WMR 2.0.1 - Print-1
WMR 2.0.1 - Print-1
Warmaster Revolution (WMR) is a fan-based 2nd edition of rules for the Warmaster game.
Warmaster stopped being supported by Games Workshop (GW) in 2012, yet there are still
many players around the world who love this game and are playing it regularly.
WMR first started as a Czech community-based project but has since evolved into a project
supported by large parts of the international community. The Warmaster Revolution Rules
Committee (WMRRC), consisting of a number of players from around the world, was es-
tablished to discuss rules issues and potential changes to the army lists.
The main aim of the WMR rule set is to implement the combat system from Warmaster
Ancients – a second generation of the Warmaster rules system. In brief, this means a limi-
ted amount of combat rounds within one Combat Phase, among many other small fixes
and enhancements. WMR also features a set of optional rules that focus on adding more
dynamics to the game. Finally, a number of minor changes have also been introduced into
the existing army lists.
We believe that WMR offers more dynamic, smooth and “realistic” games than the original
version. But most importantly it shows, that though not supported by GW any more, the
game still lives on.
Rick Priestley
with Stephan Hess & Alessio Cavatore
Advanced Terrain Rules by C.J. Bennett; Siege rules by Rick Priestley edited by Alexey
Belianin and Geralt Denk; Campaign rules by Rick Priestley and Jervis Johnson edited by
Aleš Navrátil;
6
Introducing Warmaster
In the Warmaster game, units move across the battlefield Similarly, you may want to field unpainted models that
by a measured distance. When troops shoot it will be you buy. You can paint your army later but this will take
necessary to measure to ensure that they are in range. All time so it’s best to learn the game and fight a few battles
distances are given in centimetres. We recommend that first.
players purchase one or more retractable tape measures Nothing else is needed, though a pen and paper are
for measuring distances. useful for making notes and a nice hot cup of tea is
always a good idea!
7
GAME VALUES
Shooting attacks
If troops carry bows or other missile weapons then they
Attacks Hits Armour will have two Attack dice values divided by a slash,
3 3 6+ for example 3/1 or 2/2. In this case, the first number is
always that used in hand-to-hand combat and the second
value is that used for shooting.
This is the The number of The stand’s Armour
basic number hits the stand value indicates the
of dice rolled can suffer chance of nullifying
in combat – before it is hits scored against
the more dice, removed. it. A value of 6+
the better at indicates that a dice
fighting the roll of 6 is required
stand is and to nullify a hit, a
the more hits 5+ that a 5 or 6 is
it will be able required and so on.
to inflict. A value of 0 means
that the stand has
no armour. Attacks
3/1
8
Game values
COMMAND CHARACTERS
Command is another game value and a very important In addition to the troops described, armies always include
one too! Only your General and other important a General and can include other Heroes and Wizards
characters have a Command value and they use it when as well. These consist of a single stand which includes
issuing orders. Values vary from as low as 7 to as high as the mighty individual as well as assorted helpmates and
10 but only the very best Generals have a value as high as hangers on. These stands are referred to as characters.
10. More about command in due course.
MEASURING
UNITS Players are free to measure distances at any time, and
Infantry, cavalry and most other types of troops fight in in many cases this will be necessary to determine which
formations of several stands each consisting of a number target to shoot at or charge. There is no restriction
of miniatures glued to a 40mm x 20mm Warmaster on measurement during play itself; players can take
base. A number of stands form a regiment of infantry, measurements as and when they wish.
a squadron of cavalry, a battery of artillery, and so on.
All the stands in the same formation are always arranged
so they are touching, either side-by-side, one behind the ANYTHING ELSE
other, or contacting at a point.
TO LEARN?
For convenience, we shall refer to all of these formations Most armies have unique troops of one kind or another,
as units. Units usually consist of three stands of the same many of which have special rules to reflect their
type but this can vary and sometimes a unit can be just a sorcerous and fantastical abilities. You don’t need to
single stand, as we shall see later. know about these to begin with, so don’t worry about
them. Later you’ll see that this is what makes each army
Up to four units can be temporarily placed together to a different and challenging force to command.
form a brigade. We’ll be covering brigades in much more
detail in the rules that follow.
9
GAME SEQUENCE
1 DEPLOY ARMIES
At the start of the battle both players line
up their armies at least 80cm apart.
Armies are deployed secretly by making a map of the
battlefield with the positions of units indicated or, if
players prefer, by placing one unit at a time, starting
with the player whose army has the most units.
