<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.warmahordes.net/index.php?action=history&amp;feed=atom&amp;title=LPG_-_Steamroller</id>
	<title>LPG - Steamroller - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.warmahordes.net/index.php?action=history&amp;feed=atom&amp;title=LPG_-_Steamroller"/>
	<link rel="alternate" type="text/html" href="https://wiki.warmahordes.net/index.php?title=LPG_-_Steamroller&amp;action=history"/>
	<updated>2026-04-28T00:45:00Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.1</generator>
	<entry>
		<id>https://wiki.warmahordes.net/index.php?title=LPG_-_Steamroller&amp;diff=7336&amp;oldid=prev</id>
		<title>imported&gt;Warmachine University contributors: Imported from HTTrack HTML mirror</title>
		<link rel="alternate" type="text/html" href="https://wiki.warmahordes.net/index.php?title=LPG_-_Steamroller&amp;diff=7336&amp;oldid=prev"/>
		<updated>2022-03-10T04:02:12Z</updated>

		<summary type="html">&lt;p&gt;Imported from HTTrack HTML mirror&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;html&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float: right; font-size: 90%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Learning_to_Play_the_Game_(LPG)&amp;quot; title=&amp;quot;Learning to Play the Game (LPG)&amp;quot;&amp;gt;LPG Articles&amp;lt;/a&amp;gt;     &amp;lt;br/&amp;gt; (&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;../indexc098.html?title=Template:LPG_article_list&amp;amp;amp;action=edit&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Edit&amp;lt;/a&amp;gt;)&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;u&amp;gt;Gameplay&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Movement&amp;quot; title=&amp;quot;LPG - Movement&amp;quot;&amp;gt;Movement&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Add%2C_Return%2C_and_Remove_From_Play&amp;quot; title=&amp;quot;LPG - Add, Return, and Remove From Play&amp;quot;&amp;gt;Add, Return, and Remove From Play&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_End_of_Activation&amp;quot; title=&amp;quot;LPG - End of Activation&amp;quot;&amp;gt;End of Activation&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_LOS_Oddities&amp;quot; title=&amp;quot;LPG - LOS Oddities&amp;quot;&amp;gt;LOS Oddities&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Vertical_LOS&amp;quot; title=&amp;quot;LPG - Vertical LOS&amp;quot;&amp;gt;Vertical LOS&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Simultaneous_Abilities_%26_Attacks&amp;quot; title=&amp;quot;LPG - Simultaneous Abilities &amp;amp;amp; Attacks&amp;quot;&amp;gt;Simultaneous Abilities &amp;amp;amp; Attacks&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Attacks&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Shooting_in_melee&amp;quot; title=&amp;quot;LPG - Shooting in melee&amp;quot;&amp;gt;Shooting while in Melee&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Magic_vs_Magical&amp;quot; title=&amp;quot;LPG - Magic vs Magical&amp;quot;&amp;gt;Magic Attack vs Magical Attack&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Being_Slammed&amp;quot; title=&amp;quot;LPG - Being Slammed&amp;quot;&amp;gt;Being Slammed&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Being_Thrown&amp;quot; title=&amp;quot;LPG - Being Thrown&amp;quot;&amp;gt;Being Thrown&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Power Attacks&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Head-Butt&amp;quot; title=&amp;quot;LPG - Power Attack: Head-Butt&amp;quot;&amp;gt;Head-Butt&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Power_Strike&amp;quot; title=&amp;quot;LPG - Power Attack: Power Strike&amp;quot;&amp;gt;Power Strike&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Slam&amp;quot; title=&amp;quot;LPG - Power Attack: Slam&amp;quot;&amp;gt;Slam&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Sweep&amp;quot; title=&amp;quot;LPG - Power Attack: Sweep&amp;quot;&amp;gt;Sweep&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Throw&amp;quot; title=&amp;quot;LPG - Power Attack: Throw&amp;quot;&amp;gt;Throw&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Power_Attack:_Trample&amp;quot; title=&amp;quot;LPG - Power Attack: Trample&amp;quot;&amp;gt;Trample&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Model Types&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Colossals_%26_Gargantuans&amp;quot; title=&amp;quot;LPG - Colossals &amp;amp;amp; Gargantuans&amp;quot;&amp;gt;Colossals &amp;amp;amp; Gargantuans&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Battle_Engines&amp;quot; title=&amp;quot;LPG - Battle Engines&amp;quot;&amp;gt;Battle Engines&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Cavalry&amp;quot; title=&amp;quot;LPG - Cavalry&amp;quot;&amp;gt;Cavalry&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_%27Jack_Marshal&amp;quot; title=&amp;quot;LPG - &amp;#039;Jack Marshal&amp;quot;&amp;gt;&amp;#039;Jack Marshal&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Structures&amp;quot; title=&amp;quot;LPG - Structures&amp;quot;&amp;gt;Structures&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_All_About_Units&amp;quot; title=&amp;quot;LPG - All About Units&amp;quot;&amp;gt;Units&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Unique Faction Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Cephalyx&amp;quot; title=&amp;quot;LPG - Cephalyx&amp;quot;&amp;gt;Cephalyx&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Convergence&amp;quot; title=&amp;quot;LPG - Convergence&amp;quot;&amp;gt;Convergence&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Grymkin&amp;quot; title=&amp;quot;LPG - Grymkin&amp;quot;&amp;gt;Grymkin&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Infernals&amp;quot; title=&amp;quot;LPG - Infernals&amp;quot;&amp;gt;Infernals&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;u&amp;gt;Other&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Death_of_a_Controller&amp;quot; title=&amp;quot;LPG - Death of a Controller&amp;quot;&amp;gt;Death of a Controller&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_What_is_Brawlmachine%3F&amp;quot; title=&amp;quot;LPG - What is Brawlmachine?