See the Summer Rampage Rules Document (10Mb pdf) on how to apply these rules to your game. View the Campaign Map to find what maps and terrain are in play for each territory.
Beach
AOE attacks with a POW 14 or greater that do not hit their target directly leave a 3" diameter crater centered on the point of impact if the center point is on beach terrain. Treat these craters as shallow water.
Broken Coast Ship
A Broken Coast Ship is a 14" x 36" man-made construction that features many elements. In some scenarios, Broken Coast ships will be structures.
- Forecastle/Aftcastle: The forecastle and aftcastle are obstacles that provide elevation.
- Masts: The masts are obstructions. In some scenarios, the masts will be structures.
- Crane: The center mast serves as the ship's crane. A warrior model with CMD 3 or more in base-contact with the crane can take a special action to pick up any friendly model that is completely within 8" of the crane and place them anywhere completely within 8" of the crane. There must be room for the placed model's base in the new location. Models picked up by the crane are subject to free strikes from models engaging them at the time they are picked up. Models picked up by the crane must forfeit their movement if they have not already activated this turn.
- Paddlewheels: The paddlewheels are obstructions. In some scenarios, the paddlewheels will be structures.
- Ship's Rail: The ship's rail is a linear obstacle surrounding the outside edge of the entire ship.
Blast Crater
A blast craters is rough terrain that provides cover to models within 1" of its edge.
Cobblestone Pavement
Cobblestone pavement is a man-made construction.
Deep Snow Drifts
Deep Snow Drifts are rough terrain that provides concealment to a small and medium based model with any part of its base inside the perimeter. Deep Snow does not block line of sight.
Fieldstone Wall
A fieldstone wall is a linear obstacle that can be slammed by heavy warjacks and heavy warbeasts. When a fieldstone wall is slammed, turn the slamming model so that it contacts the fieldstone wall and its front arc is parallel to the wall. All models within 2" of the slamming model that are in its front arc suffer an unboostable POW 8 damage roll. Then the 2" wide slammed section of the wall becomes rough terrain.
Frozen Water Pools
While moving over a Frozen Water Pool, a model can only change its facing at the beginning of its movement, must move in a straight, unobstructed line, and cannon turn. When a model moves its base completely onto a Frozen Water Pool, begins its movement with its base completely on a Frozen Water Pool, or is knocked down with its base completely on a Frozen Water Pool, its controller must make a stability roll.
To make a stability roll, roll a d6 for the model. A model with a small base falls through on a roll of 1. A model with a medium base falls through on a roll of 1 or 2. A model with a large base falls through on a roll of 1-3. A model that has fallen through a Frozen Water Pool suffers the effects of deep water (p.78 of WARMACHINE: Prime Remix™).
Mark the break in the Frozen Water Pool with a template the base size of the model that fell through. Breaks in the Frozen Water Pool remain for the rest of the game. A pushed, thrown, or slammed model that ends its movement overlapping a break in the Frozen Water Pool immediately falls through and suffers the effects of deep water. A model that has fallen through frozen water may forfeit its movement or action during its activation to climb out. A model that forfeits its movement to climb out can perform an action as if it had advanced, but it cannot make attacks involving movement, such as a slam. A model that forfeits its action to climb out can advance but cannot run or charge. Place the model's base in contact with the break in the Frozen Water Pool.
A slammed model that ends its slam movement completely on frozen water moves an additional d3" before the damage is resolved. This movement is considered slam movement. If a model ends its slam movement completely on a Frozen Water Pool, its controller must make a stability roll (as described above). When a model is thrown and lands with its entire base on a Frozen Water Pool, make a stability roll according to the rules above. If the model does not fall through, it slides an additional d3" in the direction it deviated. The model stops sliding if it contacts rough terrain, an obstacle, obstruction, or another model. The sliding model cannot be targeted by free strikes during this movement. Determine throw damage after moving the thrown model. If a sliding model contacts a model with an equal or smaller sized base, that model is knocked down and suffers collateral damage. A model taking collateral damage suffers a damage roll with a POW equal to the attacker's current STR.
Hedge Row
Hedge rows are linear obstacles that provide concealment. (Concealment: Warmachine Prime Remix p.46/Hordes Primal p.46)
Gorge
A gorge cannot be entered voluntarily. However, a model may be slammed, thrown, or otherwise forced to move into a gorge. A model with any part of its base overlapping a gorge is removed from play. A model with the Floating, Tattered Wings, or Wings ability may voluntarily move across a gorge without being removed from play if it has enough movement to move completely past the gorge. A model may use the Jump, Leap, or Vault abilities to voluntarily move across a gorge without being removed from play if it has enough movement to move completely over the gorge.
Marsh
A marsh is shallow water. Models within a marsh do not benefit from Pathfinder.
Pier
A pier is a man-made construction. In some scenarios, piers will be structures.
Plateau
A plateau is an obstruction that blocks the LOS of all models.
Sagebrush
Sagebrush is rough terrain that provides concealment.
Wheat Field
Wheat fields are rough terrain for small- and medium-based warrior models. Small-based models gain concealment when completely within a Wheat Field.