Warmaster Revolution v1.0 rulebook and compendium download

Alright, it's been some 7 months since releasing the first beta version of Warmaster Revolution rules. After lots of playtesting including a number of tournaments, we think we have seen enough to release the first full version of the rules.  Many thanx to all who made this possible. Thanx for all the interest and discussions.

You can download the document here:

 WMR v1.0 Rulebook download

Here you can see the same document with marked changes to v0.5:

For those who are not satified with just basic pitched battles and prefer to go deeper into the art of war(master), we present the Warmaster Revolution Compendium. In this document in addition to the main rules you will find a compilation of some scenarios, rules for siege (based on Warmuster magazine issue 2) and rules for running campaigns (based on Warhammer Mighty Empires Supplement).
Hope you will enjoy it.

 WMR v1.0 Compendium Rulebook download

Our next aim will be to set proper Warmaster Revolution website where all the changes to classic WM rules would be listed along with other stuff. We also work on finishing the army lists and transfering them to WM army selector.

Stay tunned.


Warmaster Revolution Armies v0.1

Warmaster Rules Committee is happy to present first version of army lists designed to fit WMR environment. The Committee was established for this very purpose and consists of dedicated players from across the international Warmaster community.

At this stage 20 of 23 armies planned to be worked on are ready in the presented document. Remaining 3 armies (Wood Elves, Beastmen and Norse) are still under construction and it might take some time before they are done.

You can download the document here:

Warmaster Revolution Armies v0.1

List of changes:

  • 1 - Screaming Bell Clarification
  • 2 - Araby Elephant Mount +1 Att
  • 3 - Steam Tank No Retreat / Confusion
  • 4 - Iron Guts to 140pts
  • 5 - Ogre Bulls to 105pts
  • 6 - Gerroff!!! Clarification
  • 7 - Helblaster Misfire Table
  • 8 - Araby Guards to 65pts
  • 9 - Empire Skirmisher Restrictions
  • 10 - Bone Thrower Change Damage
  • 11 - Grail Reliquae to 60pts
  • 12 - Gyrocopter 360 LOS
  • 13 - Witch Hunter Items Removed
  • 14 - Kislev War Wagon
  • 15 - Dogs of War Tuska to Giant
  • 16 - Empire Handgunners upgrade to Crossbowmen
  • 17 - Kislev Yozhin Standardisation
  • 18 - Stone Throwers Shooting Blind
  • 19 - Doom Diver Power Down
  • 20 - Peasants supporting charge
  • 21 - DoW Pikemen Defended vs Cav
  • 22 - Goblins Hero Wyvern Mount
  • 23 - Wolfhounds (and similar) to 40pts
  • 24 - Rhinox Riders changes
  • 25 - Goblin drop "Fear Elves" rule
  • 26 - Goblins drop "Animosity" rule
  • 27 - Movement Spells, no supporting charge
  • 28 - Empire - Weird Enchantment Clarification
  • 29 - Daemon army list - daemonic instability
  • 30 - Chaos Warriors to 140pts
  • 31 - Chaos Dwarf Blunderbusses redefined
  • 32 - Ogre Leadbelchers as CD Blunderbusses
  • 33 - Ogre Scrap Launcher to be added
  • 34 - Ogre Butcher Rhinox mount
  • 35 - Dragon Ogres Immune to Terror


Warmaster Revolution v0.5 update

There is new version of Warmaster Revolution v1.0.

Warmaster Revolution v0.5 is now published.

There are two documents:

  • ONE has the changes to the previous version marked and commented so you can easily find them. 
  • THE OTHER is without marks.

If we don't run into any unspotted serious issue, this will be the last beta version ready to turn into live v1.0.

Many thanx to all who contributed to the rules issues and to those who helped us to hunt down typos and language revisions. Much appreciated!


Download links:


Bretonnian Journal of the quest to the island of Agor - Entry 3 (skirmish with Kislev)

Journal of the quest to the island of Agor

Entry 3 – Skirmish with Kislev

After the unsuccessful attack on the fithy vermin scouting force, forces of Godefroy Tirasse quickly regrouped and headed for the area we knew was rich with gold – mountains in the center of the Island of Agor and the river which springs in them.
Obviously, we were not the only ones sweeping that area and encountered a considerable force of Kislevite soldiers.
Godefroy Tirasse sent a messenger to demand that they leave the area immediately. However, instead of message of acknowledgement, the messenger came running back, without his horse and covered in horse urine, and with a word that the Kislevites started moving forward.
This angered Godefroy Tirasse largely and he ordered his forces to move forward in the center while ordering a part of his units to flank the enemy and capture the hill on the left side of the battlefield. On the left wing, things were going better and the hill was captured.
Kislev general apperently had a similar strategy on his mind and sent his cavalry to flank our forces on the opposite side of the battlefield, around the hills which, as one of the peasants noted, looked like tits.