&amp;quot;&amp;gt;What is Brawlmachine?&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_What_is_CID%3F&amp;quot; title=&amp;quot;LPG - What is CID?&amp;quot;&amp;gt;What is CID?&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=LPG_-_Theme_Forces&amp;quot; title=&amp;quot;LPG - Theme Forces&amp;quot;&amp;gt;Theme Forces&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;strong class=&amp;quot;selflink&amp;quot;&amp;gt;Steamroller&amp;lt;/strong&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=101&amp;quot; title=&amp;quot;101&amp;quot;&amp;gt;101 Articles (Basic)&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=LOTS&amp;quot; title=&amp;quot;LOTS&amp;quot;&amp;gt;LOTS Articles (Advanced)&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;This article is part of Warmachine University&amp;#039;s &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Learning_to_Play_the_Game_(LPG)&amp;quot; title=&amp;quot;Learning to Play the Game (LPG)&amp;quot;&amp;gt;Learning to Play the Game (LPG)&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; series, which is &amp;quot;Intermediate Training&amp;quot; aimed at new players who are still learning the core rules.&amp;lt;/i&amp;gt;&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; &amp;lt;i&amp;gt;(See also &amp;lt;a href=&amp;quot;/index.php?title=Crash_Course_(101)&amp;quot; title=&amp;quot;Crash Course (101)&amp;quot;&amp;gt;Basic Training&amp;lt;/a&amp;gt; and &amp;lt;a href=&amp;quot;/index.php?title=Learn_Objectives%2C_Tactics%2C_%26_Strategy_(LOTS)&amp;quot; title=&amp;quot;Learn Objectives, Tactics, &amp;amp;amp; Strategy (LOTS)&amp;quot;&amp;gt;Advanced Training&amp;lt;/a&amp;gt;.&amp;lt;/i&amp;gt;)&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;hr/&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
We have two articles regarding Steamroller, you&amp;#039;re reading the first.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt; &amp;lt;strong class=&amp;quot;selflink&amp;quot;&amp;gt;LPG - Steamroller&amp;lt;/strong&amp;gt; - The version you&amp;#039;re reading, contains 3 parts:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; An intro to &amp;quot;what Steamroller is&amp;quot; aimed at new players&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; A &amp;quot;Quick Reference&amp;quot; for the Steamroller rules.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Rules Clarifications&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a href=&amp;quot;/index.php?title=Lesson_6:_Steamroller&amp;quot; title=&amp;quot;Lesson 6: Steamroller&amp;quot;&amp;gt;Lesson 6: Steamroller&amp;lt;/a&amp;gt; - This version is aimed at intermediate players, and gives advice on how to win a Steamroller game and tournament.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt;&amp;lt;/dd&amp;gt;&lt;br /&gt;
&amp;lt;dd&amp;gt; Download: Refer &amp;lt;a href=&amp;quot;/index.php?title=Useful_External_Links&amp;quot; title=&amp;quot;Useful External Links&amp;quot;&amp;gt;Useful External Links&amp;lt;/a&amp;gt; to get to the latest Steamroller&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h1&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Steamroller_-_Intro&amp;quot;&amp;gt;Steamroller - Intro&amp;lt;/span&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;What_is_Steamroller&amp;quot;&amp;gt;What is Steamroller&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Steamroller is an official document updated annually and it does two things &amp;lt;b&amp;gt;(1)&amp;lt;/b&amp;gt; It is the official rules for how to organise a tournament - how long games run, how to set out terrain, how to do tiebreakers, etcetera. As a player, you can ignore a lot of these sections. &amp;lt;b&amp;gt;(2)&amp;lt;/b&amp;gt; It is a set of scenarios. These are considered superior to the scenarios in the core rulebook, and most players will always play Steamroller. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;The key differences between a Steamroller scenario and a core rulebook scenario are:&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Each player has two army lists, and they pick which one to play after seeing their opponent&amp;#039;s two lists.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; There are three ways to win: Assassination, Scenario, and Clock.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Scenarios contains a mixture of flags, objectives, circular zones, and rectangular zones in different layouts. These are used to earn &amp;quot;Control Points (CP)&amp;quot;. Different model types have to be used to control different types of scenario elements. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If a player scores 5 CP more than their opponent, they win the game on Scenario. Neither player can score any CP until the second player&amp;#039;s second turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Players use a &amp;quot;deathclock&amp;quot;. You can take as long as you like for each of your turns, but each player only has 60 minutes to play their entire game. Your clock is paused during your opponent&amp;#039;s turn. If your opponent&amp;#039;s clock reaches zero, you win the game on Clock.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The game only lasts 7 rounds. If both players finish 7 turns without winning or running out of clock, there is a series of tie-breakers to determine the winner.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Download_link&amp;quot;&amp;gt;Download link&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Refer to &amp;lt;a href=&amp;quot;/index.php?title=Useful_External_Links&amp;quot; title=&amp;quot;Useful External Links&amp;quot;&amp;gt;Useful External Links&amp;lt;/a&amp;gt;.