WC Rulebook PDF
WC Rulebook PDF
WC Rulebook PDF
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RULES
This rules document is a Work-in-Progress.
Nothing in it is final and all content is subject to change.
We expect that once this document is reviewed by our
community we will receive feedback that will influence
adjustments and corrections. It will be finished to our
customary standard over the next month before going
to press.
2
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(art goes here)
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THE GAME
Warcaster: Neo-Mechanika is a high-speed skirmish game for two players that uses Strike Dice to decide combat results. Players
take on the role of the Warcasters who oversee battles from their rack, the command and control center of their great warships
housing the troops and warjacks under their command.
In Warcaster: Neo-Mechanika, each player controls a force of up to 15 to 18 units. Warcasters have the ability to cast Arcanessence
into mechanikal weapons, armor, gear, and warjacks, increasing their potency and imbuing them with spell-like properties.
Warcasters can also charge portable void gates, which can be deployed dynamically around the battlefield, allowing the Warcaster
to deploy reserve forces throughout the course of a battle. Battles are scenario based and focused on specific objectives that must
be completed in order to achieve victory.
3
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• Six models, including two solos, a three-model squad, and a warjack with • A table or playing surface where you can conduct your battles (typically
weapon options measuring 4’ × 4’ or 30” x 30”)
• Four unit stat cards • A tape measure or ruler marked in inches and fractions thereof to
• XXXX White Strike Dice, XXX Red Strike Dice, and one standard die measure movement and attack distances
• Twenty-four Cypher cards
• Token sheet, including a Pulse Tracker
BATTLEFIELD
Warcaster is played on a battlefield. Your battlefield can be any flat surface
large enough to play out the battle, the size of which is dictated by your chosen
scenario. Typical battlefield sizes are 4’ x 4’ for full-sized battles or 30” x 30”
for smaller scale skirmish games (see p. XXX). If you don’t have a table or a
space large enough, play with whatever flat space you have available until you
have a feel for the game and know what kind of battlefield you want to create
for future games.
4
TOKENS
7 Activation Tokens
7 Arc Tokens
3 Corrosion Continuous Effect Tokens
3 Fire Continuous Effect Tokens
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2 Lock Down Continuous Effect Tokens
2 Double-Sided System Failure Continuous Effect Tokens
2 Tune Up Continuous Effect Tokens
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2 Two-piece Void Gates
Pulse Tracker
Pulse Tracker Token
3 Portable Objective Markers
5 Damage Tokens
1 2 3 6 Numbered Permanent Objective Markers
4 5 6
5
YOUR FORCE
In Warcaster: Neo-Mechanika, you go to battle with a force made up
of several models from your collection. Models that have not been
put into play on the battlefield are called your reserves.
There are two types of models: void gates and units. A void gate is a
spawn point that enables players to put new units into play (see Void
Gates & Deployment, p. XXX).
(Image featuring all of these miniatures
Units are the models in your force. A unit can be an individual
mentioned on this page)
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model, like a warjack or a solo, or it can be a squad, which is a
group of models that operate as a team. Units are deployed onto
the battlefield through void gates (see Void Gates & Deployment, p.
XXX). When a unit destroyed, it is returned to your reserves and can
be deployed again later in the game. The models in a squad are trooper models. Trooper models are warrior
models.
Each unit comes with a card detailing its stats and special rules.
You cannot redeploy a squad until all models in the squad have left play or
WARJACKS
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been destroyed.
A warjack is a robot designed to wage war. An arcane cortex housed within
its armored hull contains the warjack’s artificial intelligence, which allows it SOLOS
to operate autonomously. Armed with fearsome ranged and close-combat Solos are individuals who operate alone, such as assassins, weavers, heroes,
weaponry, a warjack is more than a match for a dozen soldiers. Though able and snipers. Solos are warrior models.
to think and operate independently, a warjack reaches its full destructive
HEROES
potential only when charged with Arc by a Warcaster. Though not on the
battlefield, the Warcaster possesses a telepathic link to each of the warjacks Some unique and powerful solos are considered to be Heroes. When a Hero
in its battlegroup. This link enables the Warcaster the ability to give their is destroyed, it is removed from the game instead of being returned to the
warjacks commands and boost their abilities with just a thought. Warjacks reserves.
are not warrior models.
RESERVES
SQUADS Models in a player’s force that are not in play are reserves and can be
A squad is a small group of similarly trained and equipped soldiers—such deployed throughout the game. At the start of the game, players begin with all
as Paladin Enforcers, Ranger Fire Teams, and Vassal Reavers—who operate of their models in reserve. When a unit is destroyed or removed from play, it is
together as a team. Models in a squad do not activate individually; instead, all returned to the reserves and can be deployed again during play. A squad is not
members of the squad activate at the same time and progress through the returned to the reserves until the last model in the squad has been destroyed,
steps of an activation together. recalled, or otherwise leaves play.
6
DICE
In addition to the single standard six-sided dice (referenced in the rules as a Add images showing a d6, a white action
d6), Warcaster: Neo-Mechanika uses Strike Dice.
die, and a red power die.
ROLLING A D3
Some rules call for rolling a d3. To do so, roll a d6, divide the result by 2, and
round up. When rolling a d3, a roll of 1 or 2 equals 1, a roll of 3 or 4 equals 2,
and a roll of 5 or 6 equals 3.
STRIKE DICE
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Unlike the standard d6, Strike Dice do not have pips or numbers. Instead
Strike Dice use explosion symbols to indicate strikes and blank faces to
indicate misses. A strike is indicated by one explosion on the die. A super
strike, indicated by two explosions, counts as two strikes. Blank sides indicate
misses. When rolling Strike Dice, simply add up the number of explosion
symbols you see. For instance, the three dice below add up to three strikes.
Warcaster: Neo-Mechanika uses two different color-coded Strike Dice with
different chances of rolling a strike depending on the color.
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ACTION DICE XICONX
Action Dice (white) are comprised of 3 misses, 2 strikes, and 1 super strike.
Action Dice are the basic dice type rolled in Warcaster: Neo-Mechanika. Every
time you want to make an attack, you must roll one or more Action Dice. Add images showing a Miss, a Strike, and
POWER DICE XICONX a Super Strike.
Power Dice (red) are comprised of 1 miss, 4 strikes, and 1 super strike,
making them much more reliable.
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GENERAL RULES
All models you control are friendly models. Models controlled by
your opponent are enemy models.
The various nations, confederations, and empires within the
Hyperuranion are represented by the different Factions. Forces are
made up of units from a single Faction, along with the Wildcards,
that will work for that Faction.
APPLYING RULES
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Each time rules with the same name affect a single model or unit, only apply
the rule once.
CARD RULES
Rules on model stat cards, reference cards, and Cyphers override rules
printed in the rulebook.
