Jun 18 2018
- 9:00 AM Keynote
- 10:00 AM Narrative Event--Company of Iron
- 7:00 PM Iron Painter
- 9:30 AM Masters (Semis & Finals)
- 1:30 PM Iron Gauntlet
- 9:00 AM Primecast Live
- 10:30 AM Iron Gauntlet (Semis & Finals)
- 3:00 PM Closing Ceremonies
Check out all the action and fun live at twitch.tv/privateerpress.com
Apr 23 2018
Caster Draft is a casual format for WARMACHINE & HORDES. At the start of each event, players receive a unique Warcaster or Warlock that replaces their normal choice. Then, using unique cards, players draft new spells, weapons, abilities, feats, and stat increases to create a custom caster for the tournament. No player will ever play the same caster twice!
Caster Draft cards can be purchased online HERE
Format: Caster Draft
All games of Caster Draft are played using baseline Steamroller rules, with the following exceptions.
• All players bring a single 50-point army list. Players do not choose a warcaster or warlock for their list, and instead use the Caster Draft Warcaster or Spell Draft Warlock with +30 Warjack or Warbeast points.
• All Theme Forces are allowed. Caster Draft casters are allowed in all Theme Forces.
• Mercenary casters can take any Rhulic and Cephalyx warjacks, and Renegade light warjacks regardless of normal restrictions. Minion warlocks can take Gatorman and Farrow warbeasts regardless of normal restrictions. Grymkin do not receive Arcana cards.
• All games are played using the same scenario. We recommend the event organizer (EO) announces ahead of the event which scenario this will be.
• Caster Draft decks include 4 copies of the Caster Draft Warcaster or Warlock rules, as well as 8 prebuilt drafting packs. EOs can easily sort and organize the drafting packs by using the number in the lower righthand corner of each corner to determine which pack it belongs to. This will allow cards to be used repeatedly for multiple events.
• Drafting: Before the tournament begins, players are divided into groups of four. Every player is given two packs of ten cards, containing a variety of spells, abilities, weapons, stat increases, and feats. These packs are unique and should be kept separate until drafting begins. Without looking at the cards, each player choose which pack they will draft with first, and which one they will draft with second.
When the EO announces that it is time to begin drafting, take one card from your pack, add it to your card pool, and pass the pack to the player on your left. Then take the pack from the player on your right, draft one card from it into your cardpool, and pass the pack to the left. Continue this process until your card pool contains exactly six cards. The undrafted cards are placed in the middle of the table, and are not used.
After all players have six cards in their card pool, and the undrafted cards have been set aside, players repeat the process for the second pack they have. This means at the end of the entire draft, each player will have a total of twelve cards to build their caster with, and there will be a total of thirty two undrafted cards.
• Spells: Spell cards you draft become part of your warcaster or warlock’s spell list for the duration of the tournament.
• Stat Increases: Stat increase cards you draft permanently increase your warcaster or warlock’s stats for the duration of the tournament. These cards are cumulative.
• Weapons: Weapon cards you draft must be assigned to one of your warcaster or warlock’s available weapon slots, and replace the default weapon the caster comes with. A caster can never have more than two weapons. A caster can have two melee weapons, two ranged weapons, or a combination.
• Abilities: Ability cards you draft become part of your warcaster or warlock’s stat card for the duration of the tournament.
• Feats: Feat cards you draft must be assigned to your warcaster or warlock’s available feat slot, and replace the default feat the caster comes with. A caster can never have more than one feat.
• Once all cards are assigned to a caster, they cannot be changed between rounds. Each player should note on their player record sheet which cards they have drafted, and which have been used.
• Pairings for the tournament are drawn from all players in all the drafting groups.
Apr 2 2018
For 15 years war has engulfed the Iron Kingdoms. In this crucible of conflict, countless warriors have answered the call and forged their legends. Now it is time for those legends to mentor the next generation of heroes.
WARMACHINE: First Shot is a very special Organized Play team event specifically designed as a way for parents to introduce the joy of WARMACHINE to their of-age children. In this one- day event, parents take on the role of mentors, controlling event-specific mentor solos while their child takes command of a small WARMACHINE army built from the First Shot event rules. This event is all about providing a fun introduction to the hobby and game of WARMACHINE.
First Shot Event rules can be found here.
Prize kits can be purchased through distribution or through our online store with a registered retail account: Store Link
Mar 13 2018
March 2018 Dynamic Update Developer’s Notes: Primal Terrors CID
Below are the adjustments we’ve made to existing models as a result of the Primal Terrors CID cycle. Thanks to all participants for your feedback on our Blighted Ogrun friends during this cycle—we truly appreciate your passion and enthusiasm!
Legion of Everblight
Absylonia, Terror of Everblight
Add the following to the end of Absylonia’s feat Panacea:
Additionally, while in Absylonia’s control range models in her battlegroup gain Rapid Healing. Panacea lasts for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.)
Replace the text of the Spontaneous Mutation rule with the following:
This model can suffer damage at any time during its activation to gain one of the following special rules for each damage point suffered. This damage cannot be transferred. Each special rule lasts until the start of this model’s next activation.
