Steamroller 4
Victory cannot be gained through strength of arms and strategy alone; a general must be meticulously
prepared and infinitely adaptable. Know the land as you know yourself, strike without hesitation, and be
prepared to offset any tactical disadvantage with overwhelming numbers. The ultimate purpose of war is
victory—absolute victory at any cost.”
—Kommandant Gurvaldt Irusk, Irusk on Conquest: How to Fully Subjugate Your Enemy.
Steamroller is Privateer Press’ official tournament format. Players face off in a series of matches and pit their skills
against increasingly challenging opponents in order to determine who will emerge victorious over all the rest. Ideal for
groups of 8 to 32 players, Steamroller promotes fast and furious play and the ability to adapt to a variety of scenarios in
the process. While painted models are certainly not a requirement, a Steamroller event is a great place to display your
prowess with the paintbrush.
Player Responsibilities
Players participating in a Steamroller event must bring their own models, stat cards, dice, measuring devices, tokens,
wreck markers, and templates they require for play. The Tournament Organizer (TO) must approve any printed media
used to track damage.
Players must also bring at least two printed or legibly handwritten copies of their army lists complete with point costs and
an army or horde point total. They must register one copy of these lists with the TO prior to the start of the tournament.
The player's opponent may view the other copies upon request.
A player should check with the TO before the event begins on any rules questions they think may arise based on their
army.
Sportsmanship
The objective of tournament play is for everyone to have a good time. Players should strive to make sure that in every
game they play they are a model opponent. Players will be courteous and patient with their opponents and the TO. Players
must accept all rulings made by the TO whether or not they agree. The TO always has the final word on rules questions or
debates.
Disputes
We assume that all players are good sports that understand fair play. If there is a dispute, call a TO for assistance. Players
will be mature, polite, and fair to their opponents. Failure to do so will result in immediate disqualification.
A TO may eject a player for any incident deemed unsporting. This includes, but is not limited to, offensive or abusive
conduct, bullying, cheating, constant rule arguments, stalling game play, and other immature actions. If stalling is
suspected, the TO should be called to monitor play.
Painting, Modeling, Proxies, and Conversions
Privateer Press encourages players to have a fully painted force on the table. Games with fully painted armies are more
interesting to watch and generally enhance the play experience for all. Although not required, players should take this
chance to show off all aspects of the hobby.
Proxies (substitute models) are not allowed under any circumstances, nor can a player enter a tournament with a model
that has not been released to the general public.
All models must be WARMACHINE or HORDES models appropriate to the tournament venue. Conversions
(modifications to Privateer Press models) are acceptable as long as they are clearly based on WARMACHINE or
HORDES models. Conversions must represent the model from which they are most obviously drawn. For example, a
heavily converted Haley model is not a substitute for Sorscha.
Weapon changes are acceptable provided they represent the same type of weapon replaced. For example, trading a sword
for a sword is legal. However, mixing and matching warjack weapons is not allowed.
A TO may make exceptions and approve any reasonable conversion. To avoid confusion and conflict, players must
1
have an unaltered version of the model available in case a TO asks to remove a questionable model from play. The TO
makes the final call on any particular model.
Steamroller Rules
Players participate in a timed format in which all players play in every round. The format aims to pair up players of
equivalent skill levels to maintain a good level of competitive play while at the same time including every player every
round.
The number of players participating in the tournament determines the number of matches played. The chart below breaks
down the number of rounds relative to number of players per event.
Players
Round
s
8 or less 3
9 -16 4
17 - 32 5
Tournament Points & Standing
Each match, players score Tournament Points based on their performance. Tournament Points determine a player’s
standing. Obviously, the players with the most wins will have the most points. This allows the TO to pair off players of
equal standing easily. The player with the most Tournament Points, and therefore the most wins, will be the tournament
winner.
A player gains 1 Tournament Point for a win, and 0 for a loss or draw.