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INFORMATION
Although Warcaster: Neo-Mechanika simulates violent battles between rival
forces, you should still strive to be a good sport in all aspects of the game.
Remember, this is a game meant to provide entertainment and friendly
competition. Whether winning or losing, you should still be having lots of fun.
From time to time, your opponent may wish to see your records to verify a
model’s stats or special rules. Always represent this information honestly,
and share your records and information without hesitation.
MERCY RULE
If a player has no models in play, either units or void gates,
they immediately lose the game.
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MODEL STATS
All the information you need to play with your models is present on their stat
cards.
WEAPON STATS
Weapons have stats like units. On a unit’s weapon stat bar, a sword icon
Faction – This is the model’s Faction, identifying what models can be combined denotes a melee weapon and a pistol denotes a ranged weapon. The entry for
to create a force. a unit with multiple identical weapons has a single weapon stat bar with the
Speed (SPD) – This is the number of inches a model can move when number of weapons indicated on the icon.
advancing during its activation. Energy Type – A weapon’s energy type describes the forces utilized by the
Strength (STR) – This is the number of Action Dice you roll when your model weapon to damage its targets. Some units are more vulnerable or resistant
to different energy types.
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makes a strength check.
Melee Attack (MAT) – This is the number of Action Dice you roll when your Energy types include: Ballistic, Beam, Cold, Corrosion, Energy, Explosive, Fire,
model makes a melee attack. Force, and Kinetic.
Ranged Attack (RAT) – This is the number of Action Dice you roll when your A Beam weapon causes beam damage, an Energy weapon causes energy
model makes a ranged attack. damage, and so on. Some weapons have more than one energy type. For
example, the Paladin Commander’s Pulse Cannon weapon is both an
Focus (FOC) – This is the number of Action Dice you roll when channeling a Explosion and a Force weapon.
Fury attack through the model.
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Range (RNG) – This is range of the weapon in inches. A model must be within
Defense (DEF) – This is the number of Action Dice you roll when your opponent the range of a weapon to be targeted by an attack made with the weapon. See
targets the model with an attack. Any strikes rolled offset the strikes rolled by Measuring Range, p. XXX.
the player controlling the attacking model.
Power (POW) – This is the strength of an attack. It determines how many
Armor (ARM) – This is the number of strikes that must be rolled to cause a Action Dice are rolled to resolve a damage roll for the attack. See Making
point of damage to this model. Melee & Ranged Attacks, p. XXX.
Health (HEART) – This is the number of damage points a model can take
before being destroyed.
Deployment Cost (DC) – Deployment Cost indicates the number of Arc you
must clear from a void gate to put a unit into play on the battlefield.
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GAME PLAY OVERVIEW
Warcaster is played in turns alternating between each player. On Pulse rounds are tracked with a Pulse tracker. The tracker is divided into five
each of their turns, a player can charge one unit or void gate, play up boxes. When the first player takes their first turn of the game, they place the
to two Cypher cards, activate a unit and a solo, deploy units, place a Pulse Tracker token onto the starting position of the tracker. For the remainder
of the game, each time the first player takes a turn, that player moves the
void gate, etc., before moving on to their opponent’s turn.
token forward one space. When the tracker would advance from the fifth box,
TURNS the Pulse round ends, and the tracker is moved back to the starting position,
beginning a new Pulse round.
Turns have the following steps that must be taken in order:
When the Pulse round ends, both players resolve the following in order:
1. Ready Phase: If all of your units have activation tokens, ready your units by
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removing all activation tokens from them (see Activation Tokens, p. XXX). 1. Resolve any continuous effects affecting your units.
2. Charging Phase: You can choose to charge one friendly unit or void gate 2. Cypher cards that expire at the end of the Pulse round expire.
in play with 1 Arc or clear any amount of Arc from friendly units and void 3. Both players check the scoring rules for both the scenario being played
gates. See Arc & Charging Models, p. XXX. and for any applicable secondary missions (see Battlefield & Scenario
3. You may play one Cypher card. Generation, p. XXX). This means that both players score simultaneously
4. Activation Phase: Activate one unit and up to one additional solo. Each of each time the Pulse round ends.
these units can move and attack, in either order, and then their activations 4. Remove all activation tokens from your models.
end. When a unit’s activation ends, place an activation token next to it. Unless otherwise noted, games of Warcaster last for three Pulse rounds.
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5. You may play one Cypher card.
6. Deployment Phase: You may deploy one or more units or recall one unit. STARTING THE GAME
7. You may nominate one friendly warrior model to place a void gate or may Before the start of the game, each player should draw a hand of five Cypher
place a void gate anywhere within 5” of your rear table edge. A model cards from their rack decks (see The Rack & Cypher Cards, p. XXX).
that was deployed this turn cannot be nominated to place a gate. After
Each player starts the game with 7 Arc. Place this Arc in the “well” off to the
nominating a friendly warrior model to place a void gate, the gate may be
side of the table next to your rack deck.
placed anywhere within 5” of that model. When placing a void gate, you
may charge it with up to 5 Arc. At the start of the game, each player should roll a d6. The higher roller has the
8. You may discard one Cypher card. option of being the first player and taking the first turn of the game or going
9. Draw back up to a full hand of Cypher cards. second and choosing their side of the table.
PULSE ROUNDS Players then take turns each deploying units with a total deployment cost of
up to 5 Arc within 5” of the rear edge of their side of the table, beginning with
Pulse Rounds add structure to Warcaster games. They determine when
the first player.
scenario scoring occurs, when you check to see if continuous effects expire,
and when you remove activation tokens from your models. The Pulse may The first player then takes their first turn. Players alternate taking turns for
also determine when other events occur during play, such as when some the rest of the game.
Cypher cards expire.
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ARC & CHARGING MODELS
Throughout a game of Warcaster: Neo-Mechanika, Arc (short for CHARGE & SPIKE SPECIAL RULES
Arcanessence) flows to and from the Warcaster as the Warcaster Each unit has a special rule that becomes active while it is charged. Each unit
charges units in play with arcane energy and draws it back again. A also has a special rule enabling it to spike, or clear 1 Arc on it, for a temporary
Warcaster begins the game with a well of 7 Arc that the player will effect.
use throughout the game.
Special rules requiring a model to be charged to come into effect are marked
When a Warcaster charges a unit or void gate, the Warcaster moves with Charge XICONX.
1 or more Arc from their well to the unit or gate. A unit with 1 or Example: The Marcher Worlds Ranger Fire Teams’ Battle Rifles
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more Arc is charged. A model that has no Arc on it is not charged. have the Mechanikal Optics special rule. The rule states that while
the squad is charged, the weapons gain +4” RNG. Because the
When you clear Arc from a model, you remove the Arc and put it special rule is triggered while the squad is charged, no Arc has to
back into the Warcaster’s well. be cleared from the squad to gain the benefits of the Mechanikal
Optics special rule.
