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Warmachine

Warmachine is a fast-paced miniatures set in the steampunk-inspired of the Iron Kingdoms, where players command powerful warcasters who magically bond with and control massive mechanized warjacks armed with devastating weaponry during intense tactical battles. The game emphasizes strategic army building, aggressive maneuvers, and direct spellcasting, typically played on 4x4 foot tables with 32mm scale miniatures for two or more players. Developed and first published in 2003 by Privateer Press as Warmachine: Prime, the game quickly gained acclaim for its innovative blend of magic and machinery in a gritty, industrial fantasy setting. Privateer Press, founded in 2000 by a group of artists and game designers passionate about the Iron Kingdoms universe, expanded Warmachine through multiple editions, including major updates like in 2010 and Mark III in 2016, each refining rules for balance and accessibility. The game's core mechanics revolve around focus points allocated by warcasters to empower warjacks for attacks, movements, and spells, fostering cinematic and high-stakes . In 2022, Privateer Press announced Warmachine: Mark IV, which streamlined rules, introduced new factions like the Orgoth, and integrated digital tools via a free app for army building and rule access, officially releasing in March 2023. Factions such as Cygnar, Khador, Cryx, and mercenaries offer diverse playstyles, from technological innovation to undead necromancy, encouraging replayability and community-driven tournaments like Steamroller events. In June 2024, Steamforged Games acquired the Warmachine and Iron Kingdoms intellectual property from Privateer Press, aiming to expand its digital and physical offerings while Privateer Press continues manufacturing support. Since the acquisition, Steamforged has issued a balance update in January 2025, released new expansions such as Khador Old Umbrey, introduced monthly 3D printable models, and announced the return of legacy factions like Menoth at Lock & Load 2025, alongside broader RPG integrations within the Iron Kingdoms.

Introduction

Overview

Warmachine is a tabletop miniatures wargame that blends steampunk fantasy elements with tactical combat, where players command elite battle known as warcasters who psychically massive steam-powered constructs called warjacks. Set in the Iron Kingdoms, a world where arcane magic fuses with advanced mechanika—steam-driven technology enhanced by —the game emphasizes fast-paced battles between mechanized armies vying for dominance. Originally released in by Privateer Press, Warmachine quickly gained acclaim for its innovative focus on warcaster-centric and balanced gameplay. The game is closely paired with its sister title, Hordes, launched in 2006, which expands the universe to include beast-heavy factions while maintaining full compatibility for combined play. Warmachine has cultivated a dedicated global community of players who engage in casual games, hobby painting, and competitive events. Organized play is supported through tournaments, standardized events that promote fair matchmaking and scenario-based objectives for groups of 8 or more participants. In June 2024, Steamforged Games acquired the Warmachine intellectual property from Privateer Press, ensuring continued development and expansion of the game, including new models and editions. This transition has revitalized interest, with ongoing releases like the 2024 two-player starter set fostering accessibility for newcomers.