Determining the Winners
The top two players pair up during the final round of the tournament to determine the overall winner.
Strength of Schedule System
In the case of two players with the same score, determine which one ranks higher by adding the tournament score of all of
the opponents they faced.
For example, after four rounds Jason and Rob have tied for second place. To determine who gets to face Matt in the final
round, the TO will add all of Jason’s opponents’ tournament points for the previous four rounds together and compare the
total to the combined score of all of Rob’s opponents. The player with the stronger schedule faced higher scoring
opponents and retains the higher rank.
Byes & Odd Number of Players
Matches require two players. In case of an odd number of players, one player will receive a bye. A player receiving a bye
sits out the match and receives 1 Tournament Points for the round.
If a tournament begins with an odd number of players, the TO randomly determines which player will receive the bye.
After the first round, the TO randomly determines which player receives the bye from the players with the lowest
Tournament Point totals. The TO must ensure the same player does not receive a bye more than once per event if possible.
Match Length, Dice Down, Turn Length, and Clock Extensions
In a Steamroller event, matches and the turns that make up each match have predetermined time limits depending on the
point-scale of the event.
Match Length
Each match has a variable length, before each match begins the TO will roll a d6 and multiply the result by 2 to determine
the Variable. He will then add the Variable and the Base Match Length (See table below) together to determine the Match
Length. The TO will not announce the result of this roll and remaining time in a match will not be reveled to the
players.
The point size of the event determines the Base Match Length for each match. (See table below.)
2
Turn Length
Steamroller uses timed turns to ensure a fair play environment. Players have a fixed amount of time to play each turn,
including the final round, based on the point size of the event. (See table below.) When the time for a turn expires, the
player whose turn it is finishes the activation of whatever model he is activating and then ends his turn.
Dice Down
After the time limit for the match has expired, the TO calls “Dice Down”. When Dice Down is called the active player
finishes any action already in motion (for example a dice roll) and then the game ends. If a game goes to Dice Down
check the scenario for how to determine the winner of the game.
Clock Extensions
Once per game, each player can extend their turn length. A player can extend his turn length by declaring he is doing so
after the time allotted for his turn runs out. At this time, the active player’s opponent resets the clock for five minutes, and
the active player continues his turn.
Remember that this extension is only for a players turn length and cannot extend a turn past the match length.
Events Point Size Base Match Length
(in minutes)
Variable Turn length
(in minutes)
500 85 D6 X 2 10
750 105 D6 X 2 12
1,000 180 D6 X 2 20
1,500 200 D6 X 2 25
When estimating the overall length of a tournament, a TO should add 20 to 30 minutes to each round for time to do
pairings, get people to their new tables, and get the next round started.
Army and Horde Composition
Army and horde point totals cannot exceed the point size chosen for the game and cannot be more than 50 points under
the point size chosen for the event.
Alternate Lists
Players may bring a second army or horde list for use at the event. Mercenary players may use different contracts for their
primary and alternate lists. Faction players may likewise use any or no Special Forces for their lists. This alternate list is
subject to the same point constraints as the primary list and must be from the same faction. Players must prepare the
alternate list before the event and register it with the TO at the same time as the primary list.
Players choose one of their two lists before the start of each match, after pairings, scenarios, and maps have been
announced (see below). Before any models are deployed, players place their selected army lists face down on the table.
Players may not change their lists after making this selection. Both lists are then revealed and set up continues normally.
Players may ask to see their opponent’s two lists at anytime, including before final list selection before the start of the
game and during play. A player must take care not to disrupt the flow of the game while doing this.
3
Scenarios, Maps, and Common victory conditions
Steamroller includes scenarios and terrain maps. Steamroller matches are played on 4’ x 4’ surfaces with terrain set
according to a pre-designed terrain map.
Each round of the tournament, all players will play the same scenario determined by the TO. The TO will keep scenarios
and maps secret until the start of the event, and may keep them secret until the beginning of each new round of matches.