When a unit is destroyed, any Arc on it is cleared.
Special rules requiring a model to spike to activate are marked with Spike
1. A void gate can be charged with up to 5 Arc at any time. XICONX.
2. A warjack can be charged with up to 3 Arc at any time.
Example: The Alliance Paladin Annihilator squad has the Hunter-
3. Solos can be charged with up to 1 Arc at any time.
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Killer Rounds special rule that says when making an attack with a
4. Squads can be charged with up to 1 Arc at any time. Harbinger Cannon, a model in the squad can spike to ignore line
of sight and cover. When the rule is used, 1 Arc is cleared from the
Paladin Annihilator squad and returned to the Warcaster’s well.
During the Charging Phase a player can choose to charge one friendly unit or
void gate in play with 1 Arc or to clear any amount of Arc from any number of
friendly units or void gates in play.
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ACTIVATION, MOVEMENT & ATTACKS
During the Activation Phase of each player’s turn, that player must If a single model in the squad is affected by a rule that requires it to move or
activate at least one unit if they have one in play. A player may also be repositioned, but does not affect the rest of the models in the squad, move
activate an additional solo during their Activation Phase each turn. or reposition only that model.
The unit and additional solo can be activated in any order; however, FLIGHT
you must complete one unit’s activation before moving onto the next.
Some models have the ability to fly. A model with Flight ignores the effects of
During its activation, a unit can advance and attack, in either order rough terrain. It can move over obstructions and other models if it has enough
and then its activation ends. When a unit’s activation ends, place an SPD to move completely past them. A model with Flight can only be targeted
by melee attacks made by other models with Flight.
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activation token next to it.
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When a warjack or solo advances during its activation, it can move up to its
covered by the smaller of their bases is completely within the area covered
SPD in inches.
by the larger. If the two bases are the same size, place the new model in the
SQUAD MOVEMENT same location as the one being replaced. There must be room for the model’s
base in the location the model is placed or you cannot place it there.
When a squad advances or when it moves as the result of a rule that affects
either the whole squad or unit, choose one model in the squad to move. After
determining that model’s movement, reposition the remaining models in the
squad within 2” of that model. Models that cannot be repositioned within 2” of
that model are destroyed.
Example: During his turn, Matt activates and advances his
Marcher Worlds Ranger Heavy Support squad. The squad has SPD
4, so Matt moves one trooper in the squad 4”. He then places the
other two troopers in the squad anywhere within 2” of the trooper
he moved.
In another example, Will plays the Displacement Index Cypher
card on his Paladin Enforcers squad. This Cypher allows the squad
to move up to 3”, so Will moves one trooper model 3” and then
places the other two troopers in the squad anywhere within 2” of
the trooper he moved.
12
ATTACKING ACTIVATION TOKENS & READYING
When a solo attacks during its activation, it can make one attack. Choose one Activation tokens track which units have activated. When a unit’s activation
weapon for the model to attack with. ends, place an activation token next to it. If a unit has an activation token next
to it, it cannot be activated.
When a squad attacks during its activation, each model in the squad can make
one attack. The models in a squad do not all have to make the same type of If all of your units in play have activation tokens at the start of your turn, ready
attack. your units by removing all activation tokens from them.
When a warjack makes its attacks during its activation, it can make one attack
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with each of its weapons.
See Making Melee & Ranged Attacks, p. XXX, for the complete rules on
resolving attacks.
SPECIAL ACTIONS
Some models have rules that enable them to make special actions instead of
attacking. Some scenarios also grant special actions to certain models. For
instance, a scenario might include a gun emplacement that can be fired by a
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model; firing the gun emplacement would be a special action.
Before or after its movement, a model can perform up to one special action
instead of attacking during its activation. When a model in a squad performs a
special action, the other models in the squad can either also perform special
actions or they can attack as normal.
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COMBAT
There are three types of attacks in Warcaster: Neo-Mechanika: Example: Lane’s Marcher Worlds Dusk Wolf warjack targets
melee attacks, ranged attacks, and Fury attacks. A model makes a Jason’s Continuum Marauder solo with a Rail Gun. The warjack’s
RAT is 4, and it is charged with 2 Arc, so Lane makes an attack roll
melee attack when it attacks with a melee weapon. A model makes with 4 Action Dice and 2 Power Dice, resulting in 5 strikes. The
a range attack when it attacks with a ranged weapon. Fury attacks Marauder has DEF 2, but is behind a low wall that grants cover
are made when a player plays a Fury Cypher card. (see p. XXX), so Jason rolls 2 Action Dice and 2 Power Dice for the
Marauder’s defense roll, resulting in 3 strikes. Lane’s Dusk Wolf
MAKING MELEE & RANGED has rolled 2 strikes over Jason’s defense roll. Jason’s Marauder
is hit, and Lane will add 2 Power Dice to his damage roll for the
ATTACKS strikes rolled over Jason’s defense roll.
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When a model makes a melee or ranged attack, begin by declaring the Lane then makes a damage roll against Jason’s Marauder, rolling
weapon the model is attacking with and its target. A model making an attack 5 Action Dice for the Rail Gun’s POW of 5 plus 2 Power Dice for
can only target enemy models within a number of inches of it equal to the his strikes over Jason’s defense roll. Lane rolls 6 strikes against
the Marauder’s ARM 4, resulting in the Marauder taking 1 damage
range (RNG) of the attack. A model cannot target friendly models with attacks.
from the attack.
The attacking player makes an attack roll with a number of Action Dice equal Damage is recorded by placing a damage token on the target model’s card.
to the attacking model’s MAT if it is making a melee attack or its RAT if it is When a model accumulates damage equal to its health, it is destroyed and
making a ranged attack. When a charged model makes a ranged or melee removed from the table.
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attack, it gains 1 Power Die on its attack roll for each Arc it is charged with (see
Attacking with a Charged Model, p. XXX)
At the same time, the defending player makes a defense roll with a number of
Action Dice equal to the target model’s Defense (DEF) stat.
If the attacker rolls the same or fewer strikes than the defender, the attack
misses. If the attacker rolls more strikes than the defender, the attack has hit.
For every strike that the attacker rolled over the defender, the attacker will
gain 1 Power Die on their subsequent damage roll.
If the attack hits, the attacking player makes a damage roll with a number of
Action Dice equal to the POW of the attacking model’s weapon, plus any Power
Dice gained from the attack roll.
For every set of strikes the attacker rolls equal to the target model’s ARM, the
target takes 1 point of damage. So, a model with 1 point of ARM would suffer
1 damage point for every strike rolled against it in a damage roll. But a model
with 3 ARM would only take damage for every three strikes produced by the
damage roll.