Setting and lore

The Iron Kingdoms form the core setting of Warmachine, a war-torn continent known as western Immoren on the planet , where advanced steam-powered technology intertwines with in a genre-blending often described as "full metal fantasy." This region features diverse landscapes, including rugged mountains, dense forests, coastal shorelines, urban strongholds, and vast plains, which shape the strategic conflicts among its inhabitants. The primary human nations include Cygnar, a technologically innovative in the south; Khador, a militaristic empire dominating the north with expansive territories; of Menoth, a zealous bordering Cygnar; Ord, a pragmatic trade hub to the northwest; and Llael, a culturally rich but often contested borderland. Other factions, such as the undead necromancers of Cryx on the nearby Scharde Islands, the elven of Scyrah from the dying nation of , the machine-worshipping Convergence of Cyriss, and the dwarven clans of Rhul, further diversify the geopolitical tensions. The history of the Iron Kingdoms is marked by cycles of and , most notably the Orgoth incursions that profoundly shaped its societies. Approximately 1,200 years ago, the Orgoth—a brutal empire from across the Meredius Ocean—launched their first , landing on the shores of western Immoren and conquering the land through superior dark , enslavement, and ritual sacrifices, ruling for over 600 years. This era of oppression forced human survivors into hidden resistance, fostering the development of mechanika: revolutionary steam-powered technology that fused physical with rune-inscribed to create weapons, armor, and constructs capable of countering Orgoth horrors. A 200-year , culminating around 400 years ago, expelled the Orgoth using these innovations, including early warjacks—massive, steam-driven combat automatons powered by coal and cortexes that process commands. The Orgoth's return in a second in 622 AR (Immoren's calendar reckoning from the start of the ) targeted Khador's northern coasts, exploiting post-war vulnerabilities and deploying their own corrupted warjacks and warwitches, reigniting continent-wide fears. Central to this industrialized warfare are warcasters, elite arcane warriors who bond psychically with warjacks, channeling —an innate magical resource—to direct their constructs' devastating firepower and melee assaults on the battlefield. Warjacks, ranging from agile light models to colossal behemoths, represent the pinnacle of mechanika, equipped with runeplates that amplify steam-driven pistons, , and weaponry for coordinated destruction. While Warmachine emphasizes human-led mechanized armies, the setting integrates elements from the adjacent Hordes universe, where primal wilderkin forces—such as trollkin, farrow, and circle or druids—employ to command warbeasts, contrasting the structured, factory-forged warfare with chaotic, nature-infused savagery across shared battlegrounds in Immoren. The lore of the Iron Kingdoms has evolved through extensive fiction, including novels like the "Five Fingers" series and "Mechanika," short stories in rulebooks such as Warmachine: Prime, and comics like Warmachine: Legends, which expand on faction intrigues, historical epics, and in-game events. By 2025, ongoing releases under Steamforged Games—following their 2024 acquisition of the property from Privateer Press—continue to advance the narrative, incorporating recent cataclysms like the Infernal War and Orgoth resurgence into core through updated rulebooks and supplements, with November 2025 announcements at the Lock & Load Keynote revealing new factions such as the Dusk Fane of Nyrro for future expansions.

Gameplay

Core mechanics

Warmachine's gameplay revolves around alternating turns in which players command armies led by powerful warcasters, emphasizing tactical decision-making in a high-stakes environment. Each turn consists of three main phases: the Control Phase, the Activation Phase, and the End of Turn. During the Control Phase, warcasters replenish their focus points and allocate them to friendly warjacks within their control range, while also maintaining active spells and resolving other upkeep effects. The Activation Phase follows, where players sequentially activate their models or units, allowing each to perform a normal movement (such as advancing or charging) followed by a combat action (like attacking or casting spells). The End of Turn then resolves any expiring effects, such as one-round durations, and potentially scores victory points in scenario play. Central to the game's mechanics is the focus system, which powers warcasters and their affiliated warjacks. At the start of their turn, a warcaster generates a number of focus points equal to their (Arcanum) stat, typically ranging from 3 to 7 depending on the model. These points can be spent by the warcaster for personal actions, such as boosting attack or damage rolls by adding an extra die, or allocated (up to 3 per warjack) to warjacks in their battlegroup to enable boosted rolls, additional movement like running, or repairing damage. This system creates a layer, forcing players to balance offensive boosts with defensive allocations, and distinguishes Warmachine by integrating energy directly into mechanical constructs. Combat resolution employs a dice pool system using standard six-sided , prioritizing speed and lethality over attrition. Attacks, whether ranged or , are resolved by rolling 2d6 plus the attacker's relevant stat ( for ranged or for ) against the target's (Defense); successes allow damage rolls of 2d6 plus the weapon's (Power) against the target's (Armor), with excess damage inflicting wounds. Ranged attacks measure distance from base to target and can include area-of-effect templates for multi-model hits, while often involves charges—advancing up to the model's SPD plus 3 inches to into foes, granting a boosted damage roll if at least 3 inches of movement are used. is allocated to specific aspects like warjack systems or unit life totals, and critical hits (matching on the attack roll) can devastating effects. For example, a warjack's axe strike might roll 2d6 + + 4 versus 14, followed by 2d6 + 16 versus 18 if it hits. Scenario play introduces objective-based victory conditions beyond simple , promoting aggressive strategies in games typically lasting 4-7 turns. Players score Control Points by dominating zones or flags on the —such as holding a 5-inch area feature uncontested at the end of an opponent's turn—aiming for 5 points to win, or by eliminating the enemy warcaster (assassination). s like "" require controlling multiple elements simultaneously, blending territorial control with direct assaults. This structure heightens the game's pace, as warcasters' vulnerability encourages bold maneuvers over cautious positioning. In the Mk IV ruleset (implemented from ), Warmachine diverges from traditional by streamlining mechanics for faster play and increased deadliness, such as removing facing rules and free strikes to reduce , while enhancing charge distances and synergies to enable quick, high-impact engagements. Games emphasize warcaster-centric tactics, where a single well-allocated can turn the tide, contrasting with slower, grind-oriented systems in other miniatures games.

