TEXT: Warmachine Reference Sheet v3.2 
  The following 3 Phases must be performed in order 
  Maintenance Phase 
  • 
  Remove your models’ unused focus points 
  • 
  Remove any effects that expire at the beginning of your turn 
  • 
  Resolve continuous effects on your models 
  CONTINUOUS EFFECTS 
  Roll one D6: 1-2 Expires, 3-6 apply effect (Prime p.52) 
  Name 
  Effect 
  Corrosion 
  1 point of damage 
  Fire 
  Automatic POW 12+ 2D6 hit 
  Cloud 
  Conceals models inside or touching it. Blocks LOS through it. 
  Activate and move (run towards deployment edge) your fleeing models, then attempt to 
  Rally them. (Prime p58) 
  Rally Fleeing Models 
  • 
  Must be within its leader or in a Warcaster’s Command Range (CMD in inches). 
  • 
  If it passes CMD check, unit turns to face its nearest opponent. 
  • 
  Activation ends and may function normally on its next turn. 
   
  Control Phase 
  Replenish your Warcaster’s Focus Points 
  Allocate Focus Points to Warjacks. Warjacks must be in Warcaster’s Control Area 
  (FOC stat X 2). Warjacks may have no more than 3 Focus Points assigned to them. 
  Upkeep Spells 
  • 
  Pay 1 Focus Point, otherwise Spell ends immediately 
  • 
  Each Warcaster may have only 1 of each upkeep spell in play at any time 
  • 
  Only 1 friendly and 1 enemy upkeep spell per model at any time. 
  • 
  A new upkeep spell, friendly or enemy, will replace the respective previous one. 
   
  Activation Phase 
  Activate each unit or independent model you control, except those models that have 
  already activated in the Maintenance Phase in any order.  
   
  A Unit/Solo May: 
  • 
  Be issued an order by their leader (or by itself for a solo), or follow an order given 
  by the Warlock. 
  • 
  Declare Running or Charging (after being given the order) 
  • 
  Move (Advance, Charge or Run) 
  • 
  Perform a Combat or Special Action (unless unit/model ran) 
  • 
  Make CMD check for each out-of-formation trooper in the unit not in hand-to-hand 
  combat. 
   
  A Warjack May: 
  • 
  Declare Running, Charging, Slamming, or Trampling (Cost: 1 Focus) 
  • 
  Move (Advance, Charge, Slam, Trample, or Run) 
  • 
  Perform a Combat or Special Action (unless Warjack ran) 
  • 
  Perform a power attack (Cost: 1 Focus. Must be completed before any additional 
  attacks). 
  • 
   
  A Warcaster May:  
  • 
  Issue an order to any unit in their Command Range (CMD stat in inches) 
  • 
  Spend Focus to heal themselves. One damage box per Focus spent. 
  • 
  Cast spells from themselves or through an Arc Node within their Control Range. 
  • 
  Use feat (once per game). 
  • 
  Declare Running or Charging. 
  • 
  Move (Advance, Charge or Run). 
  • 
  Perform a Combat or Special Action (unless they ran). 
  A Warcaster may issue an order, cast spells and use a feat at anytime during their 
  activation unless they have run. 
   
  Issue an Order 
  Out of formation troopers (Prime p. 27) will not receive any order given to their unit and 
  must attempt to regain formation (may advance or run). 
   
  UNIT FORMATION TYPES 
  Distance 
  Type 
  Description 
  Base to 
  Base 
  Tight 
  At least 2 troopers wide, and can have any number of 
  additional ranks. All must face the same direction. 
  ≤1” 
  Open 
  Can coordinate attacks and provide each other mutual 
  support. Not in base to base contact. 
  ≤3” 
  Skirmish 
  Units must begin game in this formation or closer. 
  >3” 
  Out of 
  Formation 
  Out of formation troopers must pass a CMD check at the 
  end of their movement or flee. They may use their leader 
  or Warcaster’s CMD if within Command Range. 
   