14
MEASURING RANGE & DISTANCES LINE OF SIGHT & TARGETING
A player can measure any distance for any reason at any time. When Many game situations, such as attacking or using a special rule, require a
measuring distances, measure from the closest point from one location to model to target another model. A model must have line of sight to another
another. When measuring distance from or to a model, measure from or to model to target it. Simply put, having line of sight means a model can see
the closest point of the model’s base (see below). another model. If a model does not have line of sight to a potential target, then
the potential target cannot be targeted.
A model is within a given distance when the nearest edge of its base is within
that distance. If two models are exactly a certain distance apart, they are Line of sight can be blocked by terrain and certain game effects. Models
considered to be within that distance of each other. do not block line of sight to other models. To determine whether a model’s
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line of sight to another model is blocked by terrain, consider each model’s
When measuring range, measure from the base of the model you are
volume. Every model occupies a volume of space above the bottom of its base
measuring from to the base of the target, up to the maximum range of the
determined by its base size.
attack or special rule. If the nearest edge of the target model’s base is within
the maximum range of the attack or special rule, the target is in range. If it is If you can draw any line from one model’s volume to another model’s volume
not, it is out of range. A model that is out of range cannot be targeted. that does not pass through line of sight blocking terrain or a line of sight
blocking effect, then the models have line of sight to each other.
15
LINE OF SIGHT & TERRAIN
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and 50mm models.>
Here, the Firebrand has line of sight to the Coalition Weaver model, because an This wall is shorter than 1.75˝. It will not block line of sight to any of the models
unobstructed line can be drawn from its volume to the Weaver’s volume. behind it.
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<insert second diagram from
<insert fourth diagram from Oblivion
WARMACHINE: Prime Digest p. 36. We
Oblivion WARMACHINE: Prime Digest p. need to show painted 30mm, 40mm, and
36> 50mm models.>
Here, the Firebrand does not have line of sight to the Coalition Weaver model, This wall is taller than 1.75˝ but shorter than 2.25˝. It will block line of sight to
because there is no unobstructed line between their volumes. small-based models behind it.
16
COVER
Some terrain features, Cypher cards, and other effects can grant cover,
making it more difficult to hit a model with a ranged or Fury attack. A model
within 1˝ of an intervening terrain feature that grants cover gains 2 Power Dice
<insert fifth diagram from Oblivion when making a defense roll against a ranged or Fury attack. If you can draw
WARMACHINE: Prime Digest p. 36. We a line from any part of the attacker’s volume to any part of the target model’s
volume and that line passes through a terrain feature, that terrain feature is
need to show painted 30mm, 40mm, and intervening.
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50mm models.>
This wall is taller than 2.25˝ but shorter than 2.75˝. It will block line of sight to
small- and medium-based models behind it.
This wall is taller than 2.75˝. It will block line of sight to all models behind it.
17
BLAST WEAPONS
Blast weapons unleash explosive attacks that can damage multiple models.
When a blast weapon misses its target, the target still suffers a blast damage
When a blast weapon hits its target, resolve the attack against the target as roll equal to the POW of the weapon.
normal. Additionally, when a blast weapon hits its target, the two models
Blast damage is explosive damage.
closest to the target that are also within 2” of it suffer blast damage rolls equal
to the POW of the weapon.
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closest models within 2˝ of the Firebrand, the Combat Engineer
and one of the Paladin Enforcers are also caught in the blast and
suffer blast damage rolls. The second Paladin Enforcer does not
suffer a damage roll because blast weapons only damage up to
two additional models that are also within 2˝ of the model hit by
the attack.
If the attack would have missed the Firebrand warjack, the
Firebrand would still suffer a blast damage roll, but the Paladin
Enforcer and Combat Engineer would not.
SPRAY WEAPONS
to hit several models. NOT FINAL
Spray weapons are devastating short-ranged attacks that can have the ability
A spray attack follows all normal targeting rules. When making a spray attack,
measure the full range of the spray, centering it on the target model’s base.
Every model with a base this line overlaps can be hit by the attack unless that
model is 3˝ higher or lower than the attacker’s position. Make separate attack
rolls against each model.
Spray weapons ignore cover.
18
CONTINUOUS EFFECTS GETTING SLAMMED
Continuous effects are persisting conditions that remain on a model and have Some effects, such as the Force Strike Overdrive or the Thunderbolt Fury, can
the potential to damage or affect it some other way continually throughout the cause a model to be slammed directly away from the attacking model or the
game. A model can have multiple continuous effects on it at once, but it can model channeling the Fury (see Making Fury Attacks, p. XXX). The distance
have only one of each type of continuous effect on it at a time. When a model is the slammed model is moved is determined by the effect that caused the
affected by a rule that causes a continuous effect, place a token by that model slam. A slammed model stops if it contacts an obstacle, an obstruction, or
that indicates the specific type of continuous effect. another model’s base.
Continuous effects on a player’s models are resolved at the end of the After a slammed model is moved, it suffers a damage roll determined by
Pulse round (see p. XXX). To resolve a continuous effect, roll one action die. the effect that caused the slam. If a slammed model contacts an obstacle, an
If it is blank, the continuous effect expires with no affect. If it is a strike or obstruction, or a model with an equal-sized or larger base during its slam
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a super strike, the continuous effect remains on the model and apply the movement, add 1 red Power Die to the damage roll.
corresponding effect:
If a slammed model contacts a model with an equal or smaller base, the
Continuous effects include: contacted model suffers a collateral damage roll determined by the Fury
Cypher or attack that caused the slam.
• Corrosion – A model affected by the corrosion continuous effect suffers –1
ARM. When resolving a corrosion continuous effect at the end of a Pulse
round, if the continuous effect remains in play, the affected model suffers EXAMPLE OF A SLAM
an amount of damage equal to the number of strikes rolled. A Firebrand warjack hits a Vassal Reaver trooper model with a
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• Fire – A model affected by the fire continuous effect suffers –1 to its MAT Force Hammer melee attack. The Vassal Reaver is slammed 3˝
and RAT. When resolving a fire continuous effect at the end of a Pulse directly away from the Firebrand. During this movement, the
round, if the continuous effect remains in play, the affected model suffers Vassal Reaver contacts a Scourge warjack 2.25˝ away and stops
moving. Because it contacted a model with an equal-sized or
an amount of damage equal to the number of strikes rolled.
larger base, the attacking player will add 1 Power Die to their
• Lock Down – A model affected by the lock down continuous effect suffers damage roll against the Vassal Reaver when resolving the Force
–2 SPD. Hammer damage roll. The Scourge warjack does not suffer a
• System Failure – Roll a d6 when a model first suffers this continuous collateral damage roll because it has a larger base size than the
effect. If the result is 1–3, the model cannot attack with melee weapons Vassal Reaver that was slammed into it.
until the effect expires. If the result it 4–6, the model cannot attack with
ranged weapons until the effect expires.