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;How_to_Win_a_Steamroller&amp;quot;&amp;gt;How to Win a Steamroller&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This is covered further in &amp;lt;a href=&amp;quot;/index.php?title=Lesson_6:_Steamroller&amp;quot; title=&amp;quot;Lesson 6: Steamroller&amp;quot;&amp;gt;Lesson 6: Steamroller&amp;lt;/a&amp;gt; of the Intermediate Training section.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Steamroller_2021_-_Quick_Reference&amp;quot;&amp;gt;Steamroller 2021 - Quick Reference&amp;lt;/span&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;This is a summary only. Refer to the actual Steamroller document if in doubt.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Game_Setup&amp;quot;&amp;gt;Game Setup&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt; Set up the terrain and scenario. (In a real tournament, the Event Organiser will do this. You shouldn&amp;#039;t move terrain yourself at a tournament).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; View each others lists, secretly choose one of your own, and then simultaneously reveal your choice.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Choose what objective you&amp;#039;ll use.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Roll to determine player 1 vs 2 and choose sides.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Start the clock.&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Only after the clock starts can you declare any &amp;quot;before the game begins&amp;quot; abilities such as Grymkin &amp;lt;a href=&amp;quot;/index.php?title=Arcana&amp;quot; title=&amp;quot;Arcana&amp;quot;&amp;gt;Arcana&amp;lt;/a&amp;gt;, placing terrain that you gain from a theme benefit, etcetera&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Start deploying models.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Scoring_Scenario_Elements&amp;quot;&amp;gt;Scoring Scenario Elements&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;You score a scenario point if you &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Control&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt; the scenario element and no enemy model &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Contests&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt; the scenario element. You can also earn a point by destroying the enemy objective.&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Controlling scenarios&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Circle Zones&amp;lt;/b&amp;gt; can be controlled by units and/or casters that are within the circle.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;dl&amp;gt;&amp;lt;dd&amp;gt; Units must have all surviving members within the same circle, and they need to be in formation.&amp;lt;/dd&amp;gt;&amp;lt;/dl&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Rectangle Zones&amp;lt;/b&amp;gt; can be controlled by warjacks, warbeasts, monstrosities, horrors, battle engines, and/or casters that are within the rectangle.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Flags&amp;lt;/b&amp;gt; can be controlled by solos and/or casters that are B2B with the flag.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Contesting scenarios&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Scenario elements can be &amp;lt;b&amp;gt;contested&amp;lt;/b&amp;gt; by almost any model.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; To contest a Circle or a Rectangle, you need to be within it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; To contest a Flag, you need to be within 4&amp;quot; of the flag.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The following models cannot contest:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Inert warjacks and wild warbeasts (ie their controlling warcaster/warlock died)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Models out of formation (units only)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Casters&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Warcaster Units and Warlock Units&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;These change the contest/control rules slightly.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; The caster cannot contest scenario elements, but the other troopers can.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; To control a circle or rectangle, only the caster needs to be within the zone, and the other members need to be in formation.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; To control a flag, you need the caster in B2B with the flag and the other members within 4&amp;quot; of the flag.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Scoring &amp;amp;amp; Winning by Scenario&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; If you destroy an enemy objective, you immediately gain 1 point.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Otherwise, scoring is done at the end of each player&amp;#039;s turn. &amp;lt;b&amp;gt;Both&amp;lt;/b&amp;gt; players can score on &amp;lt;b&amp;gt;either&amp;lt;/b&amp;gt; player&amp;#039;s turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; You win on scenario if you get a 5 point &amp;lt;i&amp;gt;lead&amp;lt;/i&amp;gt; to your opponent. 5v1 is not a winning score, but 6v1 or 7v2 is.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;2021_Terrain&amp;quot;&amp;gt;2021 Terrain&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Starting with 2021, new types of &amp;quot;official terrain types&amp;quot; were introduced via the Steamroller document.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Crater&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Restricted&amp;lt;/b&amp;gt; terrain&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same rules as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Trench&amp;quot; title=&amp;quot;Trench&amp;quot;&amp;gt;Trench&amp;lt;/a&amp;gt; terrain, except it is also &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Rough_terrain&amp;quot; title=&amp;quot;Rough terrain&amp;quot;&amp;gt;rough terrain&amp;lt;/a&amp;gt;, cannot be placed in contact with other Craters.