Scenarios and maps may be played in any order and may be repeated or not played at the TO’s discretion. Not every
scenario or map will be used in every tournament.
Once the TO declares the scenario, he reads the rules for the scenario aloud. The TO should then plan on taking a few
minutes to answer player questions concerning the scenario and terrain. Players should make sure that they understand the
scenario at this time.
Players playing with two army lists should wait to choose a list until after the announcement of pairings and scenarios.
At the start of the game, players roll to determine who sets up first. The player who wins the roll has the option of setting
up first or having his opponent set up first. The player who sets up first takes the first turn.
Every scenario in Steamroller has this victory condition:
'Caster Kill: When only one player has one or more warcasters/warlocks in play that player wins the game.
Tie Breakers
All scenarios have this tie breaker in common: "If time runs out, the player who has the most warcasters/warlocks still in
play wins. If both players have the same number of warcasters/warlocks still in play then the scenario will tell you how to
determine the winner."
Many scenarios have a tie breaker that refers to "VPs in an area". When counting VPs in an area you add up all the VPs on
all the models completely in the area, ignoring wrecked or inert warjacks, wild warbeasts, and fleeing models/units. For a
unit to be counted all models in the unit still in play must be completely in the appropriate area. Reduce the VP value on a
unit by 1 if the unit has less then 50% of its original model count.
Reading the Map
Each map represents a 4’ x 4’ table arrangement illustrating where terrain is placed. TOs and players must understand that
each venue has its own terrain assortment, and that the maps provide a general outline for types of terrain features to use,
their rough size, and where to place them on the table. For example, a map may call for a 12” Hill, Shallow Water, or a
Forest terrain feature to be placed in the center of the table.
4
Scenario 1 – Mosh Pit
“Today will bring a proper fight.”
—Long Rider Champion Horthol of northern Thornwood
Description
Mosh Pit is a bitter, disorganized brawl in the center of the battlefield in which the only rule is to stay your ground.
Special Rules
Mark a 14” diameter circle centered on the table. This is the Mosh Pit.
Victory Conditions
Starting on the first player’s third turn, a player wins when he ends his turn in control of the Mosh Pit.
A player controls the Mosh Pit if he has one or more models completely within the Mosh Pit and his opponent has no
models completely in the Mosh Pit. For a unit to control the Mosh Pit all models in the unit still in play must be
completely in the Mosh Pit. For a Warrior model to control the Mosh Pit it must have a CMD of greater than 1. Wrecked
or inert warjacks, Wild warbeast, and fleeing models are ignored when checking for control.
If time runs out before one player has won, the player with the most VPs completely in the Mosh Pit Wins.
5
Scenario 2 – No-Man’s-Land
“This battle will be settled in the land that lies between us. It is there our fates shall be decided.”
—Archdomina Makeda
Description
With battle lines drawn, two great armies converge on the no-man’s-land between them.
Special Rules
Mark an 8” wide area, running east to west, centered on the centerline of the table. This is the No-Man’s-Land.
Victory Conditions
Starting on the first player’s third turn, a player wins when he ends his turn in control of No-Man's-Land.
A player controls the No-Man's-Land if he has one or more models completely within the No-Man's-Land and his
opponent has no models completely in the No-Man's-Land. For a unit to control the No-Man's-Land all models in the unit
still in play must be completely in the No-Man's-Land. For a Warrior model to control the No-Man's-Land it must have a
CMD of greater than 1. Wrecked or inert warjacks, Wild warbeast, and fleeing models are ignored when checking for
control.
If time runs out before one player has won, the player with the most VPs completely in No-Man’s-Land wins.
6
Scenario 3 – Throw Down
"Let the enemy holding the left flank believe you will take the right, while the right thinks the opposite, and then
destroy them both."