• Tune Up – A model affected by the tune up continuous effect gains +1 to
STR, MAT, RAT, and DEF.
19
THE RACK & CYPHER CARDS
Each player in Warcaster: Neo-Mechanika has a deck of cards called PLAYING CYPHERS
a rack. The cards in a rack are Cypher Codecs (or Cyphers), which A Cypher may target a “model,” “unit,” “solo,” “squad,” or “warjack.” If a Cypher
are powerful arcane formulae the Warcaster has learned, which can card that targets a “unit” or a “squad” is played on a squad, it will affect all
defy the laws of nature. In battle, Cyphers augment the capabilities models in the squad. A Cypher card that targets a “model” will only affect the
of friendly units and obliterate enemy forces. model it is played on.
For rules on building your rack, see p. XXX. When a Geometric, Harmonic, or Overdrive is played, it can be played on any
legal targets on the battlefield and does not have to be channeled through
MODIFYING HAND SIZE another model.
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While a player’s maximum hand size is generally limited to five Cypher cards, Furies have ranges, require attack rolls to resolve, and must be channeled
some special rules (such as XXX’s Psycho Relay) can increase or decrease a through a model with the Arc Relay ability (see Making Fury Attacks below).
player’s maximum hand size.
When a player plays a Cypher on a model or unit, place the card next to the
If a special rule increases a player’s hand size, that player draws up to their card of the model or unit affected.
new maximum hand size at the end of the turn as normal.
If a Cypher card does not say when the card is discarded, discard it once its
If a special rule decreases a player’s hand size, that player must immediately effects have been resolved.
discard enough cards so that their hand size is equal to their new maximum.
POW -
FORCE BARRIER
1 1
DIVINATION
ALGORITHM
1
INTER
PROTDICTION
OCOL
example, if one of your warjacks is already affected by a Harmonic, you © & TM Privateer Press,
Inc.
© & TM Privateer Press,
cannot play another Harmonic on it until the first Harmonic has expired or
Press, Inc. Inc.
Privateer
© & TM
© & TM
Privateer
Press, Inc.
is removed.
20
MAKING FURY ATTACKS If the attack hits, the attacking player makes a damage roll with a number
of Action Dice equal to the POW of the Fury plus a number of Power Dice
When a player decides to play a Fury Cypher, they must declare the card they equal to the number of strikes the attacker rolled over the target’s defense
are playing, the model with the Arc Relay ability the Fury is being channeled roll. Damage is resolved just like melee and ranged attacks.
through, and the Fury’s target. Furies have a range (RNG) determined by
the Arc Relay score of the model the Fury is being channeled through. To Example: Aron channels a Pyrokinetic Surge Fury Cypher through
be targeted by a Fury, a model has to be within a number of inches of the his Marcher Worlds Coalition Weaver at Mike’s Continuum Scourge
warjack. The Weaver has a FOC stat of 4 and Aron has 3 Arc in his
channeling model equal to this range. A model outside this range cannot be
warcaster’s well, so he makes an attack roll, rolling 4 Action Dice
targeted by the Fury. and 3 Power Dice. Mike then makes a defense roll for his warjack,
Example: Aron wants to channel a Pyrokinetic Surge Fury Cypher rolling 3 Action Dice for the warjack’s DEF 3. Mike’s warjack was
through his Marcher Worlds Coalition Weaver targeting Mike’s targeted while out in the open and does not have cover from Aron’s
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Continuum Scourge warjack. The Weaver has the Arc Relay [10] attack.
special rule, meaning Fury Cyphers channeled through the model Aron scores 5 strikes while Mike rolls only 2. With 3 strikes over
have a range of 10”. Aron can target Mike’s Scourge warjack only Mike’s defense roll, Aron hits Mike’s warjack with the fireball. The
if it is within 10” of the Weaver. warjack suffers the fire continuous effect and a damage roll. Aron
After playing a Fury card and declaring its target, the attacking player makes rolls 3 Action Dice equal to the card’s POW 3 and adds 3 Power
Dice to the roll for his successes over Mike’s defense roll. Aron
an attack roll with a number of Action Dice equal to the Focus (FOC) of the
rolls 4 strikes, which is equal to Mike’s warjack’s ARM, resulting
model the Fury is being channeled through plus a number of Power Dice in the warjack suffering 1 damage point.
equal to the amount of Arc currently in the Warcaster’s well.
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Photo
21
VOID GATES & DEPLOYMENT
VOID GATES DEPLOYING & RECALLING UNITS
Throughout a game of Warcaster: Neo-Mechanika, players will deploy units Once per turn, a player can deploy one or more units or recall one unit in play.
into play through their void gates.
A player can choose to deploy units during the Deployment Phase of their
Once per turn at the end of the Deployment Phase after deploying models, a turn. A player can choose to deploy from either or both void gates in play. To
player may nominate one friendly warrior model to place a void gate or may deploy units, the player clears a number of Arc from a single void gate equal
place a void gate anywhere within 5” of their side of the table. A model that to the Deployment Cost of the units being deployed. The deployed units must
was deployed this turn cannot be nominated to place a gate. After nominating then be placed within 1” of the void gate.
a friendly warrior model to place a void gate, the gate maybe placed anywhere
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When deploying a squad, only the first model deployed must be placed within
within 5” of that model.
1” of the void gate. The other troopers in the squad must be placed within 2”
When a player places a void gate, they can charge it with up to 5 Arc. A player of that model.
can have up to two void gates in play at any time.
Models cannot be deployed within 1” of an objective (see p. XXX).
Once placed, void gates remain on the battlefield until they collapse.
Instead of deploying models during the Deployment Phase, a player may
Void gates are considered to be 30 mm-based models and can be attacked recall one of their units in play. When a player recalls a unit, the unit is
by enemy units. Void gates have DEF 3 and ARM 5. When a gate is damaged, immediately removed from the table and returned to the player’s reserves.
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instead of subtracting health, clear 1 Arc from the gate for each damage point Any Arc on a recalled unit is cleared.
it would have suffered. If a void gate is cleared of its last Arc, it collapses and
is removed from play.
A model can move through a void gate but cannot stop its movement on a
gate. If it does not have enough movement to cross the void gate, the model
must stop short of the gate.