Remove the spells Aggravator and Forced Evolution.
Add the spells Playing God and Refuge:
Playing God 2 6 – – UP No
Target friendly living Faction warbeast is affected by Spontaneous Mutation effects while they affect Absylonia. Additionally, once per turn Absylonia can transfer damage to the affected warbeast without spending fury.
Refuge 2 6 – – UP No
At the end of an activation in which target friendly Faction model hit an enemy model with an attack, the affected model can make a full advance. It cannot be targeted by free strikes during this movement.
Absylonia received a significant rework to further solidify her role as one of Legion’s primary warbeast controllers. Capable of mutating herself and her battlegroup, Absylonia provides a highly adaptive playstyle that can overcome a variety of enemy threats. The addition of Rapid Healing to her feat, along with picking up the Refuge spell, allows for defensive play not commonly seen in Legion.
Thagrosh, the Messiah
Increase SPD to 6.
Increase DEF to 14.
Increase ARM to 18.
On the Blight Fire ranged weapon, replace Damage Type: Fire with Damage Type: Magical .
Add the Sacrificial Pawn [Lesser Warbeast] rule to Thagrosh:
Sacrificial Pawn [Lesser Warbeast] – When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal lesser warbeast within 3˝ of it directly hit instead. That model is automatically hit and suffers all damage and effects.
In the first sentence of the Dragon’s Blood spell, delete “non-warlock.”
Remove the spells Flesh Eater and Unnatural Aggression.
Add the spell Aggravator:
Aggravator 3 Self Ctrl – UP No
While in the spellcaster’s control range, friendly Faction warbeasts gain Hyper-Aggressive. (When a model with Hyper-Aggressive suffers damage from an enemy attack at any time except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.)
Thagrosh 2 also went through a significant rework, primarily aimed at increasing the massive warlock’s survivability and threat extension. Thanks to increased SPD, DEF, and ARM and the addition of the Sacrificial Pawn rule, it is much easier to keep Thagrosh near the front lines and survive enemy fire.
Increase ARM to 19.
On the Dragon Breath ranged weapon, replace Critical Fire with Continuous Effect: Fire .
Replace the text of the Draconic Aura animus with the following:
When an enemy model suffers a fire damage roll while within 10˝ of this model, add +2 to the roll. Fire continuous effects that affect enemy models within 10˝ of this model cannot expire. Draconic Aura lasts for one round.
In addition to increased ARM and a small but important quality-of-life change to its Dragon Breath, this gargantuan received a powerful upgrade to its animus that can define an entire Legion army’s strategy.
Reduce point post to 32.
Increase SPD to 5.
Increase MAT to 6.
Increase CMD to 6.
Replace the text of the Boiling Blood animus with the following:
When the spellcaster suffers damage as a result of an enemy melee attack, after the attack is resolved the spellcaster can make a SP 8, POW 10 ranged attack targeting the enemy attacker. Each model covered by the spray template is automatically hit and suffers the Fire continuous effect unless this model’s LOS to it is blocked by terrain. Boiling Blood damage is simultaneous. The spellcaster can make this attack even while in melee. Boiling Blood lasts for one round.
Replace the second sentence of the Withering Ash rule with the following:
Affected enemy models without Immunity: Fire suffer –2 DEF and lose Tough .
The Blightbringer received multiple changes to its stat line and its abilities, including a substantial points reduction, that should make it a compelling choice as a support gargantuan for infantry-based Legion armies.
Reduce point cost to 18.
Increase RAT to 5.
Add Continuous Effect: Fire to the Dragon Breath ranged weapon.
The Carnivean was not performing at a level that justified its point cost. A reduction in points and increased efficiency with its ranged attack should make this model a more satisfying choice.
Reduce point cost to 16.
Similar to the Carnivean and the Scythean, the Ravagore received a points reduction that was more appropriate for the value it brings to an army.
Reduce point cost to 16.
Like the Carnivean and Ravagore, the Scythean received a points reduction that was more in line with its true value in an army.
Reduce point cost to 20.
Replace the text of the Excessive Healing animus with the following:
The spellcaster gains Rapid Healing for one round. (When a model with Rapid Healing is damaged by an enemy attack, immediately after the attack is resolved remove d3 damage points from it.)
In addition to a points reduction, Typhon’s animus was slightly changed for rules clarity when included in an Absylonia-led army.
Blighted Ogrun Warmongers
Reduce the point cost to 8 (Leader & 2 Grunts) and 13 (Leader & 4 Grunts).
Add the Unyielding rule to the Leader & Grunts:
Unyielding – This model gains +2 ARM against melee damage rolls.
A reduction in points and the addition of the Unyielding rule should allow the Primal Terror’s core shock troops to be brought to battle in greater numbers and endure longer once they have engaged the enemy.
Add the following to the end of the Tendrils rule:
If a Tentacle in this unit moves or is placed outside this model’s command range, remove the Tentacle from play.
This rule was added to remove exploits involving the always-recurring Tentacles running across the battlefield to either become channeling targets or to block charge lanes far outside the intended footprint of the Hellmouth unit.