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Craters are irregularly shaped, often circular, and should not be larger than 5&amp;quot; in diameter.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Open Grave&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unrestricted&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Same rules as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Trench&amp;quot; title=&amp;quot;Trench&amp;quot;&amp;gt;Trench&amp;lt;/a&amp;gt; terrain, except smaller. They are 2&amp;quot; x 3&amp;quot; rectangles and can be placed within 1&amp;quot; of each other.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Open Graves should be placed in clusters, and each cluster of 2-4 graves is considered a single terrain piece (when working out how much total terrain is on the table)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;     Quicksand     &lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Restricted&amp;lt;/b&amp;gt; terrain&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Quicksand is a &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Hazard&amp;quot; title=&amp;quot;Hazard&amp;quot;&amp;gt;hazard&amp;lt;/a&amp;gt; and &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Rough_terrain&amp;quot; title=&amp;quot;Rough terrain&amp;quot;&amp;gt;rough terrain&amp;lt;/a&amp;gt;. &amp;lt;br/&amp;gt;The hazard is: models lose and cannot gain &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Pathfinder&amp;quot; title=&amp;quot;Pathfinder&amp;quot;&amp;gt;Pathfinder&amp;lt;/a&amp;gt; while within Quicksand, and models that become knocked down while within Quicksand suffer 1 damage point.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Quicksand is irregularly shaped, often circular, and should not be larger than 5&amp;quot; in diameter.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Squall&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unrestricted&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Squall is a &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Cloud&amp;quot; title=&amp;quot;Cloud&amp;quot;&amp;gt;cloud&amp;lt;/a&amp;gt; effect and can be either a 3&amp;quot;, 4&amp;quot;, or 5&amp;quot; AOE template. &amp;lt;br/&amp;gt;When a model that is completely within a Squall makes a ranged attack or is targeted by a ranged attack, that attack suffers -3 RNG.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tall Grass&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Unrestricted&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Tall grass is &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Rough_terrain&amp;quot; title=&amp;quot;Rough terrain&amp;quot;&amp;gt;rough terrain&amp;lt;/a&amp;gt;. It provides &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Concealment&amp;quot; title=&amp;quot;Concealment&amp;quot;&amp;gt;concealment&amp;lt;/a&amp;gt; to small- and medium-based models completely within it.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Tall grass should be about the same size as most forests.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Windswept&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Restricted&amp;lt;/b&amp;gt; terrain&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Windswept is a &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Hazard&amp;quot; title=&amp;quot;Hazard&amp;quot;&amp;gt;hazard&amp;lt;/a&amp;gt; that can be added to any &amp;lt;i&amp;gt;difficult terrain&amp;lt;/i&amp;gt; (forests, rough terrain, shallow water, and rubble).&amp;lt;br/&amp;gt;The hazard is: Models with Flight move at half rate while within Windswept terrain.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;2021_Objectives&amp;quot;&amp;gt;2021 Objectives&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;span id=&amp;quot;Objective&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
Some scenarios use objectives, one per player. Before the game starts, the player chooses which type of objective their one is going to be. All objectives share a bunch of &amp;quot;boiler plate&amp;quot; rules, but are differentiated with a unique rule. &lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Shared rules&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; DEF 5, ARM 18, 15 hitpoints&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Construct_symbol.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Construct symbol.jpg&amp;quot; height=&amp;quot;24&amp;quot; src=&amp;quot;/images/thumb/9/98/Construct_symbol.jpg/24px-Construct_symbol.jpg&amp;quot; srcset=&amp;quot;/images/thumb/9/98/Construct_symbol.jpg/36px-Construct_symbol.jpg 1.5x, /images/thumb/9/98/Construct_symbol.jpg/48px-Construct_symbol.jpg 2x&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Category:Construct&amp;quot; title=&amp;quot;Category:Construct&amp;quot;&amp;gt;Construct&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Category:Immobile&amp;quot; title=&amp;quot;Category:Immobile&amp;quot;&amp;gt;Immobile&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; - This model has no Normal Movement or Combat Action, cannot become &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Knocked_down&amp;quot; title=&amp;quot;Knocked down&amp;quot;&amp;gt;knocked down&amp;lt;/a&amp;gt; or be moved, and is automatically hit by melee attacks.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;b&amp;gt;Objective&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; This model is a friendly Faction models to the player who owns it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; This model cannot be placed, cannot channel spells, and cannot be chosen as a Prey target.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; This model cannot be targeted or damaged until the second player’s second turn.