22
ASSEMBLING YOUR FORCE
Before the start of a game, you need to select the units in your force and SQUAD IDENTIFICATION
construct a rack (see Rack, p. XXX). When building your force, you can choose Squads can only be deployed with their original designated
any 15 units plus up to 3 Hero solos. You cannot have more than 4 of any one troopers. With the potential to have multiple squads in your
specific unit in your force. This includes warjacks based on the same chassis reserves or on the tabletop and to deploy them into play throughout
no matter how they are customized. the game, it is important to mark or paint them in a such a way
that allows for easy identification so you do not become confused
For example, Will builds a force consisting of:
and combine troopers from different squads. It is all too easy to
2 Marcher Worlds Dusk Wolf warjacks, each with a Neural Net grab three destroyed models from squads with members still in
Cortex, Battle Rifle (Arm), Flamethrower (Arm), and Talon Rocket play and return them to the tabletop as a new squad by accident.
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Pod (Shoulder)
2 Marcher Worlds Strike Raptor warjacks, each with an Ace Cortex,
Particle Accelerator (Arm), Rock Buster (Arm), Blazer (Shoulder),
and Vortex Missile (Shoulder)
3 Marcher Worlds Ranger Fire Team squads
1 Marcher Worlds Ranger Heavy Support squads
1 Marcher Worlds Ranger Infiltrator squad
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3 Marcher Worlds Coalition Weaver solos
1 Marcher Worlds Combat Engineer solos
1 Marcher Worlds Hunter solo
Will can also add up to three Heroes to his force.
Note some scenarios may mandate the inclusion of some unit types in your (Diagram showing this)
force. You should always review the scenario you are planning to play before
assembling your force.
23
CUSTOMIZING WARJACKS SQUAD ATTACHMENTS
Each warjack has a designated chassis. Each warjack chassis has a number Attachments are additional models that can be added to squads. These
of head and weapon options available to it that a player can select from to models may represent officers, special weapon troopers, medics, etc., that
customize the loadout of the warjack. This customization takes place when are assigned to a squad. The attachment’s stat card determines which squads
a player assembles their forces—once a warjack’s loadout is determined, it the attachment can be added to.
cannot change during a game.
Each attachment has a cost modifier that is added to the Deployment Cost of
To customize a warjack, begin by selecting a warjack chassis. the unit when it is brought into play. If the added cost is paid, the attachment is
simply added to the unit when it is put into play. A squad can have more than
Then, choose a head for the warjack. The warjack’s head determines the type
one attachment added to it at the time it is deployed, but a squad cannot have
of cortex it has that will convey additional special rules.
more than one of the same attachment added to it. A squad cannot deploy
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Next, select the warjack’s weaponry and additional equipment. Each chassis with attachments that exceed the deployment cost of the available Arc on the
has a number of Weapon Points allocated to it that can be spent to arm the gate it deploys from.
warjack, and each weapon must be assigned to a hardpoint on the chassis.
Attachments have SPD stats equal to the squad they are attached to.
Hardpoints determine how many weapons a warjack can be armed with and
where they can be placed. Weapons are designed to fit into certain hardpoints For example, Will decides to deploy a Paladin Annihilator squad
on a warjack and cannot be added to other locations. For example, a weapon with a Paladin Aegis attachment. He clears 3 Arc from his void
designed for a shoulder hardpoint cannot be assigned to a warjack’s arm gate, 2 for the squad and 1 for the attachment. In this case, the
Paladin Aegis will be SPD 4 because the rest of the Paladin
hardpoint and vice versa. Different chassis have different numbers and
Annihilator squad is SPD 4.
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configurations of hardpoints.
Some squads have special rules that affect the whole squad. These rules
Example: Matt generates an Alliance force for his next game.
affect the attachments that are added to the squad, even if the attachment
In doing so, he customizes a Firebrand warjack for his force.
In addition to getting to choose a cortex for the warjack, he will models do not have the same special rules.
also get to add weapons to it. The warjack has 2 arm hardpoints Note that squad attachments are not considered individual units and do not
and 1 shoulder hardpoints. It can have up to a total of 5 points
count toward the 15 units each player can have in their force.
of weapons. Matt gives his warjack the Reflex cortex. Cortex
selections do not cost weapon points, so Matt still has 5 points
of weapons he can add to the Firebrand. Matt decides to give the
warjack a Fusion Glaive arm weapon (2 weapon points) in order to
give the warjack some real offensive melee power. He also gives
it a Repulsor Shield arm weapon (1 weapon point) for protection.
Finally, he gives it a Harbinger Cannon shoulder weapon (2
weapon points) for some ranged firepower.
When customizing a warjack, you do not have to use its entire allotment of
weapon points if you cannot or do not wish to. You cannot, however, exceed
the Weapon Point total.
24
WILD CARDS THE RACK
Wild Cards are units that can be included in two or more different Faction Before the start of the game, each player must build a deck of 12 to 15 Cypher
forces. These units could be mercenaries or have complex or split loyalty Codec cards. Only one of each Cypher card can be included in a deck, and the
issues that enable them to work for more than one Faction. deck must include at least 3 of each type of Cypher card: Furies, Geometrics,
Harmonics, and Overdrives. This is the player’s rack.
For example, XXX is a bounty hunter known to operate in both Alliance and
Marcher World territories. At the start of the game, each player shuffles their rack and draws a hand of
five cards.
A player can play up to two cards from their hand during their turn, one right
before activating their models and one immediately after. At the end of their
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turn, a player draws back up to a hand of five cards. Before drawing back up
to five cards, a player can discard one card from their hand.
When a card expires or is discarded, place it in a discard pile. When a player
draws the last card from their rack, shuffle the discard pile into a new deck
and continue drawing from this deck as normal.
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25
TERRAIN
The battles represented by games of Warcaster: Neo-Mechanika OBSCURRING TERRAIN
take place across a multitude of disparate worlds populated by alien Some terrain, such as dense fog or forests, can obscure view. When drawing
species of flora and fauna sometimes utterly unknown to the human line of sight to or from a point within obscuring terrain, the line of sight can
denizens of the Thousand Worlds. Each of these worlds represents pass through up to 3˝ of obscuring terrain without being blocked; anything
a potential battlefield, their landscapes shaping the conflicts fought more blocks it. When a model outside of obscuring terrain attempts to draw
over their resources and environs. These terrain rules provide line of sight to another point also outside that obscuring terrain, the obscuring
guidelines for establishing the effects that a battlefield’s terrain can terrain blocks line of sight to anything beyond it. Thus, a model can see 3˝ into
exert on a game. or out of obscuring terrain but not completely through an obscuring terrain
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feature regardless of how thick it is.
Covering the rules for every possible terrain type would be an
endless task, so players themselves need to agree on the exact FORESTS
nature of each terrain feature on the battlefield before the game A forest is generally considered to be a wooded area that is not so dense that
begins. As a general rule, a model can occupy a surface that is large models cannot move through it.
enough for the model’s base to sit on. If an area is too small, slanted
A forest is treated as both rough and obscuring terrain.
or uneven for the model’s base to sit on, then the model should not
be moved there. Smaller models may be able to occupy surfaces OBSTACLES
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and spaces that larger models cannot.