--Supreme Kommandant Gurvaldt Irusk
Description
Armies clash across the muddy and blood-drenched field, desperately battling to secure two points of vital strategic
importance. Each side strives to gain supremacy while trying to manage their divided forces.
Special Rules
Mark two points on the centerline of the table, one 8" from the left table edge, which is Control Zone A and one 8" from
the right table edge which is Control Zone B.
NOTE: This scenario is not recommended for games of less than 1000 points.
Victory Conditions
Starting on the first player’s third turn, a player wins when he ends his turn controlling both Control Zone.
A player controls a Control Zone if he has one or more models completely within the Control Zone and his opponent has
no models completely in the Control Zone. For a unit to control a Control Zone all models in the unit still in play must be
completely in the Control Zone. For a Warrior model to control a Control Zone it must have a CMD of greater than 1.
Wrecked or inert warjacks, Wild warbeast, and fleeing models are ignored when checking for control.
If time runs out before one player has won, the player with the most VPs completely in the two areas combined wins the
game.
7
Scenario 4 – Destruction
What was said!
-who said it!
Description
Description!
Note! This scenario is not suggested for games above the 1000 point level.
Special Rules
Each player has 2 large based 2" tall objectives. The objectives are placed 14" from their respective table edge, one 14"
from the eastern table edge and the other 14" from the western table edge. The objectives are non-living friendly faction
models. The objectives have DEF 10, ARM 20 and 35 damage boxes.
The objectives have the following qualities:
Have 360 degree front arc
Have no activation
Cannot move, be moved or be placed.
Do not suffer continuous effects.
Cannot be knocked down or made stationary.
Cannot be charged.
A model with the same size base or larger can provide screening and block line of sight to these objectives.
The Objectives cannot be targeted by attacks or damaged on the first round.
*note* Still need map for this.
Victory Conditions
A player wins when both of his opponent's objectives have been destroyed.
If there is no winner when time runs out the player whose objectives have suffered the most damage loses.
8
Scenario 5 – Contested Ground
No one owns the land.
--Baldur the Stonecleaver.
Description
Sometimes a hill, point, or bridge isn’t enough. Sometimes victory comes only by controlling the entire length of the
battlefield.
Special Rules
Divide the battlefield between the deployment zones into four 12” wide Territories running north to south (see map).
A player controls a Territory if he has one or more models completely within the Territory and his opponent has no
models completely in the Territory. For a unit to control a Territory all models in the unit still in play must be completely
in the Territory. For a Warrior model to control a Territory it must have a CMD of greater than 1. Wrecked or inert
warjacks, Wild warbeast, and fleeing models are ignored when checking for control.
A player scores one Control Point for each Territory he controls at the end of each of his turns.
Players cannot score Control Points during the first round of the game.
Victory Conditions
A player wins when he scores five (5) Control Points.
If there is no winner when time runs out the player who currently controls the most Territories wins. If both players
control the same number of Territories then the player with the most Control Points wins.
9
Scenario 6 – Break The Line
Quote
--Who said it!
Description
Add me
Special Rules
Divide the table between the deployment zones into six 14” x 16” territories (See map).
A player controls a Territory on his half of the table if he has one or more models completely in the Territory and his
opponent has no light or heavy warjacks/warbeasts in the Territory. For a unit to control a Territory all models in the unit
still in play must be completely in the Territory. For a Warrior model to control a Territory it must have a CMD of greater
than 1. Wrecked or inert warjacks, Wild warbeast, and fleeing models are ignored when checking for control.
A player controls a Territory on his opponent’s half of the table if he has one or more light or heavy warjacks/warbeasts
completely within the Territory and his opponent has no models completely within the Territory. Wrecked or inert
warjacks, Wild warbeast, and fleeing models are ignored when checking for control.
Victory Conditions
Starting on the first players third turn, A player wins when he holds two (2) Territories on his half of the table and one (1)
Territory on his opponents half of the table.