   
  MOVEMENT TYPES 
  Order 
  Distance 
  Notes 
  Advance 
  SPD 
   
  Charge 
  SPD+3” 
  • 
  Warjacks Spend 1 Focus Point. Units must receive an order. 
  • 
  Warjacks may only make regular and special attacks. 
  • 
  Must have LOS and must move in a straight line. 
  • 
  Fails if any terrain that would effect movement is touched 
  • 
  Fails if target is not within melee range after movement 
  Charging model must move at least 3” to receive boosted damage. Only the first melee attack 
  receives this bonus. 
  2D6 ≥ DEF � HIT then roll for damage. 
  3D6 + P + S – ARM = DAMAGE (cannot boost) 
  May not make ranged attacks. A model ends its activation if it encounters a terrain feature or 
  another model while moving, or outside melee range of target after moving. 
  Run 
  SPD X 2 
  • 
  Warjacks Spend 1 Focus Point 
  • 
  Units must receive an order 
  • 
  May not perform an action, cast spells, or use a feat. 
  • 
  Model’s Activation ends immediately after running 
  TERRAIN MODIFIERS 
  Type 
  Effect 
  Open 
  No Effect 
  Rough 
  Move ½  Speed, No Charge or Slam 
  Obstacle 
  2” to climb, move forward 1”: No Charge or Slam 
  Linear 
  Obstacle 
  No movement penalty. May not stop on top obstacle. No Charges or Slams. 
  Forest 
  Move ½  Speed. No Charges or Slams. Blocks LOS into and out of it if >3” 
  separates models. Blocks LOS through. 
  Shallow 
  Water 
  Move ½  Speed, No Charge or Slam, Warjack’s furnace is extinguished if 
  Knocked Down in it. 
  Deep 
  Water 
  Impassable, Cannot be entered voluntarily, Must be slammed, thrown or 
  forced in, Warjack is instantly disabled and removed from play. 
  Models that move out of your engagement zone(0.5” or 2” if you have reach) are subject 
  to a Free Strike. (+2 to hit and +1D6 for damage. Neither can be boosted. 1 attack only.) 
  KNOCKED DOWN (KD) 
  A Knocked-Down model: Is a Stationary target; Must forfeit either its movement or its 
  combat action to stand up next activation; May face any direction when it stands; Does 
  not receive an aiming bonus for Ranged Attacks; Cannot run or charge; Cannot channel 
  spells; Does not block LOS; Has a 360 degree Front Arc. 
   
  COMBAT ACTION 
  Apply a critical effect to a successful attack if any 2 dice in the attack roll show the same 
  number. Roll of all 6’s always hits and a roll of all 1’s always misses. 
   
  You Can Do the Following Types of Attacks 
  1 Melee Attack with each melee weapon in range or 
  1 Ranged Attack per range weapon in range, not exceeding weapons ROF or 
  1 Special Attack or 
  1 Power Attack (Warjacks Only, Costs 1 Focus) 
  Melee and Ranged Attacks cannot be performed in the same activation. 
  Addition Melee or Ranged Attacks may be made by spending 1 Focus Point per attack. 
   
  MELEE ATTACKS (Can be Boosted) 
  Within ½” from targets base (or 2” if attacking model has Reach) 
  2D6 + MAT ≥ DEF � HIT then roll for Damage 
  2D6 + P+ S – ARM = DAMAGE 
   
  RANGED ATTACKS (Can be Boosted) 
  Determine if you have LOS. Declare your Ranged Attack and target. Measure to see if 
  target is in range (RNG). If target is in range, roll to hit. 
  2D6 + RAT ≥DEF � HIT then 2D6 + P+ S – ARM = DAMAGE 
   
  MAGIC ATTACKS (Warcaster OFF Spells Only, Can be Boosted) 
  2D6 + FOC ≥ DEF � HIT (Apply Spell) 
   
   
  POWER ATTACKS (Warjacks Only) 
  HEAD-BUTT (Prime pg. 41) 
  2D6 + MAT -2 (equal or smaller base) or -4 (larger base) ≥ DEF � HEAD-BUTT 
  Damage Roll = 2D6 + STR (Can be Boosted) 
  (Horns or spikes add POW to damage) Target is Knocked Down 
  PUSH (Prime pg. 44) 
  Both models roll D6 + STR, if defender > attacker it resists, otherwise it is pushed directly 
  away from the attacker 1”. The attacker may Advance to remain in melee range. 
  Attacker is subject to free strikes if Advancing. 
  
