You are hereForums / Miniature Gaming / Play Like You've Got a Pair: Warmachine & Hordes / CHECK THIS OUT MKII RULES AND CARDS (FINAL DRAFT)!!!!

CHECK THIS OUT MKII RULES AND CARDS (FINAL DRAFT)!!!!


6 replies [Last post]
HellHound27
HellHound27's picture
User offline. Last seen 39 weeks 6 days ago. Offline
Joined: 07/22/2006
Points: 681

Check this out from the Privateer Press Site . Also right click on choose save as to download the rules because the card prf takes forever to come up from the PP site and it is just easy to download it and then veiw it of your computer.  A word of warning, they say these are the final versions of the rules and cards but people have already been finding errors (at least in the cards).  This will make it alot easy to demo MKII at the store and we will not be limited to just the battle boxes for the 4 main factions.

To our players:

We have decided to do something radical. We’ve been paying a lot of attention to our forums and talking with our players at the conventions this summer and it’s clear that the anticipation for MkII is driving everyone a little batty. Many are excited, some of you are a little afraid, but the suspense is killing everyone and the speculation is killing us! So after a great deal of deliberation we have decided that the best thing we can do for the mental well-being of our community is to completely change our plans and do what we said we wouldn’t: we’re going to put all of the MkII rules and model information online as PDF downloads, because four more months is just too damn long for everyone to be holding their breath.

There are some disclaimers and explanations that need to accompany this.

First, the rules and stat info are final. While the books and cards are still in layout and will be for the next few weeks before they go to press, this is the final form this information will take. So you can be confident that nothing you see here will change between now and when the rules come out in book form unless we find an editing mistake at the last moment that needs to be corrected. But our development on this is locked. You have the final data.

Second, as the book and cards are still in layout, and because we want to give this information to you now, you’re getting the no-frills version. The rules PDF is the book layout but does not include any backgrounds, art or diagrams. And in several places, you’ll note that icons are displayed by name rather than their graphic (these are waiting to be plugged in) and there are many instances of ‘see page XXX’, which is a placeholder for a page number that gets filled in as the very last thing we do in the layout process once we know that nothing is shifting around in the layout anymore. As well, the model info is being taken directly from our development files, so they’re not nice, neat little cards. Each model’s stat info is on a separate page as just the data with no graphical layout or whatnot.

So while this is an unpolished, un-beautiful version of what will be found in the final product, and while you’ll have to read around the ‘XXX’ and icon names, it IS the final information, and we know that’s what everyone is dying for right now anyway. Think of it as seeing a movie before all the special effects, color correction, sound track and sound editing take place. It’s the movie, just not how it’s meant to be presented.

A few final notes; once again, we want to thank our community, all of you players, for your involvement and feedback in shaping the MkII rules. While we know that this has been an inconvenient transition, we do believe that all of the changes made in MkII will improve the play experience for the community as a whole, and we also believe that this process has yielded the best possible final product. We hope that you will see the impact and the influence that your feedback has had on what MkII has become.

While you will no doubt be eager to take everything for a spin, please be aware that our ‘official’ events will continue to be supported with MkI rules for the remainder of the year. Naturally, what you do in the privacy of your own game store is up to you and your opponent and the event organizer, but as far as we’re concerned, MkII will not be supported in organized play by Privateer until January when the book comes out.

And a final word to our Hordes players who still have a much longer wait ahead of them; please know that we are working very hard to put out the Hordes MkII field test as soon as possible. Because of what we have learned through the MkII field test, we believe our first public draft of the Hordes MkII rules will much more closely resemble what the final rules will look like. Because of that, it is our intention to make the Hordes MkII Field Test rules official upon posting so that Hordes players can continue to participate in our organized play events alongside WARMACHINE players until the Hordes MkII book comes out next summer. The caveat of course is that things WILL change, but probably much less dramatically than some of the WARMACHINE changes that we observed.

Thank you all for your patience, your feedback, and your continued support.

And play like you’ve got MkII…

Matt Wilson
Privateer Press
Chief Creative Officer

*To download the files, right-click, then save as.

http://privateerpress.com/files/WARMACHINEMkII%20Core%20Rules.pdf

http://privateerpress.com/files/WM_MkII_Cards_0.pdf

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.
daniel
User offline. Last seen 1 year 44 weeks ago. Offline
Joined: 06/11/2008
Points: 236

At the quick read-over I did yesterday, it really doesn't look like they changed too much. Tweaked and modified, yes, but the biggest issues of "blandness" from the field test don't seem to apply.

Stormguard, for example, just work easier now.

Charlie
Charlie's picture
User offline. Last seen 1 week 23 hours ago. Offline
Joined: 02/02/2005
Points: 3743

I have to agree.  Things looks fantastic.  Sure, I'll miss my Devouts getting 3 dice of damage for preemtiv strikes, but they actually work like they should now...as body guards.