Army construction and factions

In Warmachine's fourth edition (MKIV), army construction is point-based and facilitated through the official Warmachine app, where players select a game size—typically 50 or 75 points for standard encounters—and build lists around a central Leader model, such as a warcaster. Each army must include a battlegroup of Cohort models (analogous to warjacks, providing heavy firepower and durability), supported by units of troops for infantry engagements, and Solos for specialized roles like reconnaissance or spell support. Unlike previous editions, traditional theme forces have been replaced by predefined "Armies" or Cadres, which are faction-specific packages of models that grant synergistic bonuses, such as enhanced resilience or damage amplification, encouraging thematic play without restrictive inclusion rules beyond faction compatibility. Players can include up to three Leaders per army for versatility across matches, but only one deploys per game, allowing strategic swaps based on opponents. Warmachine features a diverse array of playable factions, each with distinct Armies that emphasize unique tactical identities and playstyles. Cygnar, represented by Armies like the Gravediggers and Storm Legion, focuses on technological superiority with precise ranged and chain-reaction effects, such as electro-leap that propagate electrical damage across enemy clusters for efficient area control. Khador's Winter Korps and Old Umbrey Armies embody through heavily armored and warjacks, prioritizing relentless advances with high toughness thresholds that absorb punishment while delivering crushing and barrages, though at the cost of slower . The Protectorate of Menoth channels religious fervor in its Legacy Armies, leveraging support-oriented units that amplify attacks and provide buffs to nearby allies, fostering a playstyle of coordinated zealot charges backed by divine interventions for sustained pressure. The of Scyrah, through the Dusk House Kallyss , pursues vengeance with agile elf-like warriors and mages, excelling in via superior speed and magical disruptions that target enemy spellcasters and war engines. The of Cyriss operates as a in its format, synchronizing vector warjacks with clockwork precision for adaptive offense and defense, where units share resources to overload foes with cumulative energy blasts or repair mid-battle. Mercenaries offer cross-faction flexibility, hiring out versatile units like the Brineblood Marauders for pirate-themed brawling with rugged durability and boarding actions, while Minions—-based armies integrated from the former Hordes line, such as the Shadowflame Shard—introduce beast-heavy aggression with rapid swarms and primal that enable Warmachine-Hordes lists without separate systems. Other notable Armies include the Orgoth Sea Raiders for savage raiding with sacrificial rituals enhancing close-quarters brutality and the Necrofactorium for Cryx's necrotic swarms that corrupt and resurrect fallen enemies. Faction balance is maintained through annual updates, with the 2025 Steamforged patch introducing adjustments to command cards, propelled movement rules, and specific abilities like Windstorm to address viability disparities, such as buffing underperforming warjacks in slower factions like Khador while toning down overreliant elements in high-mobility Armies like House Kallyss. These changes ensure competitive parity across playstyles, promoting diverse army compositions in both casual and settings.

Models and components

Warmachine armies are composed of highly detailed models that represent various types essential to . The core model types include warcasters, who serve as the faction leaders and arcane controllers capable of bonding with and directing warjacks; warjacks, which are steam-powered heavy constructs designed for frontline combat and powered by focus allocated from their warcasters; and , a specialized variant of warjacks unique to certain factions like the Retribution of Scyrah, emphasizing agility and arcane integration. models, classified as troopers, form the bulk of ground forces and operate in cohesive units to engage enemies at range or in . Cavalry models provide mobile striking power, often mounted on mechanika-enhanced steeds for rapid charges, while beasts refer to lighter, animalistic constructs or summoned entities that support heavier warjacks in aggressive roles. These miniatures are produced at a 32mm scale, allowing for intricate detailing on bases typically measuring 30mm for infantry and larger for warjacks, and are constructed from a mix of metal, resin, and plastic materials to balance durability and fine sculpting. Assembly is required for most models, involving multi-part kits that players glue together, often with options for customization such as magnetizing weapon arms on warjacks for versatility. Painting is a standard expectation, with players using hobby paints to customize schemes, enhancing both aesthetics and tabletop identification; unpainted models are playable but custom paint jobs are encouraged to distinguish units clearly. Gameplay relies on several key components to facilitate quick resolution and tactical depth. Each model has an associated stat card providing essential stats, abilities, and profiles for reference during play, while command cards allow players to issue orders and trigger special effects. Templates, such as circular or conical markers, represent areas of effect for spells and attacks, ensuring accurate measurement of blasts and sprays. The game uses standard six-sided dice (d6) for all resolution mechanics, with players typically rolling handfuls of 2–4 dice per action, rerolls, or boosts adding variability. Terrain pieces significantly influence battles by altering , , and . Linear obstacles, such as walls or fences, provide defending models with defensive bonuses against ranged attacks and restrict charges unless models have sufficient reach, often imposing a -2 penalty to attacks over them. Hills grant elevation advantages, allowing models atop them to ignore certain low obstacles for and potentially increasing attack ranges. Forests function as rough , slowing to half speed for non-flying models while granting concealment to obscure targeting, which subtracts from enemy attack rolls. Manufacturing of Warmachine miniatures was handled exclusively by Privateer Press from the game's inception through 2024, utilizing high-quality molds for metal and resin casts. Following Steamforged Games' acquisition of the Iron Kingdoms intellectual property in June 2024, Privateer Press continues production of core models in partnership with Steamforged, who is introducing expansions with new molds and expanded material options like additional plastic kits to broaden accessibility.