Warmonger War Chief
Reduce point cost to 5.
Add the Unyielding rule to the War Chief:
Unyielding – This model gains +2 ARM against melee damage rolls.
Add the Powerful Charge rule to the War Cleaver:
Powerful Charge – This model gains +2 to charge attack rolls with this weapon.
The Warmonger War Chief received a points reduction after reviewing his comparative value with other solos available in the Primal Terrors theme. He also picked up Unyielding and Powerful Charge to further increase his already fierce combat capabilities.
Trollbloods Theme Force: Kriel Company
In the Army Composition section, replace “War Wagon battle engines” with “battle engines.”
This change allows the massive Hooch Hauler to be included in Kriel Company theme lists, a valuable addition in many ranged-based armies.
Legion Theme Force: Primal Terrors
Replace the first sentence of the second special rule with the following:
For every full 20 points of Blighted Ogrun and Rotwing models/units in this army, you can add one Hellmouth unit, one Blighted Ogrun command attachment, or one medium-based Blighted Ogrun solo to the army free of cost.
Replace the first sentence of the third special rule with the following:
Blighted Ogrun Warmonger and Blighted Ogrun Warspear units in this army gain Vengeance.
The Primal Terrors theme was updated to allow for easier army list construction utilizing the free model benefit. The addition of the Vengeance rule to all Warmonger and Warspear units enables the bulk of a Primal Terror fighting force to reach the enemy under heavy ranged fire, while threatening a tremendous volume of attacks once engaged.
Mar 12 2018
Privateer Press Primecast Episode 51 is Live (literally)!
Your hosts, Will Shick and Will Hungerford, introduce Episode 51 live and in video! Matt Goetz, Hungerford and Shick get into the background on the Golden Crucible. Will, Will, and Will (Hungerford, Pagani, Shick) get the "Struggle of Wills" going with lots to talk about. Convention Manager J.R. Godwin talks Adepticon, KingdomCon and Lock & Load 2018! Finally, Shick and Hungerford wrap up and threaten you with a good time at Lock & Load GameFest 2018. Tickets on sale now at pplockandload.com!
Mar 12 2018
Privateer Press Moves Portion of Back Catalog to New Special Order Service
March 12, 2018
Bellevue, WA — In an effort to help make its expansive catalog of WARMACHINE and HORDES miniatures more efficient for distributors and retail stores to stock, Privateer Press has announced that it will be removing a portion of its WARMACHINE and HORDES miniatures line from the standard U.S. distribution channels. The affected SKUs will no longer be available through distributors beginning April 6, 2018. All models marked for removal from distribution have been chosen based on their overall sales rate, with the intention of freeing up retailer and distributor shelf space for items with a higher sales frequency. To ensure the availability of SKUs removed from U.S. distribution, Privateer will implement a new retailer direct Special Order Service through its online store, which will allow retail stores to continue to offer those models to their customers without the pressure of having to keep them in stock. International distribution will continue to offer the entire catalog.
“With over fifteen years of exciting expansions, our catalog of WARMACHINE and HORDES miniatures has grown to epic proportions, and we know that it can be a difficult for distributors to readily stock and intimidating for retailers to offer the complete line,” said Privateer Press Executive Director William Shick. “After discussions with both distributors and retailers, we realized we needed to streamline the rich and diverse catalog for these games to make it retailer friendly without resorting to eliminating models from the game completely. Our new Special Order Service allows retailers to remain a one-stop shop for all things WARMACHINE and HORDES by giving them the ability to place special orders for their customers for products that have been culled from distribution to ship directly to their store.”
Domestic U.S. retailers can visit http://privateerpress.com/support/retailer-support#sos for more information about the Special Order Service, including a complete list of products moving to the Special Order Service and how to register for a retail account on store.privateerpress.com if they are not already registered.
About Privateer Press, Inc.
Privateer Press, Inc., is a privately held producer of entertainment and hobby brands based in the Seattle area. Its products include the award-winning WARMACHINE and HORDES hobby miniatures games, the award-winning Iron Kingdoms property and Iron Kingdoms Full Metal Fantasy Roleplaying Game, the Monsterpocalypse battle miniatures game, the Formula P3 hobby line, No Quarter Prime magazine, and digital fiction through the Skull Island eXpeditions imprint. LEVEL 7 is the property of Matthew D. Wilson, used under license. To learn more about Privateer Press, visit www.privateerpress.com or contact the president, Sherry Yeary, at (425) 643-5900 or email@example.com.
About WARMACHINE and HORDES
WARMACHINE and HORDES are dynamic, 32 mm tabletop miniatures games set in the steam-powered science-fiction/fantasy world of the Iron Kingdoms. WARMACHINE and HORDES use the same rules and can be played independently or against each other, differing in the range of factions available in each game, and the manner in which each side wages war. In WARMACHINE, each player commands an army of detailed miniatures, including a warcaster, an elite soldier-sorcerer who possesses arcane power and the ability to mentally control a force of steam-powered mechanical automatons known as warjacks, and supporting soldiers. In HORDES, players command of a battle mage known as a warlock who can control an army of powerful warbeasts and warriors into combat.