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; This model cannot engage or be engaged.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Models never gain a back strike bonus against this model. (&amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Backstab&amp;quot; title=&amp;quot;Backstab&amp;quot;&amp;gt;Backstabs&amp;lt;/a&amp;gt; are ok though)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Friendly models can ignore this model when determining LOS and can advance through this model if they have enough movement to move completely past it.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Unique rule&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&amp;lt;p&amp;gt;Each objective has a unique ability. This ability boils down to &amp;lt;i&amp;gt;&amp;quot;At either Maintenance or Control Phase, &amp;lt;b&amp;gt;choose a friendly model within 4&amp;quot;&amp;lt;/b&amp;gt; to gain [a buff].&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;&amp;quot; width=&amp;#039;style=&amp;quot;font-size:&amp;quot;&amp;#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; style=&amp;quot;border-right: 2px solid #1E90FF;&amp;quot; width=&amp;quot;50pt&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Tip_lightbulb.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Tip lightbulb.png&amp;quot; height=&amp;quot;60&amp;quot; src=&amp;quot;/images/thumb/5/58/Tip_lightbulb.png/60px-Tip_lightbulb.png&amp;quot; srcset=&amp;quot;/images/thumb/5/58/Tip_lightbulb.png/90px-Tip_lightbulb.png 1.5x, /images/thumb/5/58/Tip_lightbulb.png/120px-Tip_lightbulb.png 2x&amp;quot; width=&amp;quot;60&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border-top: 0px dashed #1E90FF; background: #EBEBF0;border-bottom-right-radius: 12px;border-top-right-radius: 12px; padding-right: 20px;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:#1E90FF&amp;quot;&amp;gt;Tip !&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Brawlmachine&amp;quot; title=&amp;quot;Brawlmachine&amp;quot;&amp;gt;Brawlmachine&amp;lt;/a&amp;gt; objectives do not use unique abilities.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;table class=&amp;quot;wikitable&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; Objective Name&amp;lt;br/&amp;gt;Ability Name&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; Phase&lt;br /&gt;
&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt; Effect&lt;br /&gt;
&amp;lt;/th&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Armoury&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&amp;lt;i&amp;gt;Superior Ammunition&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Control Phase&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Choose one of the chosen model&amp;#039;s weapons. That weapon gains &amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Magical_dam_symbol.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Magical dam symbol.jpg&amp;quot; height=&amp;quot;24&amp;quot; src=&amp;quot;/images/thumb/5/5c/Magical_dam_symbol.jpg/24px-Magical_dam_symbol.jpg&amp;quot; srcset=&amp;quot;/images/thumb/5/5c/Magical_dam_symbol.jpg/36px-Magical_dam_symbol.jpg 1.5x, /images/thumb/5/5c/Magical_dam_symbol.jpg/48px-Magical_dam_symbol.jpg 2x&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Category:Magical_Damage&amp;quot; title=&amp;quot;Category:Magical Damage&amp;quot;&amp;gt;Damage Type: Magical&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; for one round&amp;lt;b&amp;gt;.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Fuel Cache&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&amp;lt;i&amp;gt;Fuelled Up&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Control Phase&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Choosen model gains &amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Pathfinder_symbol.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Pathfinder symbol.jpg&amp;quot; height=&amp;quot;24&amp;quot; src=&amp;quot;/images/thumb/4/4f/Pathfinder_symbol.jpg/24px-Pathfinder_symbol.jpg&amp;quot; srcset=&amp;quot;/images/thumb/4/4f/Pathfinder_symbol.jpg/36px-Pathfinder_symbol.jpg 1.5x, /images/thumb/4/4f/Pathfinder_symbol.jpg/48px-Pathfinder_symbol.jpg 2x&amp;quot; width=&amp;quot;24&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt; &amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Category:Pathfinder&amp;quot; title=&amp;quot;Category:Pathfinder&amp;quot;&amp;gt;Pathfinder&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; for one round.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Cargo Nets&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&amp;lt;i&amp;gt;Netting&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Control Phase&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; If the chosen model is &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Knocked_down&amp;quot; title=&amp;quot;Knocked down&amp;quot;&amp;gt;knocked down&amp;lt;/a&amp;gt;, it stands up. Also, the chosen model gains &amp;lt;b&amp;gt;Steady&amp;lt;/b&amp;gt; for one round. (&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Category:Steady&amp;quot; title=&amp;quot;Category:Steady&amp;quot;&amp;gt;Steady&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; - This model cannot become &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Knockdown&amp;quot; title=&amp;quot;Knockdown&amp;quot;&amp;gt;knocked down&amp;lt;/a&amp;gt;.&amp;lt;/i&amp;gt;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Dugout&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&amp;lt;i&amp;gt;Anchor&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Maintenance Phase&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Chosen model &amp;lt;b&amp;gt;cannot be placed&amp;lt;/b&amp;gt;, and cannot be moved by a &amp;lt;b&amp;gt;push, slam, or throw&amp;lt;/b&amp;gt; for one round.