History and development

Founding and early releases

Privateer Press was founded in December 2000 by Matt Wilson, Brian Snoddy, and Matt Staroscik in Bellevue, Washington, with the explicit goal of producing high-quality tabletop games, positioning Warmachine as the company's flagship product from the outset. The company initially built on the Iron Kingdoms role-playing game setting, but shifted focus to miniatures wargaming to capitalize on demand for dynamic, model-driven combat experiences. Warmachine's development emphasized steam-powered warjacks and spell-slinging warcasters, differentiating it from traditional fantasy wargames through a blend of industrial grit and arcane power. The first edition, known as , debuted with the release of Warmachine: Prime in 2003, which introduced the core ruleset, basic army construction, and the initial four factions: Cygnar, of Menoth, Khador, and Cryx. This 256-page full-color rulebook outlined skirmish-scale battles on 4x4-foot tables, emphasizing tactical depth with mechanics like focus allocation for warjacks and warcaster spellcasting. Following quickly in 2004, Warmachine: Escalation expanded the game with nearly 50 new models, including additional warjacks, infantry units, and solos, while deepening faction lore and introducing campaign rules for larger engagements. Later that year, further augmented by adding epic-tier warcasters and character warjacks, enhancing strategic options with powerful combinations and new battle scenarios. Warmachine garnered critical acclaim for its innovative , particularly the integrated focus system that tied warcasters directly to their warjack allies, fostering aggressive playstyles and reducing compared to contemporaries. The game's debut at in 2002 as a pre-release helped cultivate an enthusiastic , with early players praising its accessibility and thematic cohesion, leading to rapid adoption through organized play events and hobbyist painting guides. The game has maintained a solid average user rating of 7.3 out of 10 on from over 1,000 ratings as of 2025, reflecting sustained interest in its blend of narrative depth and mechanical precision. In 2005, Privateer Press announced Hordes as a companion game to Warmachine, expanding the shared universe with four beast-focused factions—Legion of Everblight, Circle Orboros, Trollbloods, and Skorne—that emphasized warlocks controlling massive warbeasts alongside fury-based mechanics compatible with Warmachine's rules. This launch broadened the Iron Kingdoms setting beyond mechanized warfare, introducing organic horrors and primal magic to complement the steam-driven conflicts, while maintaining cross-compatibility to encourage combined armies and narrative campaigns.

Major editions

Warmachine's major editions have iteratively refined the game's mechanics, balancing complexity with accessibility while expanding its tactical depth. , with rules made available as free PDFs in September 2009 and a full launch in early 2010, introduced simplified core rules that streamlined combat resolution and model interactions compared to the original edition. This edition expanded the faction lineup, including the addition of the of Cyriss in 2013 with its dedicated army book, and featured a comprehensive refresh of the model line to enhance balance and variety in army building. The edition also saw expansions like the 2012 'Colossals' release, introducing super-heavy warjacks to the model line. Mark III, announced in April 2016 with core rulebooks releasing on June 29, 2016, and faction-specific books following in 2017, streamlined the focus allocation system for warcasters to reduce bookkeeping and improve flow during turns. It also introduced , predefined army compositions that encouraged thematic playstyles and provided balance adjustments for competitive environments through ongoing errata and updates. Mark IV, developed through an extensive testing period from July 2022 to January 2023, officially launched in early 2023 as a digital-first edition with core rules distributed freely via PDF and the WARMACHINE . Key changes included reducing the typical model count per for greater accessibility, fully unifying Hordes' fury-based mechanics into the Warmachine under a single ruleset, and transitioning to app-based expansions alongside paid physical model releases.

