25 Nov 2009 @ 6:30 PM 

Privateer Press has updated and re-released their Mark II rules

Here

Tags Categories: Miniatures, WARMACHINE and Hordes Posted By: dragonlady
Last Edit: 25 Nov 2009 @ 06 30 PM

E-mailPermalinkComments (0)
 24 Nov 2009 @ 12:20 PM 

Privateer Press has released the Hordes Mark II Field Test cards.

At this time they seem to be having some problems allowing people to sign in and obtain the cards though.

So here is a link to the cards from a third party server:

Enjoy!!

and here is the Hordes rules MK II

Now we should all play some great games!!

Tags Categories: Miniatures, WARMACHINE and Hordes Posted By: dragonlady
Last Edit: 24 Nov 2009 @ 05 41 PM

E-mailPermalinkComments (0)
 16 Nov 2009 @ 12:06 PM 

Contributed by a number of Privateer Pressgangers, here is a synopsis of Warmachine Mark II:

Mark II Warmachine is a leaner meaner game!

A number of significant changes have been made to make the game move faster with fewer interruptions. A number of broad changes have been made to the core rules and individual models to reduce the highest numbers in the game, overcomplicated rules, and to reduce confusion. Warjacks have become the focus of the game once more. Many warcasters share spells and several have had signature spells become free passive innate abilities using Command Area rather than Control Area. So take a look at these general changes and dive into your individual model rules!

Mark II Core Rules Changes

Army Building
1) There is a new point cost system. Models range in price from 1 point for three Wracks up to 13 points for the Behemoth.
2) All warcasters are free to include in your army and provide bonus army building points that may be spent on Warjacks in their battlegroup. This ranges from +3 to +7.
3) Typical engagement levels are 15 points, 35 points, 50 points, and the gigantic 100 point battle. You may not bring a second caster until the 100 point level.
4) You may bring “Epic” models at any engagement level, such as an epic version of a caster or Epic Eiryss.

Defensive Bonuses
1) Screening is gone entirely
2) Concealment and Cover do not stack.
3) Cloud Effects now provide Concealment, not a separate type of DEF bonus.
4) Invisibility is gone entirely; most models that had it now have a Stealth option.

Damage
1) Many attacks now have a damage type. Examples would include the Flame Belcher on the Vanquisher which has the fire damage type. Not all attacks with a damage type cause a continuous effect.
2) Some models have immunity to damage types. For example the Assault Kommandos are immune to Corrosion type damage and the Corrosion continuous effect.
3) Many models now have Magical Weapons. These weapons may damage Incorporeal models and can get through some types of defenses. For example the Magic Weapons of the Gubn Mages may ignore the Safe Passage chant from the Protectorate of Menoth Choir.
4) Warjacks are no longer disabled after losing three systems. They need to be outright destroyed. Systems can still be crippled by filling in all of the appropriate damage boxes.
a. When a jack has a system crippled with a weapon the model rolls one less die for attack and damage rolls with that weapon.
b. When a jack’s cortex is crippled it loses all focus, my not be allocated focus, and may not use focus for any reason.
c. When a jack’s movement is crippled it becomes DEF 7 and may not run or charge.
d. When a jack’s arc node is crippled it may not use the arc node.

Advanced Deployment has been reduced to 6” instead of 12”

Shake Effects
1) During the Control Phase after focus allocation warcasters and warjacks may spend a focus to “Shake” the Knocked Down and/or Stationary conditions for one focus each.

Units
1) Units have only one stat bar. Unit leaders no longer have slightly better stats than plain troopers. There are exceptions to this.
2) All units automatically have Field Promotion. If your unit leader dies you promote a new one immediately. The exception is when you have a model with the “Officer” rule. These are different models with unique abilities. Officers are usually unit attachments or characters like Boomholwer or Celena Rafael. They can also be special unit leaders like the Cephalyx who controls the Drudges. If the Cephalyx Mind Slaver dies, you would promote a Drudge to be the new unit leader. However he would not gain any of the Cephalyx abilities but would just be the leader.
3) Note, a newly promoted unit leader may not make attacks the turn it is promoted. This means on your opponent’s turn the model could not make free strikes. On your own turn this prevents a variety of silly shenanigans.
4) Formation for units is entirely different. Troopers must always stay in Command range or move into the units command range. Instead of long thin lines of troops, units now need to operate inside of a bubble. Usually the unit leader wants to move first.
5) Fleeing models flee during their activation, not the Maintenance Phase. They must Run and will Advance if not allowed to Run. They are allowed to move as little as 0” and may not move towards an enemy model. A Fleeing model may not make attacks, make actions, cast spells, give orders, or make movement aside from normal advancing/running.
6) Light Cavalry movement after a combat action is 5″ not SPD.