An obstacle is any physical barrier on the table up to 1 ̋ tall, such as a wall,
alien flora, barricade, or standing ruin. A model can cross an obstacle if it
ROUGH TERRAIN has enough movement to place its base on the other side of the obstacle.
Rough terrain is difficult ground that can be traversed, though at a significantly Otherwise, the model must stop short of the obstacle.
slower pace than more open terrain. As long as any part of its base is in rough
terrain, a model moves at half rate. Models can stand on obstacles if the obstacle is large enough and if both
players agree before the start of the game. Note that some obstacles will be
Example: Matt’s Paladin Commander is completely within forest too small to accommodate the bases of larger-based models. Climbing on top
terrain, which is rough terrain. During its activation, Matt chooses
of an obstacle takes 1” of a model’s movement.
to advance the Paladin Commander deeper into the forest. The
Paladin Commander is SPD 6 so it can advance to 3 ̋ when it moves Obstacles provide cover (see p. XXX).
during its activation.
26
STRUCTURES IMPASSIBLE TERRAIN
A structure is a terrain feature 1 ̋ tall or greater—such as a building, rock While not a true terrain type, there may be some parts of the battlefield
formation, high wall, or other feature. that are intended to be more decorative than functional where models
are not actually intended to go. Such terrain is considered to be out of
A model cannot move through a structure but can move over or onto it if it has
the bounds of play. Examples of impassable terrain include mountain
the Flight special rule. Some structures can be climbed upon using ladders or
peaks, the sheer cliff faces of a ravine, volcanic calderas, or impossibly
stairs. When a model climbs ladders or stairs, the linear distance traveled on
tall walls without any means of entry or egress. A model cannot enter
the ladder or stairs is included in the model’s movement.
impassable terrain for any reason. Players should agree on which
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Structures provide cover (see p. XXX). terrain features are impassible before the start of the game.
FALLS
A model that moves off of a position that is elevated above the tabletop,
intentionally or otherwise, falls and takes damage as a result. Note that a
model with the Flight special rule can intentionally move off a height without
falling. If the model with Flight was slammed off that height, however, it will
suffer a fall normally.
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A model that suffers a fall takes a damage roll with a POW equal to each full
inch the model fell. A model falling less than 1” does not suffer fall damage.
If a warjack or a solo is damaged as a result of a fall, it gains an activation
token, and its activation immediately ends (if the fall took place during the
model’s activation).
27
BATTLEFIELD & SCENARIO GENERATION
Warcaster is a scenario-driven game. Before the game can begin, PRIMARY MISSION
the table must be set with terrain, a primary mission determined, After the battlefield is set, players can either choose a primary mission or roll
and players may choose a secondary objectives. With each player one randomly from the chart on page XXX. Each primary mission is a scenario
having access to a near endless reserve of soldiers and warjacks to that consists of the following elements:
deploy into battle, victory can only be determined by achieving the
Name: The name of the mission.
goals in the missions generated in this section.
Setup: Any mission elements, such as objectives, that must be placed on the
CREATING THE BATTLEFIELD battlefield. This section will often include a small map that shows the exact
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Warcaster: Neo-Mechanika is played on a 30” x 30” or 4’ x 4’ table referred to placement of any objectives. Additionally, any changes to initial deployment or
as the battlefield. There is no limit to what type of battlefield you can theme army composition are indicated here.
your table around, as the battles in Warcaster take place across a thousand Special Rules: Any additional rules associated with this mission. This section
worlds. Whether your table is a lush forest, an icy wasteland, an industrial will indicate how many secondary missions each player has.
nightmare, or a fiery deathtrap, it is appropriate for a game of Warcaster.
Scoring: The rules that indicate how a player scores Victory Points (VPs) in
Each battlefield should contain a meaningful mix of terrain features of various this mission.
sizes and shapes. For most games, it is recommended that the table be
divided into quadrants and 2–3 pieces of terrain be placed in each quadrant. Victory Conditions: The rules to determine how and when a player achieves
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Players should agree on the distribution of terrain and its placement on the victory.
battlefield before the game begins.
Additionally, players should agree on what rules will apply to each piece of
terrain on the battlefield—for example, which pieces will provide cover. The
rules for terrain can be found on page XXX.
28
OBJECTIVES PORTABLE OBJECTIVES
Many missions utilize objectives, which are represented on the battlefield by A portable objective is a token on the battlefield that can be carried or
objective markers. Objectives come in two varieties: portable and permanent. otherwise moved by a model. The mission will indicate the size of the objective
Both are represented by tokens. Models cannot be deployed within 1” of an and what types of unit can carry it. When a model of the appropriate type
objective, whether portable or permanent. contacts the objective, that model can immediately pick it up. Place a portable
objective token next to the model’s base. A model can only carry one portable
PERMANENT OBJECTIVES objective at a time. If a model carrying a portable objective is removed from
A permanent objective is one that players will attempt to take and hold. The the battlefield for any reason, such as being destroyed or recalled, before
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mission will indicate the size of the objective and what type of units can secure removing the model, place the portable objective token on the table, centered
it. A unit secures a permanent objective if they are within 1” of the objective on the model’s current location.
and no enemy models are within 1” of it.
Permanent objectives cannot be moved once the game begins.
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29
PRIMARY MISSION: ORDERS OF MAGNITUDE
Two rival forces meet to do battle for control of an Arc geyser field. As the
armies clash, rich Arc geysers erupt sporadically around them.
SETUP
Place six permanent objectives (Arc geysers) onto the battlefield as indicated Add a map showing six objectives form-
on the map below. These objectives should be numbered 1 to 3 on each side
as shown on the map. ing a ring. Place two objectives in the
SPECIAL RULES middle of the table, 10” forward of the
Only squads can hold Arc geyser objectives. rear edge of each player’s side of the
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At the start of each Pulse round, roll a d3 to determine which Arc geyser table. Then place one objective in each
objectives are active. Reroll if a roll results in the same Arc geyser being active corner 18” forward of the rear edge of
as in the last Pulse round. Place a token on each active Arc geyser objective.
At the start of a subsequent Pulse round, remove these tokens and roll for
each player’s side of the table and 10”
new active geysers. from the right or left side of the table.
SCORING Number the objectives 1 thru 3 so that
Players score victory points at the end of each Pulse round for each Arc
the opposite sides have the same num-
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geyser objective they secure. 1 VP is scored for an inactive Arc geyser and 3
VPs for an active Arc Geyser. bers as on the map below.
VICTORY CONDITIONS
After the third Pulse round is scored, the player with the most victory points
wins the game.