Corporate transitions and current status

Privateer Press experienced significant challenges in the late 2010s and early 2020s, marked by reduced model support and a period of relative silence regarding the Iron Kingdoms universe, which contributed to perceptions of declining momentum for Warmachine. In an effort to revitalize the game, Privateer Press announced Warmachine: MKIV in July 2022, introducing streamlined rules and free digital access via a new to broaden and re-engage the community. Despite this initiative, the company continued to face operational hurdles, culminating in the sale of key intellectual properties. In June 2024, Steamforged Games acquired the Iron Kingdoms intellectual property, including Warmachine, from Privateer Press, marking a major shift in ownership. The transaction encompassed related lines such as Formula P3 paints and the Iron Kingdoms RPG, with the move positioned as a strategic partnership to leverage Steamforged's expertise in design and distribution while allowing Privateer Press to focus on manufacturing Warmachine models. Under this arrangement, Steamforged assumed responsibility for game design, releases, and digital tools, aiming to build on MKIV's foundation and expand the franchise's reach through events like Gen Con and online platforms including Discord. By 2025, Warmachine under Steamforged's stewardship showed signs of renewed activity and community engagement. A comprehensive balance update was released on January 9, 2025, refining core rules such as disengaging mechanics and spell racking, while adjusting 15 models across factions like Cygnar Storm Legion and Khador Winter Korps to enhance competitive balance based on player feedback. This update, implemented in the Warmachine app by January 15, 2025, was praised for addressing community concerns and maintaining compatibility with legacy play. Complementing these changes, Steamforged released expansions such as the Cryx Necrofactorium, a core army focused on industrial and conversion, available in starter sets and battlegroup boxes that emphasize soul-stealing tactics and forces. Digital tools, including the updated app and community , have supported this growth by facilitating rules access, tournament organization, and direct developer interaction.

Video game adaptations

Warmachine: Tactics is a video game developed by WhiteMoon Dreams and published by Privateer Press Interactive, released on November 20, 2014, for Microsoft Windows and macOS. The game adapts the second edition (Mk II) ruleset of the Warmachine game, translating its core mechanics of warcaster-led armies, focus allocation, and tactical combat into a digital format. Players command squads consisting of warcasters, warjacks, and warrior units from four core factions—Cygnar, of Menoth, Khador, and Cryx—along with mercenary options, in single-player campaigns, skirmish modes, and online multiplayer battles set in the Iron Kingdoms universe. The game's single-player features 21 missions across the factions, emphasizing strategic depth with elements like interaction, spellcasting, and synergies faithful to the experience. Post-launch updates addressed and content through 2015, adding models and fixing technical issues, but development ceased thereafter, leaving the title without official support for subsequent tabletop editions like Mk III (2016) or Mk IV (2023). Community mods, available on platforms like ModDB, have extended with custom content, though no comprehensive adaptations for newer rulesets emerged by 2025. Early mobile integrations complemented the video game adaptation through apps like War Room (2012), which provided digital army building tools, model stats, and lore excerpts from the Iron Kingdoms setting to aid players transitioning between tabletop and digital play. These utilities tied into the 's narrative by facilitating squad construction aligned with Tactics' faction rosters and campaign scenarios. Reception for Warmachine: Tactics was mixed, with praise for its accurate representation of tactics and immersive lore, but criticism for a clunky , persistent bugs, suboptimal in single-player modes, and high that hindered . On Steam, it holds a 45% positive from over 1,150 user reviews, reflecting its appeal to dedicated fans despite broader challenges in translating the complex ruleset to digital controls.