 

So I'm wondering if we could find enough Warmachine players to do a MK2 tournament in the next few months?

___________________

Official Gamer Hooligan

HellHound27
HellHound27's picture
User offline. Last seen 39 weeks 6 days ago. Offline
Joined: 07/22/2006
Points: 681

I am going to miss Nine Lives with Croe.   That was so much fun.  Oh you killed Croe, woe is me.  NOT! 

I took the files to Staples and had them printed out and spiral bound with a nice plastic cover.  I was going to start demo's for MKII in October and since we have all the models cards now I demo small 15/25 point armies.

I like how screening is gone now.  Either you can see the model behind another model or not without worrying about a DEF bonus.  LOS is now based on the model's volume so if you can draw LOS from volume to volume you can see it.

Charlie
Charlie's picture
User offline. Last seen 1 week 23 hours ago. Offline
Joined: 02/02/2005
Points: 3743

Yeah, but you still have that 9 lives ability...sort of.  Plus pretty much everyone gets it now... :)

___________________

Official Gamer Hooligan

HellHound27
HellHound27's picture
User offline. Last seen 39 weeks 6 days ago. Offline
Joined: 07/22/2006
Points: 681

Yeah but the problem is that with Officers and Character Unit Leaders is that when they die the unit loses any special abilities that the model had except for Jack Marshal because it belongs to the unit not just the model. Like if Sam dies one of the Devil Dogs becomes the unit leader and is the new Jack Marshal.  Now when Croe dies I lose out on his Silencer gun.  Cylena gives the Nyss Hunters CRA which dies with her. 

 

Though I found some new love for my Mercs,

Ashlynn has become a female Holt with Quick Draw, Magnus the Traitor can upkeep spells on models in his battlegroup for FREE! And he picked up Snipe.  Madhammer is now the BOMB, no more limited ammo and two great spells Explosivo and Inhospitable ground.    Though I found the privateer casters to be almost the same as before except Fiona's weapon has both Blessed and Grievous Wounds which Grievous Wounds by itself is pretty nasty: Cannot Transer, Cannot Heal or be Healed and loses Tough plus Blessed allows her to ignore spell effects that boost DEF and ARM.  Now if I could only get her into melee before she dies.

Don't get me wrong I like the changes to the other factions that I have as well, Menoth and Cryx.

Terminus now automatically gives Tough to undead models in his CMD range, before it was a spell that was his Control Area but since his CMD is a 10 and his Control is 12 I will take the free ability at 2 inches less.

Now Charlie, what about Epic Feora's Caustic Presence, you can't tell me that's not nasty and Amon, I find him a better piece now, Privateer dump his spray spell for a spell with a range that really heats the board up.

And speaking of sprays 6", 8" and 10" sprays, I just hope someone out in the great big world makes some plastic see through template(s) for them.  This is going to be the only thing I will not be able to demo because I have no clue if it is just the length of the side of the template that changes or it the width changes as well.  Right now we have an 8 inche long template on it's side with one 1/4 inch end and the other end is what about 1 to 1 1/2 inch?

Charlie
Charlie's picture
User offline. Last seen 1 week 23 hours ago. Offline
Joined: 02/02/2005
Points: 3743

Hang on, the way I'm reading it is Croe is no longer a character model.  Its looks like he's just a 'leader' model.  Wouldn't that mean you can bring him back?  With the Devil Dogs and the Nyss hunters, losing a leader sucks, but Croe looks fine to me...

 

Ashlynn is definitely sick.  I bought her a long time ago as a single nasty solo for 2 caster games.  No merc jacks or anything, just lots of Menoth and a single merc caster running around with all her focus.  Lots of fun.  But now...well damn, I'm gonna need to buy some merc jacks and whatnot and make a small merc army with her now.

 

Heck, with jacks working so nice now, I'm going to turn my Cygnar demo set into a mini army as well!

 

And Madhammer is SCAREY!!!!  The Gun corps with Explosiveo cast a few times will make for a NASTY feat turn.  And inhospitable ground?  Ugly.

 

I always liked Amon before Mk2.  He was a major challenge to play, and I liked that alot.  Now he's still tough to play, but he recieved some nice boosts to make him more competetive.  And the Dervish is now my number 1 go to guy!  With a choir and synergy, DAMN that thing can hit hard!  And its super maneuverable to boot!

 

Now you want to talk evil...Reznik is a TERROR now.  He loses the Brand spell, and gains instead a +2 damage which is still decent considering we still have the choir.  +2 to hit, +4 damage is nothing to sneer at.  And it still makes the redeemer mean as hell.

But now Reznik's a quarterback!  Use your jacks and infantry to cover his advance down the field, then open up and eat the enemy caster for breakfast!

 

And I'm loving the new Harbinger.  Godhead is SO much better now.  And martyrdom as a free ability that is always up?  Yes please!

 

Oh and who can forget an 11 point Avatar with REACH!!!!

 

___________________

Official Gamer Hooligan

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.