You cannot return models to a unit if no models 
  in the unit are in play.
  Hex Blast – Upkeep spells that had an effect when the model/
  unit was hit or damaged will have no effect on the model/
  unit that was directly hit.
  
  WARMACHINE MKII Field Test Rules v2, page 65 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Lich Lord Terminus
  Dragon’s Call – Normal token-gathering rules, such as the 
  nearest available model getting the token, still apply.
  Flight – Though Flight enables this model to move through a 
  structure, it does not enable it to end its movement inside the 
  structure. To enter a structure, this model must still use an 
  entryway that accommodates its base size.
  Annihilation – Because boxed models are removed from play 
  before they are destroyed, they do not generate corpse tokens 
  or additional soul tokens. Cull Soul converts these soul tokens 
  into focus.
  The Witch Coven of Garlghast
  Arcane Nexus – The Coven can have only one Skarlock Thrall 
  attached to it.
  Coven – The Witch Coven of Garlghast is not a unit, and 
  models in the Coven are independent models.
  Occultation – The Witches are not part of a unit, so this spell 
  will affect only one of them at a time.
  Egregore
  Because this model has no melee weapon, it cannot charge.
  Master Necrotech Mortenebra
  Repair – A wreck marker cannot be repaired.
  Deryliss
  Spell Slave – Deryliss cannot channel spells because it does 
  not control warjacks.
  Deathripper
  Bonejacks are light warjacks.
  Helldiver
  Burrow – The Helldiver cannot be targeted by free strikes 
  when it is removed from the table.
  Cankerworm
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Because Cankerworm has an Affinity with Asphyxious, it can 
  be bonded to him.
  Harrower
  Helljacks are heavy warjacks.
  Reaper
  Drag – If you disable or total a warjack with the Harpoon 
  attack, you cannot drag the resulting wreck marker. Knocked-
  down models, however, are subject to Drag.
  Seether
  Soul Drive – Soul Drive does not allow the Seether to exceed 
  its normal focus allocation limit.
  Slayer
  Combo Strike – Remember, this model cannot make a Combo 
  Strike while either of its arm systems is locked or crippled.
  Deathjack
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Necromancy – Deathjack can spend focus to boost its magic 
  attack and damage rolls.
  Skulls of Hate – The gained focus points are in addition to any 
  that are allocated. Deathjack receives this focus even if it is 
  suffering Disruption. 
  Nightmare
  Remember, character warjacks cannot be controlled by ’jack 
  marshals.
  Because Nightmare has an Affinity with Deneghra, it can be 
  bonded to her.
  Combo Strike – Remember, this model cannot make a Combo 
  Strike while either of its arm systems is locked or crippled.
  Necrosurgeon & Stitch Thralls
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Reanimate – Created Mechanithralls can attack the activation 
  they are put in play but cannot move because the movement 
  portion of their unit’s activation has already passed.
  Satyxis Raiders
  Feedback – Combined attacks cause only 1 point of feedback 
  damage.
  Satyxis Sea Witch
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Feedback – Combined attacks cause only 1 point of feedback 
  damage.
  Bile Thralls
  Because this model has no melee weapon, it cannot charge.
  Purge – Although a Bile Thrall requires LOS to some model to 
  use its Purge attack, the attack will affect models to which the 
  thrall does not have LOS, such as those behind a cloud effect. 
  To prevent a Bile Thrall from purging, engage it.
  Black Ogrun Boarding Party
  Drag – If the Boarding Party performs a Combined Ranged 
  Attack, the model damaged is pushed toward the primary 
  attacker, and only the primary attacker gets the free melee attack.
  Blackbane’s Ghost Raiders
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  The Withershadow Combine
  Because Maelovus is an Officer, when he is destroyed 
  he does not replace another model in his unit. 
  