If there is no winner when time runs out the player who controls the most of his opponents Territories wins. If both
players control the same number of their opponents Territories, then the player who controls the most Territories wins.
10
Scenario 7 – Process of Elimination
What was said!
--Who said it!
Description
The battlefield is a constant sea of activity. Once one strategic victory is achieved, it must sometimes be left behind to
pursue the next objective.
Special Rules
Divide the battlefield between the deployment zones into four 12” wide Territories running north to south. (See map)
A player controls a Territory if he has one or more models completely within the Territory and his opponent has no
models completely in the Territory. For a unit to control a Territory all models in the unit still in play must be completely
in the Territory. For a Warrior model to control a Territory it must have a CMD of greater than 1. Wrecked or inert
warjacks, Wild warbeast, and fleeing models are ignored when checking for control.
A player scores one Control Point for each Territory he controls at the end of each of his turns. A player cannot score a
Control Point for the same Territory more than once. Control Points cannot be scored during the first round of the game.
Victory Conditions
Starting on the first players third turn, A player wins when he when he has three or more (3) Control Points.
If time runs out before one player has won, the player with the most Control Points wins. If both players have the same
number of control points than the player who controls the most Territories wins.
11
Scenario 8 – Ridge Raiders
What was said!
-who said it!
Description
Commanders vie for control of a natural boundary to gain the upper hand for military dominance of the region.
Special Rules
Divide the table in half with a line running from east to west. This line is the Ridge.
Mark an 8” wide area, running from the eastern table edge to the center of the table, centered on the Ridge. This is the
Ridge Line.
Models completely in the Ridge Line benefit from elevated terrain against models that are not completely in the Ridge
Line.
A model cannot draw LOS through the Ridge unless it is completely within the Ridge Line
Victory Conditions
Starting on the first player’s third turn, a player wins when he ends his turn in control of the Ridge Line.
A player controls the Ridge Line if he has one or more models completely in the Ridge Line and his opponent has no
models completely in the Ridge Line. For a unit to control the Ridge Line all models in the unit still in play must be
completely in the Ridge Line. For a Warrior model to control the Ridge Line it must have a CMD of greater than 1.
Wrecked or inert warjacks, Wild warbeast, and fleeing models are ignored when checking for control.
If time runs out before one player has won, the player with the most VPs completely in the Ridge Line wins.
12
Using Round Report Sheets
These sheets make it easier to determine which participants have played one another and their relative scores.
First Round
In the first match, the TO should try to pair players of differing factions as much as possible. Shuffle all the sheets
together. Take the top sheet and set it to one side. This gives you the first player for the first pairing. Then look through
the remaining sheets until you find one from a different faction. Place this sheet with the first and set the pair aside. This is
your first pairing. Without shuffling the pile again, remove the top sheet and repeat the process until all players have an
opponent.
As you work your way through the pile, you may find it impossible to pair players from different factions. Same faction
parings are perfectly legal and do not affect game play, but you should avoid them if possible. Once you have completed
the pairings, write in the opposing player IDs to easily track which players have played previously. Record the
Tournament Point scores for each player when the round ends. Ignore the subtotal boxes for now; they only matter for
rounds after the first.
Second and Subsequent Matches
Things get a little trickier now since you must consider pairings from previous rounds. From here on, all pairings and
ranks are based on Tournament Point subtotals. After all matches in the previous round have completed, sort the pile of
sheets in order of total score with the highest on top and the lowest on the bottom. Take the top sheet and start looking
through the pile until you find a player of another faction who has not already played the player on the first sheet. Set this
pair aside and repeat the process.
Again, once all the pairings have been made, write the opposing players IDs in the appropriate column of the third row of
boxes.
In the event of difficulty pairing players who have not previously played each other and use different factions, disregard
the factions when pairing players. It may take several attempts to find pairings that avoid duplicating match ups, but
players will appreciate the effort if they do not have to play the same opponents more than once.
13