Our commander sent out orders to move away from the cavalry threatening us on the right and focus on the infantry which the knights should easily crush. However, the orders were only partially fulfilled with the peasants and reliquae moving slightly forward and the cavalry in the center remaining stationary.

This allowed the cavalry to ceise opportunity and charge the cavalry head on, while outnumbering it. Luckily, one third of the charging Winged Lancers fell behind and did not make it for the main charge. Boris Dolgorukyj, the chief commander of the Kislevite forces on the island was so eager to see our cavalry destroyed, that he joined the charge himself.
Squires got the brunt of the charge and bravely slowed the charging enemy so that they did not have enough momentum to roll over Grail Knights as well. Achieving such a feet cost the squires their lives, which they gladly gave away for their lords as commoners should always do to protect their lords.
So furious was their charge that the Winged Lancers carelessly got to the position where our Pegassus riders could charge them from behind. And so they did and took the unit which Boris Dolgorukyj joined between the hammer of charging Pegassus Knights and Grail Knights retreating in an orderly fashion. Kislevite cavaly was thrown into disarray and all but annihilated and Boris Dolgorukyj suffered serious wounds while trying to hastily organize defence.
He was carried away by his retinue and the kislev forces retreated, giving us opportunity to seize part of the mountains and the upper stream of the river and start building mines there. Eagreness of Boris Dolgorukyj cost him the battle and allowed us to celebrate first major victory in this campaign.


Warmaster Revolution v. 0.4 update

There is new version of Warmaster Revolution v1.0.

WMR 0.4 is ready. It's still held as beta however, it's very close to live version.
The difference is mainly in typos and some minor issues fixes. Most evident changes are in Optional rules section where we added alternative Scouting rules (thanx to EA) and Advanced Terrain Rules (thanx to CJ).

You can download the 0.4 version HERE

Now something about the future and concept. We decided to make two versions of the ruleset. First one is basic version - the one presented here. There are no army lists in it, so players don't feel limited by the selection we originally made.

There will be also an extended version including armylists. Regarding armylists, we see WMR as an ideal opportunity to fix some long known issues, such as Steam Tank for example. We would like to encourage players to participate on this and to help us in finding general consensus (if this is ever possible). However, it should be stated, that this is not ment to be a chance to everyone's wild dreams to come true. The point is just to fix what is not working well in existing armylists.

You can find platform for discussion on Army lists and WMR in general on Specialist Games forum HERE.

WMR 0.4 change log

p.21 1st par.   find              (typo)

p.21 3rd par.    if they         (typo)

p.28 6th par.    p.53           (typo)

p.29 7th par.    means         (typo)

p.37 6th par.    or              (typo)

p.38 3rd par.     closest     (removed)

p.43 9th par.    20cm        (changed)

p.49 1st par.    ahead        (typo)

p.55 8th par.    7. Driven back..(changed)

p.63 2nd par.    phase        (removed)

p.81-82                (redone)


Conquest of Agor isle: Battle #1 Kislev x Undead

First battle of our new campaign Agor isle - introduction to campaign is HERE.

Akhemthep wanted to move as soon as possible. He was fully aware of the other conquestors fleets that landed few weeks ago. The sooner he gets his army to move in the heart of the island the better. His silent troops were slowly gathering in front of the enormous camp while others were relentlessly working on it's fortifications. Suddenly carrion scout dived from the sky to its master to deliver an urgent message. Akhemthep suddenly realised he was too late. Carrions spotted some living troops crossing his intended path. Time for battle has come. He sent his word to the priests around. With raised hands and incantantions in their empty mouths, they moved their host forward.

Akhemthep's host met with the enemy along the road passing through one of few settlements scattered around the island.

Troops moved reluctantly towards each other.

Akhemthem's plan was to push forward on his right wing while being defensive on his center and left. Enemy was too cautious and started to retreat from oncoming mass of dead bodies while making the biggist misstake - leaving gaps between the units and brigades.

Two chariot units and carrions used this advantage the best way they coud smashing in and destroying two units in sigle turn and getting into flank of another. Left wing of Kislev army was destroyed. Rest of the troops moved closer to the enemy lines.

Infantry brigades moved even closer to the enemy's center. However Akhemthep had to respond to the threat of being outflanked by two lancer units on left wing. For this purpose he used his cavalry and chariot brigade to stop the possible charge inside the willage.