  WARMACHINE MKII Field Test Rules v2, page 66 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Instead, Admonia or Tremulus becomes the new Unit 
  Commander.
  Dark Industries – The warjack can activate normally this turn.
  Machine Wraith
  Machine Meld – While melded with the Machine Wraith, the 
  warjack is not part of any warcaster’s battlegroup and cannot 
  be allocated focus.
  Necrotech
  Create Scrap Thrall – The number of Scrap Thralls that can be 
  created is not limited by Field Allowance.
  Repair – A wreck marker cannot be repaired.
  Skarlock Thrall
  Spell Slave – The Skarlock cannot channel spells because it 
  does not control warjacks. This model cannot cast spells if its 
  warcaster is destroyed or removed from play.
  Bane Lord Tartarus
  Curse – This model is also a Bane model and gains the 
  benefits of Curse. If the cursed model is out of range, do not 
  select another model to curse this activation.
  Death Toll – The grunt can activate normally this turn.
  Captain Rengrave
  Death Toll – The grunt can activate normally this turn.
  Cephalyx Mind Slaver & Drudges
  Because this model is an Officer, when it is destroyed it 
  does not replace a grunt in its unit. Instead, the unit leader 
  becomes the Unit Commander.
  Cephalyx Overlords
  Black Operations – The Drudge can activate normally during 
  its unit’s activation.
  Mercenaries
  Magnus the Traitor
  Hit and Run – Warjacks do not have to spend focus to run 
  during this movement.
  Temper Metal – Continuous effects on the target model when 
  this spell is cast expire.
  Magnus the Warlord
  Skorne Minion – Magnus’ warjacks’ field allowance is based 
  on the number of warlocks allowed.
  Convection – This spell does not allow a warjack to exceed its 
  normal focus allocation limit.
  Vanguard
  Guard – If a model ignores screening, it also ignores Guard.
  Alexia Ciannor & the Risen
  Because Alexia is an Officer, when she is destroyed she 
  does not replace a Risen in her unit. Instead, a Risen model 
  becomes the Unit Commander.
  Granted: Spell Ward – Neither friendly nor enemy spells can 
  target this model.
  Craft Thrall Rune – The Warrior Thrall can activate normally 
  this turn.
  Captain Sam MacHorne & the Devil Dogs
  Because Sam is an Officer, she is the unit ’jack marshal while 
  she is in play. When she is destroyed she does not replace 
  a Devil Dog in her unit. Instead, a Devil Dog in the unit 
  becomes the new Unit Commander and ’jack marshal.
  Cylena Raefyll & Nyss Hunters
  Because Cylena is an Officer, when she is destroyed she does 
  not replace a Hunter in her unit. Instead, a Hunter in the unit 
  becomes the new Unit Commander.
  Greygore Boomhowler & Co.
  Because Boomhowler is an Officer, when he is destroyed he 
  does not replace a Trollkin in his unit. Instead, a Trollkin in 
  the unit becomes the new Unit Commander.
  Anastasia di Bray
  Espionage – This model can make the advance and attack if 
  you choose.
  Eiryss, Mage Hunter of Ios
  Disruptor Bolt – Just like Disruption, a Disruptor Bolt does 
  not prevent a warjack from gaining focus in other ways. A 
  warcaster can still gain focus from other sources, such as soul 
  tokens.
  Phantom Seeker – Keep in mind that the Phantom Seeker Bolt 
  does not ignore Stealth.
  Camouflage – If a model ignores concealment or cover, it also 
  ignores Camouflage.
  Eiryss, Angel of the Retribution
  Camouflage – If a model ignores concealment or cover, it also 
  ignores Camouflage.
  Whiplash – Before you consider trying to hit this model with 
  an magic attack, note that Stealth will likely cause it to miss 
  and Whiplash will send it back at the caster. Technological 
  Interference will keep you from getting past the Stealth range 
  and channeling a spell.
  Gorman di Wulfe
  Rust – Rust affects only warjacks.
  Kell Bailoch
  Dual Shot – This is how Kell gets to take his second shot 
  allowed by the ROF 2 on Silence. He does not get to make two 
  attacks automatically and then gain a third by this rule.
  Prowl – This includes cloud effects.
  
  WARMACHINE MKII Field Test Rules v2, page 67 of 67. April 10th, 2009. Contents and Game Rules ©2001-2009 Privateer Press Inc. 
  All Rights Reserved. Privateer Press, WARMACHINE®, Cygnar, Khador, Cryx, Protectorate of Menoth, Retribution of Scyrah, 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 at any time for any reason.
  Orin Midwinter, Rogue Inquisitor
  Arc Lightning – The lightning will still arc to models with 
  Immunity: Electricity; it just cannot damage them.
  Stannis Brocker
  Steelhead Tactician – The models benefiting from Steelhead 
  Tactician include this one .
  Captain Bartolo Montador
  Deadweight – Remember, a model that forfeits its action 
  cannot run.
  Captain Phinneus Shae
  Amphibious – This model can attack other models that are in 
  deep water.
  Beat Back – Beat Back will push every model hit due to 
  Swashbuckler.
  Blow the Man Down – Incorporeal models are not slammed; 
  they just suffer a damage roll.
  Fiona the Black
  Roth’s Mercy – If the substitute model disabled by this spell 
  has unmarked damage boxes, mark them all.
  Soulfire – Because boxed models are removed from play 
  before they are destroyed, they do not generate soul or corpse 
  tokens.
  Freebooter
  Amphibious – This model can attack other models that are in 
  deep water.
  Chain Attack: Grab & Smash – Remember, this model cannot 
  make a chain attack while either of its arm systems is locked 
  or crippled.
  Mariner
  Amphibious – This model can attack other models that are in 
  deep water.
  Mr. Walls
  Because Mr. Walls is an Officer, when he is destroyed he 
  does not replace a grunt in his unit. Instead, the unit leader 
  becomes the Unit Commander.
  Sea Dog Rifleman
  Combined Ranged Attack – Remember only models with 
  the Combined Ranged Attack advantage can participate in 
  combined ranged attacks.
  Take Up – “Effects” include spells and animi.
  The Commodore Cannon & Crew
  Cross Trained – The new Crewman is now part of the Cannon 
  Crew and not part of its original unit.
  Lady Aiyanna & Master Holt
  Because Aiyanna is an Officer, when she is destroyed she 
  does not replace Holt. Instead, Holt becomes the new Unit 
  Commander.
  Bosun Grogspar
  Pitch – Remember, a model cannot throw a model with a 
  larger base than its own.
  Doc Killingsworth
  No, I’m Fine – “Other” here means that Doc himself still 
  needs a 5 or 6.
  First Mate Hawk
  Sucker! – This ability is not optional.
  Master Gunner Dougal MacNaile
  Field Officer – This doesn’t add 1 to the FA, it allows one unit 
  beyond FA allowances.
  Hit the Deck! – This model never suffers the effects of AOE 
  attacks because it is not hit by them, whether it is directly hit 
  or just caught in the AOE.
  Multi-Fire – Multi-Fire ignores ROF but does not ignore RNG. 
  Additional attacks against targets beyond this weapon’s range 
  will automatically miss.
  
SOURCE: textdata/thevault/Warmachine/Warmachine MkII/Field Test Rulebook_v2.pdf