  SLAM (Prime pg. 41) 
  Turn to face target, move SPD + 3” if move is less than 3” make Bash Attack instead. 
  2D6 + MAT -2 (equal or smaller base) or -4 (larger base) ≥ DEF � SLAM 
  Target moves D6” away (half if target has a large base, stops if collides with terrain or 
  equal/large base. Move over models with small base. Slammed model is Knocked 
  Down. 
  Damage Roll = 2D6 + STR (Can Bo Boosted) 
  Add 1 D6 if collides with terrain or same/larger base. 
  Models collided with suffer 2D6 + STR collateral damage (Cannot be Boosted) if they 
  have the same/smaller base and are also Knocked Down. 
  BASH ATTACK (Prime Pg. 40) 
  2D6 + MAT – 2 ≥ DEF � HIT and 2D6 + STR – ARM = DAMAGE
  THROW (Prime pg 43) 
  2D6 + MAT – 2 ≥ DEF = THROW 
  Requires functioning open fist. Target should be equal or smaller base. Both models roll 
  D6 + STR. If Defender > Attacker it breaks away, otherwise it is Knocked Down and 
  thrown half the attacker’s STR in Forward Arc. A Warjack throwing a small-based model 
  adds 1”. Roll for Deviation D3”. 
  Damage Roll = 2D6 + STR (Can be Boosted) 
  (Add 1 D6 if collides with terrain or same/larger base) 
  Models collided with suffer 2D6 + STR collateral damage (Cannot be Boosted) if they 
  have the same/smaller base and are also Knocked Down. 
  DOUBLE –HANDED THROW (Apotheosis pg. 26) 
  2D6 + MAT ≥ DEF = THROW 
  Requires 2 functioning open fist. Target should be equal or smaller base. Attacker rolls 
  2D6 +STR and Defender rolls 1D6 + STR. If Defender > Attacker it breaks away, 
  otherwise it is Knocked Down and thrown half the attacker’s STR in inches at a target 
  Model in LOS. If target model is in range, make a Ranged Attack Roll against it. If 
  successful model moves in a straight line directly to target and ends it movement in 
  base-to-base contact with it. A Warjack throwing a small-based model adds 1”. If Ranged 
  attack roll misses roll for Deviation D3. 
  Damage Roll = 2D6 + STR (Can be Boosted) 
  (Add 1D6 if collides with terrain or same/larger base) 
  Models collided with suffer 2D6 + STR collateral damage (Cannot be Boosted) if they 
  have the same/smaller base and are also Knocked Down. 
  ARM/HEADLOCK (Prime pg. 42) 
  2D6 + MAT  ≥ DEF = ARM/HEADLOCK 
  Requires functioning open fist. Target arm/head is locked and may not be used until 
  freed. Attacker and Defender may make melee attacks with other arm/head. 
  On subsequent rounds the locked model attempts to break free. Both models roll D6 + 
  STR. If Defender > Attacker it breaks free. 
  TRAMPLE (Apotheosis pg. 27) 
  Turn and move SPD + 3” in a straight line. May move through any small-based model in 
  path if it has enough movement to pass it. Perform melee attacks against each small-
  based model through which it moves through. Models hit cannot perform free strikes 
  against Warjack and suffer damage 2D6 + STR. 
   
  Warjack Bonds (Apotheosis pg. 22) 
  • A Warcaster may bond to more than 1 warjack. Warjacks can be bonded to only 1 
  warcaster. Bonds are formed on a roll of 7 or more on a D6 (+1 for every battle) 
  • A Warjack remains bonded until it is totaled or removed from play. 
  • While not under the control of its warcaster, a bonded Warjack loses its bond benefits. 
  • Roll D6 + CMD compare to faction table (pg. 23) to determine bond. May add or 
  subtract 1 from die roll when determining effects of a bond. 
  • A bonded Warjack may be allocated up to 4 Focus. 
   
  ATTACK ROLL MODIFIERS 
  Type 
  Modifier 
  Aiming: Voluntarily forfeits movement. Doesn’t change position or facing. 
  Works only for ranged attacks. 
  +2 ATK 
  Back Strike: Begin and end your models’ activation entirely in the Back 
  Arc of your target. Do not apply modifier for Knocked Down targets 
  +2 ATK 
  Combined Ranged Attack: For units with CRA in open formation: +1 per     
  model including attacker. 
  +1 per 
  model 
  Combined Melee Attack: For units with CMA: +1 per model including 
  attacker. 
  +1 per 
  model 
  Concealment: Low hedge or mesh fence within 1” of that obscures a 
  portion of its base from attacker against ranged and magic attacks 
  +2 DEF 
  Cover: Stone wall, giant boulder, or building within 1” that obscures a 
  portion of its base from attacker against ranged and magic attacks. 
  +4 DEF 
  A model may benefit from Concealment or Cover but not both. 
  Elevated Terrain: Target is on elevated terrain  
  +2 DEF 
  Movement Disabled: SPD reduced to 1”. No Charging or Slamming 
  DEF = 7 
  Stationary: Has been Knocked Down or immobilized. Cannot move or 
  attack, cast spells, use feats or give orders. Warcasters can still allocate 
  Focus, upkeep spells and heal. Warjacks can receive Focus. Channelers 
  DEF = 5 
  channel spells. Melee Attacks auto hit. 
  Cloud Effect: Cumulative with Concealment or Cover (range/magic atks.) 
  +2 DEF 
  Deep Water: Must be slammed, thrown or forced in. 
  DEF = 7 
  Target in Melee: If non-AOE attack misses the target, roll to hit other 
  model in melee. If second attack fails no one gets hurt. No penalty for a 
  Warcaster casting magic attacks into their own melee. 
  -4 ATK 
  Notes 
  AOE attacks make 1 attack roll, but separate damage rolls [Prime p47]. 
  AOE attacks that miss deviate D6”, but no more than half the distance from the 
  attacker to the target [Prime p47]. 
  Only the targeted model gets the full power of the weapon if it doesn’t deviate. 
  Other models under AOE receive 2d6 + 1/2 the POW of the weapon for damage. 
  SP attacks make separate attack and damage rolls at full POW [Prime p48]. 
  SP attacks ignore concealment and cover [Prime p48]. 
  When multiple effects reduce the base DEF score, use the lowest one. 
  Apply an automatic effect every time a Warjack makes a successful attack 
  A successful attack is one that hits, not just one that damages. 
  Applying Damage 
  Always Apply Damage from left to right. 
  For Warjacks Roll 1D6 for the column number. Mark from top to bottom until full, then 
  move on to the next column to the right, or if on column 6, move to column 1. 
   