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Observatory&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&amp;lt;i&amp;gt;Rangefinder&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Control Phase&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Chosen model model gains &amp;lt;b&amp;gt;True Sight&amp;lt;/b&amp;gt; for one round. (&amp;lt;i&amp;gt;&amp;lt;b&amp;gt;&amp;lt;a href=&amp;quot;/index.php?title=Category:True_Sight&amp;quot; title=&amp;quot;Category:True Sight&amp;quot;&amp;gt;True Sight&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; - This model ignores &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Cloud&amp;quot; title=&amp;quot;Cloud&amp;quot;&amp;gt;cloud&amp;lt;/a&amp;gt; effects when determining LOS. This model also ignores &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Stealth&amp;quot; title=&amp;quot;Stealth&amp;quot;&amp;gt;Stealth&amp;lt;/a&amp;gt;.&amp;lt;/i&amp;gt;)&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;Wreckage&amp;lt;/b&amp;gt; &amp;lt;br/&amp;gt;&amp;lt;i&amp;gt;Shelter&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; &amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Control Phase&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; Chosen model gains &amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Concealment&amp;quot; title=&amp;quot;Concealment&amp;quot;&amp;gt;concealment&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt; for one round.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;2021_Changes&amp;quot;&amp;gt;2021 Changes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Scenarios&lt;br /&gt;
&amp;lt;ol&amp;gt;&amp;lt;li&amp;gt; Invasion - No change&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Recon - No change&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; King of the Hill - Outer zones moved closer to centre&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Bunkers - Lost centre flag&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Spread the Net - 2 objectives added&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;span style=&amp;quot;color:#787878&amp;quot;&amp;gt;&amp;lt;s&amp;gt;&amp;lt;i&amp;gt;Anarchy&amp;lt;/i&amp;gt;&amp;lt;/s&amp;gt;&amp;lt;/span&amp;gt;. Anarchy has been removed.&amp;lt;br/&amp;gt;Split Decision - New scenario&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Terrain - SR 2021 introduced several new &amp;lt;a href=&amp;quot;/index.php?title=101_-_Terrain_List&amp;quot; title=&amp;quot;101 - Terrain List&amp;quot;&amp;gt;terrain types&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Crater - like a circular trench, but also it is rough terrain&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Quicksand - rough terrain that pathfinder doesn&amp;#039;t work on&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Open grave(s) - like mini-trenches&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Tall grass - concealment for small/medium models&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Squall - AOE which reduces the RNG of guns of models shooting into the AOE or out of it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Windswept - A new hazard-type that can be added to other types of terrain. It is not rough terrain but models with Flight (even if the models with flight also have Incorporeal or Ghostly) move at half-speed through windswept terrain.&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Objectives&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Armoury (Magic weapons) - Gives Magic damage to a single weapon on the model (used to give it to the first attack the model made)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Dug Out (anti-place etc) - No change&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Fuel Cache (Pathfinder) - No change&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Observatory (True Sight) - Used to give &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Eyeless_Sight&amp;quot; title=&amp;quot;Eyeless Sight&amp;quot;&amp;gt;Eyeless Sight&amp;lt;/a&amp;gt;.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;span style=&amp;quot;color:#787878&amp;quot;&amp;gt;&amp;lt;s&amp;gt;&amp;lt;i&amp;gt;Stockpile (heal d3)&amp;lt;/i&amp;gt;&amp;lt;/s&amp;gt;&amp;lt;/span&amp;gt; - Removed &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; &amp;lt;span style=&amp;quot;color:#787878&amp;quot;&amp;gt;&amp;lt;s&amp;gt;&amp;lt;i&amp;gt;Treasure Chest (reroll)&amp;lt;/i&amp;gt;&amp;lt;/s&amp;gt;&amp;lt;/span&amp;gt; - Removed &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Cargo Nets (anti-knockdown) - New objective&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Wreckage (concealment) - New objective&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h1&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Rules_Clarifications&amp;quot;&amp;gt;Rules Clarifications&amp;lt;/span&amp;gt;&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Current_version&amp;quot;&amp;gt;Current version&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Ghostly&amp;quot; title=&amp;quot;Ghostly&amp;quot;&amp;gt;Ghostly&amp;lt;/a&amp;gt; ignores Windswept terrain penalties. A model with both Flight and Ghostly will move through Windswept terrain at full speed. (&amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;https://privateerpressforums.com/showthread.php?279497-Windswept-Terrain-vs-Ghostly&amp;amp;amp;p=3881699&amp;amp;amp;viewfull=1#post3881699&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Infernal Ruling&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt;)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Previous_years&amp;quot;&amp;gt;Previous years&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;table cellpadding=&amp;quot;5&amp;quot; class=&amp;quot;&amp;quot; width=&amp;#039;style=&amp;quot;font-size:&amp;quot;&amp;#039;&amp;gt;&lt;br /&gt;