Board and skirmish games

Warmachine features several board and skirmish game variants that adapt its core mechanics for smaller-scale, faster-paced play, often using existing miniatures or card-based systems to simulate tactical combat in the Iron Kingdoms. These formats emphasize objective-driven scenarios and reduced army sizes, making them accessible entry points for new players or quick sessions without requiring full 75-point armies. Grind, released in January 2017 as a companion to the third edition (Mk III) of , is a skirmish rules supplement designed for 6-10 model crews drawn from Warmachine factions. It simplifies core rules for arena-style battles focused on scenario-based objectives, such as capturing zones or eliminating key targets, while retaining elements like warcaster spells and warjack activations. Players assemble small - or warcaster-led groups for destructodome matches, promoting aggressive over large-scale maneuvers. Warmachine: High Command, launched in 2013 by Privateer Press, is a standalone deck-building for 2-4 players that simulates commanding armies across multiple battlefront locations. Players start with faction-specific decks representing Warmachine forces like Cygnar or Cryx, acquiring cards to capture sites, deploy units, and resolve combats through and tactical decisions. It can integrate physical miniatures for enhanced visualization but functions independently, emphasizing strategic army orchestration rather than direct model movement. Expansions like Faith & Fortune (2014) added new cards and Hordes integration. Core rulebooks include official scenarios for low-point skirmish modes, typically 15-35 points, which scale down full Warmachine armies for introductory or casual games while using standard rules for , , and . These modes appear in quickstart guides and supplements, allowing players to test faction synergies with minimal setup. Additionally, Riot Quest (2019) serves as a crossover skirmish game with brawler mechanics, set in a post-apocalyptic Iron Kingdoms timeline; it uses compatible miniatures for 4-10 figure crews in hex-based arena fights, blending objectives like resource grabs with Warmachine-style abilities for hybrid play. Following Privateer Press's transition, Steamforged Games acquired the Warmachine license in June 2024 and has provided ongoing support, including a 2025 balance update that refines skirmish-compatible elements like warjack stats and timings across editions. This ensures compatibility for and low-point modes in tournaments like events.

Role-playing games and apps

The Iron Kingdoms Roleplaying Game (IKRPG), first released in 2012 by Privateer Press, introduces a full system set in the Warmachine universe, utilizing a dice pool mechanic based on d6 rolls to resolve actions, skill checks, and combat encounters. This system incorporates mechanika elements, such as steam-powered armor and arcane weaponry, alongside unique classes like warcasters who channel magical energies to control warjacks and influence battlefield dynamics. In 2023, Privateer Press continued support for the game's adaptation to the D&D 5th edition (5e) ruleset, with releases like the Iron Kingdoms: Requiem and The Deep Wilds expansion providing updated mechanics for post-apocalyptic adventures in the Iron Kingdoms, including new subclasses, warbeasts, and lore-integrated threats. In September 2025, Steamforged Games launched a for Iron Kingdoms: Strangelight Workshop, a standalone 5e game of and otherworldly investigation set in the Iron Kingdoms universe. Following Steamforged Games' acquisition of the Iron Kingdoms in June 2024, the IKRPG line has seen digital distribution expansions, including PDF bundles and ongoing compatibility with the Warmachine tabletop ecosystem. Warcaster: Neo-Mechanika, launched in by Privateer Press, blends skirmish gameplay with elements in a sci-fi extension of the Iron Kingdoms setting, set thousands of years in the future amid interstellar conflicts. Players assume the role of warcasters commanding customizable forces of soldiers, warjacks, and alien allies, using a card-driven system where Cypher cards represent dynamic abilities, equipment upgrades, and narrative progression akin to character advancement. This hybrid approach allows for tactical battles with persistent campaign elements, such as resource management and faction-specific story arcs, emphasizing quick-resolution turns and modular army building. In , Steamforged Games acquired Warcaster as part of the broader Iron Kingdoms portfolio, committing to continued development and integration with the Warmachine app for rules and list-building support. The official Warmachine app, developed by Privateer Press and transitioned to Steamforged Games oversight in , serves as a comprehensive digital companion for players, offering tools for army list construction, interactive rules references, and real-time damage tracking during games. Updated in May , the app includes features for tournament organization, such as event registration and scoring, alongside access to free core rules PDFs for the Mk IV edition, enabling newcomers to explore faction mechanics without physical rulebooks. It supports cross-platform use on and , with searchable databases for models, spells, and abilities, fostering community engagement through integrated forums and update notifications. In 2025, Steamforged Games enhanced the Warmachine app with dedicated features for Mk IV balance adjustments, including automated stat recalibrations following the January balance update that refined warjack durability and spell efficiencies across factions. These updates also incorporate tools for community events, such as 2025 tournament templates for scenario deployment and pairing systems, alongside expanded event calendars to track global play sessions and organized play initiatives.

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