And the charge came. Two units of winged lacers smashed into cavalry and chariot units. Nothing seemed to stop them. Furthermore positioning the defenders inside the village would resul in complete destruction should they lose. However somehow miraculously the odds turned against the chargers and they became prey themselves (one lacer unit scored 1 hit out of 10 attacks - shame). The only succesful and threatening charge of the Kislev army turned into disaster for them and now it was only matter of short time till the army breaks. 

That happened few moments later. Akhemthem lost only one unit of skeletons and celebrated incredible victory.

Kislev had BP of 6, TK 8. Game ended in 5th turn. 675:85 points scored.


Bretonnian Journal of the quest to the island of Agor - Entries 1 and 2 (landing and battle against Skaven)

Journal of the quest to the island of Agor

Entry 1 – Arrival at the Island of Agor

A few months ago, the King was told that a merchant fleet of one of his vassals accidentally came across the island of Agor They found the armour of Conratt de Grantrue during a brief sweep of the island, who was a famous knight favoured by the Lady greatly and who went there to search for reliquaes. Signs of greenskin presence were discovered as well.
So it happened that Godefroy Tirras, who already had his time with greenskins, was standing on the deck of his flagship approaching the coast of that island, leading a campaign to claim the reliquaes which Conratt de Grantrue was looking for. The armour was declared a reliquae and was aboard one of the ships, to boost the morale of the troops.
Besides the glorious warships of the bretonnian lords, some lowly barques joined the fleet, with commoners on board, attracted by the presence of the newly declared reliquae, and undoubtedly, also by the prospect of fame and fortune. Many lords did not welcome their presence among the host of such a noble quest, but Godefroy Tirras knew well how to make use of them. And he also knew that he would need to, as there were reports of other fleets approaching the island of Agor.

Entry 2 – Battle against ratmen

When we landed, Godefroy Tirras sent a group of Pegasus Knights to scout the direction to the center of the island. They reported presence of a small group of ratmen.

No sooner was Godefroy Tirras apprised of this fact than he set of with some of our units to meet them head on.

The swarm started moving ahead, so Godefroy Tirras ordered a brigade of Grail Pilgrims carrying the Reliquae into the small wood in the center of the battlefield, sent brigade of Grail Knights and Squires to flank the skaven from the right, Pegasus knights to flang them from the left and kept his men-at-atms and a unit of Knights in reserves. Grail Pilgrims were meant to be the bait to lure the filthy beasts to the open ground, where our cavalry would easily destroy them.

This strategy appeared to be working well, as the skaven forces drew closer to the forest, but then they stopped in a defendable position between a hill on their left side and a different forest keeping their right flank safe from our cavalry.

As the ratmen stopped their advance, Godefroy Tirras sent flanking cavalry brigade forward and ordered them to keep behind the abandoned farm. Men-at-arms and the remaining Knights moved behind the forest in order to remain out of range of the infamous skaven warp lightning cannons.

Then, unexpectadly, the skaven forces have split into two smaller forces one of which remaind by the forest and the other one moved to the top of the hill.

Edouart Lamben, one of the Bretonnian high-born liege lords urged Godefroy Tirras to exploit the division of ratmen forces and order his cavalry to charge, insisting on his cavalry being able to reduce the paltry rats to pulped meat under the hoofs of their horses. And so Godefroy Tirras did and ordered a full scale charge on the right wing, flanking the skaven from the right whilst fixing the center in combat, hoping to create enough confusion to make the skaven start killing each other while trying to escape their inevitable doom. However, despite using the magical properties of the Orb of Majesty, brigade of Grail Pilgrims fell behind and did not make it in time for the fight.

But when Edouart Lamben started his glorious charge, assuming the point of the hedge formation himself, on his pegassus, the promise to destroy the skaven scum, which made to Godefroy Tirras, turned out to be overconfident. The ratmen took a good defensive position and were using the higher ground to their advantage. Cavalry charge lost some of its momentum on the way up the slope and the crushing impact to the packed mass of furred bodies was turned into a rather even combat. As the mighty knights and their squires lost speed, they retreated and were pusruit by the surprisingly swift mass of skaven with a unit of rat ogres in front.

The fight did not go well on in the center of the battlefield either and the unit of knigts was repeled by the skaven formation.

And then, the foul ratmen took an initiative and started to surround our noble lords by the dozens.

And Edouart Lamben made a brave last stand with the rest of the Grail Knights in order to buy some time for Godefroy Tirras and the rest of the stike force.

When both, Grail Knights and Knights were wiped out, as well as the squires and most of the Grail Pilgrims, Godefroy Tirrase took hold of the mighty reliquae and retreated with the rest of the army in order to regroup.

Because of the unfinished disembarkation and the hasty attack, we had to retreat back to the port and the city which Godefroy Tirras decided to use as a capitol for this quest and had to leave everything to those filthy skaven servants of chaos.
But our nobles will be avenged!