&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td align=&amp;quot;center&amp;quot; style=&amp;quot;border-right: 2px solid #1E90FF;&amp;quot; width=&amp;quot;50pt&amp;quot;&amp;gt;&amp;lt;a class=&amp;quot;image&amp;quot; href=&amp;quot;File_Tip_lightbulb.html&amp;quot;&amp;gt;&amp;lt;img alt=&amp;quot;Tip lightbulb.png&amp;quot; height=&amp;quot;60&amp;quot; src=&amp;quot;/images/thumb/5/58/Tip_lightbulb.png/60px-Tip_lightbulb.png&amp;quot; srcset=&amp;quot;/images/thumb/5/58/Tip_lightbulb.png/90px-Tip_lightbulb.png 1.5x, /images/thumb/5/58/Tip_lightbulb.png/120px-Tip_lightbulb.png 2x&amp;quot; width=&amp;quot;60&amp;quot;/&amp;gt;&amp;lt;/a&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;border-top: 0px dashed #1E90FF; background: #EBEBF0;border-bottom-right-radius: 12px;border-top-right-radius: 12px; padding-right: 20px;&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;&amp;lt;span style=&amp;quot;color:#1E90FF&amp;quot;&amp;gt;Tip !&amp;lt;/span&amp;gt;&amp;lt;/b&amp;gt;&amp;lt;br/&amp;gt;&lt;br /&gt;
About 75% of these clarifications are still relevant in today&amp;#039;s version of Steamroller, because it doesn&amp;#039;t change that much from year to year. However, I&amp;#039;m too lazy to sort them into relevant vs not relevant.&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Steamroller_2017&amp;quot;&amp;gt;Steamroller 2017&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Terrain&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Terrain that normally randomly expire (Dense Fog &amp;amp;amp; Burning Earth) does not expire as per the Steamroller rules.&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; It doesn&amp;#039;t randomly expire, regardless whether it was part of the original terrain setup or put into play by a Theme bonus (such as &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Dark_Host&amp;quot; title=&amp;quot;Dark Host&amp;quot;&amp;gt;Dark Host&amp;lt;/a&amp;gt;). (&amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;https://privateerpressforums.com/showthread.php?272048-Dark-Host-Dense-Fog-should-i-stay-or-should-i-go-now&amp;amp;amp;p=3851752&amp;amp;amp;viewfull=1#post3851752&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Infernal Ruling&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt;)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; The clouds can, however, be forced to expire by spells/effects that make &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Cloud&amp;quot; title=&amp;quot;Cloud&amp;quot;&amp;gt;clouds&amp;lt;/a&amp;gt; disappear. &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If a &amp;quot;terrain cloud&amp;quot; is dispelled, the entire terrain piece is removed from the table. &amp;lt;br/&amp;gt;To reiterate: if you have a Forest which is also Burning Earth, it counts as a cloud. If that cloud is dispelled, the entire Forest is taken off the table. (&amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;https://privateerpressforums.com/showthread.php?272034-SR2017-Burning-Earth-and-Wind-Blast-Gale-Winds-etc&amp;amp;amp;p=3851635&amp;amp;amp;viewfull=1#post3851635&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Infernal Ruling&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt;)&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;Scoring&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; Scoring is done very very last, even after stuff that happens &amp;quot;at the end of the player&amp;#039;s turn&amp;quot; (such as triggering &amp;lt;a class=&amp;quot;mw-redirect&amp;quot; href=&amp;quot;/index.php?title=Last_Stand&amp;quot; title=&amp;quot;Last Stand&amp;quot;&amp;gt;Last Stand&amp;lt;/a&amp;gt;). (&amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;https://privateerpressforums.com/showthread.php?276903-Last-Stand-Scenario-Victory&amp;amp;amp;p=3863569&amp;amp;amp;viewfull=1#post3863569&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Judge Ruling&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Units that contain non-warrior models (such as the Legion &amp;lt;a href=&amp;quot;/index.php?title=Spawning_Vessel&amp;quot; title=&amp;quot;Spawning Vessel&amp;quot;&amp;gt;Spawning Vessel&amp;lt;/a&amp;gt;) are not eligible to score circular zones. (&amp;lt;b&amp;gt;&amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;https://privateerpressforums.com/showthread.php?272030-SR2017-quot-Warrior-Unit-quot-controlling-a-circular-zone&amp;amp;amp;p=3851950&amp;amp;amp;viewfull=1#post3851950&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Infernal Ruling&amp;lt;/a&amp;gt;&amp;lt;/b&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Any kind of solo is eligible to control flags, even if it is Immobile and/or Created (like the &amp;lt;a href=&amp;quot;/index.php?title=Stormwall&amp;quot; title=&amp;quot;Stormwall&amp;quot;&amp;gt;Stormwall&amp;lt;/a&amp;gt;&amp;#039;s pods).&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;mw-headline&amp;quot; id=&amp;quot;Steamroller_2016&amp;quot;&amp;gt;Steamroller 2016&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; You do not need to spend all of your Warjack points, but cannot play an army more than 4 points lower than the point level at which you are playing. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?252778-MK3-Warjack-Points&amp;amp;amp;p=3573080&amp;amp;amp;viewfull=1#post3573080&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: niceas, 2016-06-17.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Terrain may be placed in such a manner as to block line of sight to a zone or flag from a deployment zone. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?254030-SR-2016-objective-further-than-3-quot-from-forest-edge&amp;amp;amp;p=3576952&amp;amp;amp;viewfull=1#post3576952&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: niceas, 2016-06-20.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Ghetorix: The new model is tournament legal. The fact that one hand is open and it doesn&amp;#039;t have a separate claw attack does not matter. