Warmaster Revolution - Compendium.pdf

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REVOLUTION
Compendium
Editor's Notes:
As Rick Priestley once said, the Warmaster Ancients (WMA) is practically the
second edition of Warmaster. Actually the second edition of Warmaster (WM) was
written as well however it has never been (and very likely never will be) published.
Knowing this, our gaming community focused on WMA rules just to find out they
solve most, or better all the blind spots of WM (e.g. cavalry supremacy over
infantry, support issue etc.). In our eyes it was obviously an advanced version of
Warmaster. As the WMA covers a different setting to WM, it was not possible to
simply use the rules with fantasy army lists. There already has been an attempt to
create WMA rules for WM armies made by French Warmaster community. They
created the Warmaster Evolution ruleset, but written in French. We would love to use
these rules, unfortunately none of us can speak or even read French. That's why we
decided to create our own ruleset written in English so everyone from the worldwide
community can use it. We named it Warmaster Revolution in respect of French rules.
Unlike Warmaster Evolution, which is complete rewrite of WMA (plus Flyers and
Magic), Warmaster Revolution is based on structure of original WM rules. The point is
to be more familiar for WM players.
Aldhick
WARMASTER REVOLUTION v. 1.0
®
Rick Priestley
with Stephan Hess & Alessio Cavatore
By
COVER ART
Geoff Taylor
ARTISTS
John Blanche, Alex Boyd, David Gallagher, Nuala
Kennedy, Neil Hodgson, Karl Kopinski & John Wigley
Edited by Aldhick
Special thanx to: CJ Bennett, Jim Beech, Paul Winter, Barry Pittman, Spiro Dotgeek,
Fritz Eloff, Shane Streeting, Ole Hansen, Kristofer Dingwell, Radomír Klabačka
and Dan Krbeček
This publication is completely unofficial and in no way endorsed by Games
Workshop Limited. Warmaster, Warmaster logo and all associated marks, names,
races, race insignia, characters, vehicles, locations, units, illustrations and images
from the Warhammer universe are either ®, TM and/or © Copyright Games
Workshop Ltd 2000-2009, variably registered in the UK and other countries
around the world. Used without permission. No challenge to their status intended.
All Rights Reserved to their respective owners.
Multitudes march to war. Innumerable bodies merge
into a single mass like insects beneath the eye of a
colossus. Columns stretching invisibly into the
distance twist their way along roads pounded to
dust beneath iron-shod feet. Before them lie the
border lands of the enemy, dark forests that
swallow armies as easily as a toad swallows a fly,
swelling rivers whose distant banks shimmer under
a hazy sun and finally, a wall of black-towered
fortresses whose serried battlements rise in stony
defiance of would-be conquerors.
here can be few people who have collected and
gamed with armies of model warriors who have not
dreamed of recreating the ultimate big battle. Such a
battle wouldn’t be just a battle – or rather not just the
immediate confrontation between rival warriors – but
would encompass the manoeuvre and counter-
manoeuvre of armies, the disposition of whole brigades
and the execution of bold strategies as imaginative as
they are ambitious. As venerable generals will know, few
games offer such opportunities, preferring instead to
restrict themselves to the minutiae of individual combat
and the intricate details of weapons and armour. Such
things have their place, without doubt, but there surely
beckons a bigger and altogether grander challenge.
And that, I guess, is what the Warmaster game is all
about! I haven’t enough room here to tell you the details.
Flick through the book and you’ll get an idea of how the
game is structured. The photographs will show you what
the model armies look like far more effectively than
words can describe. What I would like to say is that
Warmaster is a very different game to games you might
have played before. Indeed, it is very different from
Games Workshop’s well known Warhammer game, for
example, because it represents an entirely different level
T
of conflict. Veteran players who have become expert at
other games, particularly at Warhammer, may at first find
some of the concepts in Warmaster disturbingly
unfamiliar. As these concepts underpin the whole game
it’s probably worthwhile taking a look at these from the
start.
Warmaster is fundamentally a game based on a general’s
ability to command rather than on his troops’ ability to
fight, although that will come in useful too! Each turn of
the game reflects the time taken to consider, formulate,
communicate and enact decisions made by the general
rather than the literal time it might take for a man to walk
or run a certain distance or shoot an arrow. Indeed, as in
real wars, we must assume that our warriors spend a
great deal of time awaiting orders and relatively little
time actually moving or fighting. This idea underpins the
whole Warmaster game. Enough pre-ambling for now!
I’ve expounded further upon the thinking behind the
game at suitable points in the book where I felt it helped
explain why specific rules work in certain ways.
Therefore it only remains for me to say that I hope you
enjoy exploring, playing and (as I would make no claims to
perfection) improving upon the Warmaster game as
much as I’ve enjoyed creating it.
Stone shatters with a crack like thunder and
broken towers tumble upon the crowds below.
Hundreds are crushed in a moment as a mass
of dark stone crashes to the ground but the
undiminished tide surges forwards, scrambling
over the ruins of the fortress wall. With a
thousand voices, the horde proclaims its
possession of the land it has won - a new
nation forged in battle to rule all others!
Through the smoke and ruin of destruction they
advance, an unstoppable army whose ranks spill
into the broad plain as effortlessly as a flood
tide. You look upon them with the unshakeable
pride of the indomitable Warmaster.
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