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PRIMARY MISSION: STRANGE MATTER
Running low on Arc reserves, two desperate forces meet to do battle at an
abandoned Arc mining facility. In the midst of the running firefight that ensues,
both sides must compete to gather and refine low-grade Arcanessence-
infused ore in order to escape a dead world. The victor will not only escape
but will also leave their opponent stranded for days or months to come.
SETUP Add a map showing four Permanent objectives forming
Place four permanent objectives (Arc processors) and three portable a square. Each Permanent objective is 16” up (from a
objectives (Arc ore) onto the battlefield as indicated on the map below. The Arc player’s table edge) and 12” over (from one of the side
Processor objectives are considered to be terrain features that provide cover. table edges).
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SPECIAL RULES The three Portable objectives are placed so that the
Squads and solos can hold Arc processor objectives. furthest left is 10” diagonally away from both of the
SCORING two nearest Permanent objectives, the furthest right is
Players score victory points at the end of each Pulse round for each Arc similarly 10” away from its two nearest.
processor objective they secure. 1 victory point is scored for an Arc processor
The Center Portable objective is in the middle of the
during the first Pulse round, 2 victory points during the second Pulse round,
and 3 victory points during the third Pulse round.
map. So the map will look something like this.
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2 additional victory points are scored per Arc processor if a model holding an
Arc ore objective is securing the Arc processor.
VICTORY CONDITIONS
After the third Pulse round is scored, the player with the most victory points
wins the game.
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PRIMARY MISSION: SURFACE TENSION
Surface Tension is a battle for control over a distant battlefield. The side best
able to bypass their opponent’s defenses and strike deeply into their territory
is certain to be victorious.
SETUP
Place five permanent objectives onto the table in accordance with the map
below. These objectives are considered to be terrain features that provide
cover.
Add a map showing the five objec-
SPECIAL RULES
tives; one in the center of the table
and one 12” up and 12” over from
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Only squads can secure the objectives.
SCORING each corner of the table.
Players score victory points at the end of each Pulse round for each objective
they secure. 1 victory point is scored for objectives closest to the player’s
starting battlefield edge, 2 victory points are scored for the objective in the
center of the table, and 3 victory points are scored for objectives closest to
their opponent’s side of the battlefield.
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VICTORY CONDITIONS
After the third Pulse round is scored, the player with the most victory points
wins the game.
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SECONDARY MISSIONS
In addition to their primary mission, players can optionally decide to
choose secondary missions. If both players agree to use secondary
missions, once the primary mission has been determined, each
player can choose secondary missions. Unlike the primary mission,
which is shared by both players, each players’ secondary mission(s)
may be unique to them.
Each secondary mission consists of the following elements:
Name: The name of the mission.
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Special Rules: Any additional rules associated with this mission.
Scoring: The rules that indicate how a player scores victory points
in this mission.
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the scenario has been determined.
opponent, score 2 victory points.
SECONDARY MISSION: BODY COUNT
SPECIAL RULES
SECONDARY MISSION: RECON
SPECIAL RULES
Each time you destroy three or more of your opponent’s units during a single
The first time you get a unit within 5” of your opponent’s rear table edge, score
turn, score 2 victory points.
3 victory points.
SECONDARY MISSION: DISRUPT
SPECIAL RULES
SECONDARY MISSION: SALVAGE
SPECIAL RULES
Each time a unit you control causes an enemy gate to collapse, score 1 victory
Each time a squad you control destroys an enemy warjack with a melee
point.
attack, score 2 victory points.
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SKIRMISH MISSIONS
Skirmishes are smaller-scale introductory scenarios that are intended to
familiarize players with the rules of Warcaster: Neo-Mechanika as they learn
the game and build their collections. Skirmishes are played on 30” x 30”
battlefields. MERCY RULE IN SKIRMISH MISSIONS
Instead of using the normal force-building rules on page XXX, in a skirmish, When playing skirmish missions, players may optionally decide to
each player can build forces with up to only 8 units on each side or with as few ignore the Mercy Rule if they wish. See Mercy Rule, p. XXX, for details.
as the contents of a battlebox. Players should agree on the size of game they
will play before building their forces.
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After the battlefield is set, players should choose a skirmish mission to play.
When playing a skirmish mission, players should not choose secondary
objectives.
Each skirmish mission is a scenario that consists of the following elements:
Name: The name of the mission.
Setup: Any mission elements, such as objectives, that must be placed on the
battlefield. This section will often include a small map that shows the exact
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placement of any objectives. Additionally, any changes to initial deployment or
army composition are indicated here.
Special Rules: Any additional rules associated with this mission. This section
will indicate how many secondary missions each player has.
Scoring: The rules that indicate how a player scores victory points (VPs) in
this mission.
Victory Conditions: The rules to determine how and when a player achieves
victory.
Skirmish missions use the objective rules on page XXX.
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SKIRMISH MISSION: BOILING POINT
Boiling Point is a small-scale battle between probing forces on an unexplored
world. The side best able to make use of their limited forces will emerge
victorious.
SETUP Remember, this scenario is
Place three permanent objectives onto the table in accordance with the map
played on a 30” x 30” battlefield.
below. These objectives are considered to be terrain features that provide Add a map showing the three
cover. objectives; one is 6” from the left
table edge in the middle of the
SPECIAL RULES
table. The remaining two are 6”
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Any units can secure the objectives. from the north and south table
SCORING edges and 6” from the right table
Each player can only score each objective once per Pulse round and objectives edge.
are scored when a unit ends its activation while securing the objective. 1
victory point is scored for objectives during the first Pulse round, 2 victory
points are scored for the objectives during the second Pulse round, and 3
victory points are scored for the objectives during the third Pulse round.
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VICTORY CONDITIONS
After the third Pulse round is scored, the player with the most victory points
wins the game.
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TURNS
Turns have the following steps that must be taken in order:
1. Ready Phase: If all of your units have activation tokens, ready your units by
removing all activation tokens from them (see Activation Tokens, p. XXX).
2. Charging Phase: A player can choose to charge one friendly unit or void
gate in play with 1 Arc or clear any amount of Arc from friendly units and
void gates. See Arc & Charging Models, p. XXX.
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3. You may play one Cypher card.
4. Activation Phase: Activate one unit and up to one additional solo. Each of
these units can move and attack, in either order, and then their activations
end. When a unit’s activation ends, place an activation token next to it.
5. You may play one Cypher card.
6. Deployment Phase: You may deploy one or more units or recall one unit.
7. You may nominate one friendly warrior model to place a void gate or may
place a void gate anywhere within 5” of your rear table edge. A model
that was deployed this turn cannot be nominated to place a gate. After
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nominating a friendly warrior model to place a void gate, the gate maybe
placed anywhere within 5” of that model. When placing a void gate, you
may charge it with up to 5 Arc.
8. You may discard one Cypher card.
9. Draw back up to a full hand of Cypher cards.
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