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?255217-New-Ghetorix-Model-Not-Tournament-Legal&amp;amp;amp;p=3590036&amp;amp;amp;viewfull=1#post3590036&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: DarkLegacy, 2016-06-29.&amp;lt;/a&amp;gt; &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?255217-New-Ghetorix-Model-Not-Tournament-Legal&amp;amp;amp;p=3645439&amp;amp;amp;viewfull=1#post3645439&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: PPS_Hungerford, 2016-08-11.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Objectives are a friendly faction model to the player who owns them, and models with the repair skill can repair objectives. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?255023-are-steamroller-objectives-friendly-faction&amp;amp;amp;p=3593451&amp;amp;amp;viewfull=1#post3593451&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: bulldog, 2016-06-30.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Any player may score at the end of any player&amp;#039;s turn, starting with the second player&amp;#039;s second turn. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?256313-Flags-Zone-Control-Scoring&amp;amp;amp;p=3603451&amp;amp;amp;viewfull=1#post3603451&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: DarkLegacy, 2016-07-07.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you are going so fast your opponent cannot verify your dice rolls, you need to slow down. You cannot speed up in such a way that it is unreasonable for them to check. If you roll the dice and then immediately switch the clock to your opponent, you will get a warning for sportsmanship. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?256232-Tanith-Affliction-and-the-clock&amp;amp;amp;p=3602915&amp;amp;amp;viewfull=1#post3602915&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: DarkLegacy, 2016-07-07.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; It is possible to get a tie in a game. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?256485-Mangled-Metal-Death-of-a-Caster-and-Warjack&amp;amp;amp;p=3605577&amp;amp;amp;viewfull=1#post3605577&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: rydiafan, 2016-07-08.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; If you forget to prey, and you and your opponent cannot agree on the resolution of such, it is lost for the game. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?256617-Forgetting-Prey&amp;amp;amp;p=3608368&amp;amp;amp;viewfull=1#post3608368&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: LEJ, 2016-07-11.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Flags are valid targets for chain lighting and e-leaps. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?257272-SR2016-flags-amp-electro-leap&amp;amp;amp;p=3616395&amp;amp;amp;viewfull=1#post3616395&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: bulldog, 2016-07-18.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Steamroller objectives do not have an activation. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?257311-Steamroller-2016-objectives-activating&amp;amp;amp;p=3616556&amp;amp;amp;viewfull=1#post3616556&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: DarkLegacy, 2016-07-18.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Models not yet released cannot be used in organized play, including conversions. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?259276-Converting-models-that-don-t-exist&amp;amp;amp;p=3645374&amp;amp;amp;viewfull=1#post3645374&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: LEJ, 2016-08-11.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Theme forces in NQ are legal in pp organised play on the street date of the NQ issue. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?259413-Kingmaker-s-Army-Theme-force-and-NQ-Warroom-releases&amp;amp;amp;p=3647152&amp;amp;amp;viewfull=1#post3647152&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: LEJ, 2016-08-13.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Arc Nodes are not weapons so you could remove them without falling foul of the official guidelines. &amp;lt;a class=&amp;quot;external text&amp;quot; href=&amp;quot;http://privateerpressforums.com/showthread.php?259613-Do-arc-node-bits-count-as-weapons-for-the-model-conversion-policy&amp;amp;amp;p=3650516&amp;amp;amp;viewfull=1#post3650516&amp;quot; rel=&amp;quot;nofollow&amp;quot;&amp;gt;Ref: LEJ, 2016-08-26.&amp;lt;/a&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
NewPP limit report&lt;br /&gt;
Cached time: 20220727071706&lt;br /&gt;
Cache expiry: 86400&lt;br /&gt;
Dynamic content: false&lt;br /&gt;
CPU time usage: 0.091 seconds&lt;br /&gt;
Real time usage: 0.182 seconds&lt;br /&gt;
Preprocessor visited node count: 264/1000000&lt;br /&gt;
Preprocessor generated node count: 802/1000000&lt;br /&gt;
Post‐expand include size: 7206/2097152 bytes&lt;br /&gt;
Template argument size: 829/2097152 bytes&lt;br /&gt;
Highest expansion depth: 4/40&lt;br /&gt;
Expensive parser function count: 0/100&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Transclusion expansion time report (%,ms,calls,template)&lt;br /&gt;
100.00%   75.353      1 - -total&lt;br /&gt;
 45.25%   34.099      7 - Template:Purple&lt;br /&gt;
  9.07%    6.838      2 - Template:Tipbox&lt;br /&gt;
  7.76%    5.849      1 - Template:Index_LPG&lt;br /&gt;
  5.91%    4.452      1 - Template:Damage_Type:_Magical&lt;br /&gt;
  5.28%    3.976      2 - Template:Iconbox&lt;br /&gt;
  3.71%    2.794      1 - Template:Construct&lt;br /&gt;
  3.51%    2.646      1 - Template:Pathfinder&lt;br /&gt;
  3.51%    2.645      1 - Template:LPG_article_list&lt;br /&gt;
  3.39%    2.557      1 - Template:Immobile&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- Saved in parser cache with key warmachi_mw26-mwjg_:pcache:idhash:3477-0!*!0!!en!5!* and timestamp 20220727071706 and revision id 108190&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&amp;lt;/html&amp;gt;&lt;/div&gt;</summary>
		<author><name>imported&gt;Warmachine University contributors</name></author>
	</entry>
</feed>