  Disabling Systems 
  System boxes are damage boxes labeled with a letter. Once all of a system’s boxes 
  have been marked, that system is disabled. Mark its system status box to show this. 
  Disabled Arc Node: A Warjack cannot channel spells with a disabled arc node. 
  Disabled Cortex: A Warjack with a disabled cortex cannot receive or use focus points. 
  Disabled Hull: A Warjack’s blank damage boxes represent its hull. A disabled hull 
  counts toward the disabled-systems limit but has no other effect. 
  Disabled Movement: Reduces SPD to 1” and DEF to 7. May not Charge. 
  Disabled Weapon System: A disabled weapon may no longer make attacks. When a 
  Warjack’s shield arm is disabled its ARM reverts to the value listed in its stat bar. 
  DISABLING A WARJACK 
  A Warjack is disabled when any three of its systems are disabled. 
   
  Command Checks 
  2d6 ≤ CMD � PASS COMMAND CHECK 
  Model Must Make Command (CMD) Checks for: 
  Massive Casualties 
  When a unit loses 50% or more of its current members in any player’s turn. 
  Must pass CMD check or Flee. 
  Terrifying Entities 
  Comings within melee range of a model with Terror or within 3” of a model with 
  Abomination (friendly or enemy) causes a command check before movement or 
  actions are completed. Models/units that do not pass the command check flee. 
  Fleeing Models 
  · Immediately turns to face directly away from threat 
  · Activated during controlling player’s Maintenance Phase 
  · Automatically Runs toward army’s deployment edge on next activation. 
  · Cannot perform any actions or use any of its special rules 
  Fearless Models 
  · Never flees 
  · Are still subject to CMD checks that have penalties other than fleeing. 
   
  Spell Stats 
  Focus Cost (COST): The number of focus points a warcaster must spend to cast the 
  spell. 
  Range (RNG): Same as the weapon stat. If RNG is “Caster,” the spell can only be cast 
  on the warcaster. 
  Area-of-Effect (AOE): Same as the weapon stat. If AOE is “CTRL,” the spell affects 
  every model in the warcaster’s control area. 
  Power (POW): Same as the weapon stat. 
  Channeling: A warcaster may cast spells through any of his Warjacks equipped with 
  an arc node (called channelers). The channeler becomes the spell’s point of origin, 
  and all ranges are measured from the channeler. The channeler must be in the 
  warcaster’s control area and have line of sight to the spell’s target. The warcaster does 
  not require line of sight to either the channeler or the spell’s target. 
  Channeling a spell is a passive effect done during a Warcaster’s activation that has no 
  impact on the channeling model’s own activation. Focus points assigned to a 
  channeler may not be used to affect the channeled spell in any way. 
   
  Compiled by LordJesse mostly from Creation Matrix’s great reference sheet. Elakin, phulcrum, 
  and talon helped him. Eexcerpts fromYoungWolf7’s Reference Sheet were also used. Thanks 
  to Geist for providing PrivateerPress on Psionics for us to work on this reference sheet.  
  Warmachine, the Iron Kingdoms, and all related artwork, photos, characters and places are TM 
  and Copyright of Privateer Press, Inc. 
  
SOURCE: textdata/thevault/Warmachine/Warmachine Reference Sheet v3.2.pdf