2 COMMENCE BATTLE
Each side takes a turn one after the other,
starting with the player who rolls the
highest score on a D6.
Players can either set a number of turns to play or fight See the End
A turn is divided into three phases, Of The Battle
as shown below. These phases are until one side is forced to withdraw.
section (p.69).
completed in the order shown, starting
with the Command phase and ending
with the Combat phase.
Orders are The player whose turn it is issues orders to troops in the See the
COMMAND issued and Command phase. Troops move on their initiative or in Command
troops moved. response to orders as they receive them. section (p.13).
11
COMMAND AT A GLANCE
ORDERS
1. Units move by initiative or by orders.
2. Units using initiative are moved first.
3. Other units require orders to move.
4. You must finish giving orders from one character before giving orders from
another character.
5. A unit can be given up to three orders by the same commander.
6. You must finish giving orders to one unit before giving an order to another.
COMMAND
1. A character must roll equal to or less than his Command value on 2D6 to issue
an order.
2. If a roll is failed, the order is not given and no further orders can be issued by
that character.
COMMAND PENALTIES
Per full 20cm distance -1
Each successive order to the unit -1
Enemy within 20cm of unit -1
Within dense terrain -1
Per casualty -1
CHARGE
1. A unit that moves into an enemy is said to have charged.
2. Once units are touching an enemy unit or supporting friendly units they are
engaged in combat.
3. Units in combat cannot be issued further orders.
12
THE COM
MA
ND P
H ASE
ORDERED MOVEMENT
Issuing orders is one of the most important features
of Warmaster. An order is given to a unit to enable it
to move. Once a unit has moved, another unit may be
U nits are moved in the Command phase. A unit given an order and moved and so on. This represents the
usually requires orders before it will move but if process of relaying instructions by messenger, or a local
the enemy is very close, a unit is able to react directly commander’s interpretation of orders either given by
to its presence. Otherwise, if a unit receives no orders it signal or arranged before the battle.
remains where it is and awaits further instructions.
Orders are issued by Generals, Wizards and Heroes,
The Command phase proceeds in the following sequence: collectively known as characters. Specific rules for
Generals, Wizards and Heroes are given in the Generals,
Wizards & Heroes section of the rulebook (p.59).
1. Initiative Movement
Any units moving by initiative do so.
2. Ordered Movement
Orders are given to other units to move.
INITIATIVE MOVEMENT
Units within 20cm of the enemy at the start of the
Command phase can use their initiative to move without
orders. They do not have to do so – it is up to the player
to decide whether to use initiative or to issue an order. If
the player requires any of his units to use their initiative,
they must do so before any orders are issued.
13
The Command Phase
14
The Command Phase
COMMAND PENALTIES
Circumstances can sometimes make it harder to issue an 4. If the unit you want to move is in dense terrain then
order. For example, a unit might be a far distant speck on there is a Command penalty of -1. The penalty applies if
the horizon or it might be obscured within dense terrain. at least one stand is even partially within dense terrain.
All of these things make it harder for the character to Typical dense terrain features are woods, in and around
identify what is going on and less likely that an effective buildings, ruins and similar. See the Movement section
order will be formulated or received. To represent this, for more about dense terrain (p.22) as well as Advanced
we apply the following penalties: Terrain Rules for more examples (p.80).
1. If the distance between the character and the unit you Dense Terrain Command Penalty
wish to move is more than 20cm, the character suffers a Within feature -1
Command penalty of -1 per full 20cm of distance. When
measuring distances between characters and units in this For example, a General (Command value 9) wishes to
way, measure the shortest distance between them. order a unit of infantry to move forward. The unit is
25cm distant (-1 distance penalty) and within a wood (-1
Distance to Unit Command Penalty dense terrain penalty). The player therefore requires a
Up to 20cm none dice roll of 7 or less to successfully issue an order.
Up to 40cm -1
Up to 60cm -2 5. If the unit has lost one or more stands as casualties
Up to 80cm -3 then there is a Command penalty of -1 per stand lost.
per +20cm minus a further 1 Units which have suffered casualties are harder to
motivate than fresh units.
2. If a unit has already been issued an order during the
Command phase then there is a Command penalty of Casualties Command Penalty
-1 each time the character gives it a further order. This Each Stand -1
accounts for fatigue and the limits of time, so a unit
which has already moved several times is harder to move
again. This penalty is cumulative, so a unit’s second order
is at -1, its third order is at -2.
15