Power Attacks
1) Power Attacks do not suffer any penalty, except for Slamming a larger model
2) Slamming a larger model suffers -2 to the attack roll; a model with a larger base is only slammed ½ the distance
3) A model may not head-butt, throw, or two-handed throw a model with a larger base.
4) Two-handed Throws use the attacker’s MAT to hit its secondary target instead of RAT which was used in Mark I.
5) Models that are moved over during a Trample do not get to make free strikes. It used to be only models hit by the Trample could not make free strikes.

Sprays
1) Sprays ignore Concealment, Cover, intervening models, Stealth, plus the -4 penalty for shooting into melee.
2) If you miss a target in melee with a Spray you do not roll to see if you hit someone else.
3) Just about the only thing that will protect you is being entirely blocked from the attackers LOS by a piece of terrain.
4) Sprays will come in three sizes: SP 6, SP 8, and SP 10. Privateer will be releasing new templates. The majority of models have SP 8’s which use the current template. The only current exceptions are Terminus, Karchev, eFeora, and the Commodore Cannon who have SP 10’s and Thor Steinhammer who has a SP 6. This should not be much of a problem in the short term.

Another PG submitted this:

Cliff Notes for MK2

* All jacks got a +1 MAT/RAT boost
* Disabled (now crippled) arms/weapons now remain functional but lose 1D6 on to hit and damage rolls. Disabled movement means you can’t run/charge/slam, but may still advance SPD (DEF still drops to 7).
* Warjacks are no longer disabled by 3 systems. You have to destroy them completely.
* Warcasters and Warjacks can spend a focus to “Shake Effect.” Shake Effect is used to remove a KD or stationary effect in the Control phase, after focus allocation.
* Warcasters cost 0pts but have “Warjack Points” (these allow you to spend over the total pts of a game, so long as those points are spent on warjacks in the warcaster’s battle group).
* Point costs have changed dramatically. An average jack costs 6-8pts. An average unit 4-6pts for min and 8-10 for full. Units are either min or full, no 7 or 8 man units.
* Unit cohesion is now determined by being inside the unit commanders CMD range, not by distance between each model in the unit.
* When unit commanders die, they are swapped out with another model in the unit. This means you always have a unit commander. UA leaders are a differnt matter. When they die, they die.
* SP templates are now 6″ 8″ and 10″, depending on weapon/model. They ignore in melee and stealth, in addition to cover/concealment.
* There is no more invisible.
* Many abilities were changed or standardized. Same with many spells. Some spell lists changed dramatically. Some warcasters changed alot too. Many units changed, some a little, some alot.
* There are now damage types (fire, corrosion, lightening, etc) and immunities (to the same). If you are immune to fire damage, a weapon that causes fire damage (note: NOT the continous effect) then that weapon cannot hurt you. You are also immune to continous effects of that type.

Last comment was a great summary:

The problem with a summary or cliff notes is that they will not include everything. The bullets listed so far cover the major stuff, but there is so many minor, little tweaks to the rules that have a pretty profound effect on the game.
Bottom line: Read the rules to get everything!

Tags Categories: Miniatures, WARMACHINE and Hordes Posted By: dragonlady
Last Edit: 16 Nov 2009 @ 12 06 PM

E-mailPermalinkComments (0)
\/ More Options ...
Change Theme...
  • Users » 7
  • Posts/Pages » 109
  • Comments » 82
Change Theme...
  • VoidVoid
  • LifeLife « Default
  • EarthEarth
  • WindWind
  • WaterWater
  • FireFire
  • LiteLight
  • No Child Pages.
  • No Child Pages.
  • No Child Pages.