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Warcaster: Neo-Mechanika

Warcaster: Neo-Mechanika Rulebook

Table of Contents

Table of Contents

  • Components
    • What's in the Box
    • Other Things You Need
    • Token Sheet
  • Battlefield
  • Your Force
    • Warjacks
    • Squads
    • Solos
    • Heroes
    • Reserves
  • Dice
    • Rolling a d3
    • Strike Dice
  • General Rules
    • Applying Rules
    • Card Rules
    • Mercy Rule
    • Sportsmanship and Sharing Information
    • Active or Inactive Player
  • Stat Cards
    • Stat Card Explanation
    • Model Stats
    • Advantages
    • Base Size
    • Special Rules
    • Number of Models in a Squad
    • Stat Modifiers
    • Weapon Stats
    • Weapon Qualities
  • Game Play Overview
    • Turns
    • Pulse Rounds
    • Starting the Game
  • Arc & Charging Units
    • Charge & Spike Special Rules
    • Attacking with a Charged Model
  • Activation, Movement & Attacks
    • Movement & Advancing
    • Squad Movement
    • Flight
    • Repositioning Models
    • Replacing Models
    • Contact
    • Attacking
    • Special Actions
    • Activation Tokens & Readying
  • Combat
    • Making Melee & Ranged Attacks
  • Measuring Range & Distances
    • Line of Sight & Targeting
    • Determining Model Volume
    • Line of Sight & Terrain
  • Cover
  • Blast Weapons
  • Spray Weapons
  • Continuous Effects
  • Getting Slammed
    • Beyond the Play Area
  • The Rack & Cypher Cards
    • Playing Cyphers
    • Modifying Hand Size
    • Cypher Card Types
  • Making Fury Attacks
  • Void Gates & Deployment
    • Void Gates
    • Deploying & Recalling Units
  • Assembling Your Force
    • Squad Identification
  • Customizing Warjacks
  • Squad Attachments
  • Wild Cards
  • The Rack
  • Terrain
    • Rough Terrain
    • Measuring Movement Through Rough Terrain
    • Obscuring Terrain
    • Forests
    • Obstacles
    • Structures
    • Ladders, Stairs & Elevators
      • Modeled Stairs
    • Jumping
      • Executing a Jump
    • Falling
    • Impassable Terrain
  • Battlefield & Mission Generation
    • Primary Mission
    • Creating the Battlefield
    • Objectives
      • Permanent Objectives
      • Portable Objectives
    • Primary Mission: Absolute Pressure
    • Primary Mission: Decay Constant
    • Primary Mission: Orders of Magnitude
    • Primary Mission: Strange Matter
    • Primary Mission: Surface Tension
    • Primary Mission: Uncertainty Principle
  • Secondary Missions
    • Secondary Mission: Body Count
    • Secondary Mission: Disrupt
    • Secondary Mission: Overrun
    • Secondary Mission: Recon
    • Secondary Mission: Salvage
  • Skirmish Missions
    • Mercy Rule in Skirmish Missions
    • Skirmish Mission: Boiling Point
    • Skirmish Mission: Chaos Theory
    • Skirmish Mission: Spontaneous Combustion
  • Turn Summary

Components

What's in the Box

  • Warcaster: Neo-Mechanika rulebook
  • Six models and bases, including two solos, a three-model squad, and a warjack with weapon and head options (models and stat cards vary by Command Group)
  • Four unit stat cards and five warjack weapon cards
  • Five white Strike Dice, five red Strike Dice, and one standard die
  • Twenty-four Cypher cards
  • Token sheet, including a Pulse Tracker
  • Rules Reference Card
  • 2x 30mm bases for Void Gate tokens

Other Things You Need

  • Terrain
  • A table or playing surface where you can conduct your battles (typically measuring 4' × 4' or 30" × 30")
  • A tape measure or ruler marked in inches and fractions thereof to measure movement and attack distances

Token Sheet

  • 7 Activation tokens
  • 7 Arc tokens
  • 1 Pulse Tracker token
  • 2 Two-piece Void Gates (to be attached to 30mm bases)
  • 3 Portable Objective markers
  • 6 Numbered Permanent Objective markers
  • 2 Lock Down continuous effect tokens
  • 2 Tune Up continuous effect tokens
  • 3 Corrosion continuous effect tokens
  • 2 Double-sided System Failure continuous effect tokens
  • 5 Damage tokens
  • 3 Fire continuous effect tokens

Battlefield

Warcaster is played on a battlefield. The size of the battlefield is determined by your chosen mission. Typical battlefield sizes are 4' x 4' for full-sized Primary Missions or 30" x 30" for smaller scale Skirmish Missions. 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.

Your Force

In Warcaster: Neo-Mechanika, you go to battle with a force made up of 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 units into play (see Void Gates & Deployment). Units are the models in your force. A unit can be an individual 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. When a unit is destroyed, it is returned to your reserves and can be deployed again later in the game.

Each unit comes with a card detailing its stats and special rules.

Warjacks

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 to operate autonomously. Warjacks are not warrior models.

Squads

A squad is a small group of similarly trained and equipped soldiers, such as Paladin Enforcers, Ranger Fire Teams, and Vassal Reavers, who operate together as a team. Models in a squad do not activate individually; instead, all members of the squad activate at the same time and progress through the steps of an activation together.

The models in a squad are warrior models. You cannot redeploy a squad until all models in the squad have left play or been destroyed.

Solos

Solos are individuals who operate alone, such as assassins, weavers, and snipers. Solos are warrior models.

Heroes

Some unique and powerful units are considered to be Heroes. When a Hero unit is destroyed, it is removed from the game instead of being returned to the reserves.

Reserves

Models in a player's force that are not in play are reserves and can be deployed throughout the game. Except for those models that each player deploys at the start of the game, players begin with all of their models in reserve (see Starting the Game). When a unit is destroyed or removed from play, it is returned to the reserves and can be deployed again during play. A squad is not returned to the reserves until the last model in the squad has been destroyed, recalled, or otherwise leaves play.

Dice

In addition to the single standard six-sided die (referenced in the rules as a d6), Warcaster: Neo-Mechanika uses Strike Dice.

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

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.

Warcaster: Neo-Mechanika uses two different color-coded Strike Dice with different chances of rolling a strike depending on the color.

  • 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.
  • Power Dice (red) are comprised of 1 miss, 4 strikes, and 1 super strike, making them much more reliable.

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 Wild Cards, that will work for that Faction.

Applying Rules

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.

Mercy Rule

If a player has no models in play, either units or void gates, they immediately lose the game.

Sportsmanship and Sharing 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.

Active or Inactive Player

If a model is making an attack, the player controlling it is the active player. If no model is making an attack, the active player is the player whose turn it is. In both cases, the other player is the inactive player. When resolving effects that occur "after the attack is resolved," the active and inactive players remain the same as during the attack until all effects triggered by the attack are resolved.

Whenever two or more special rules are triggered at the same time, such as "attack hit" or "attack destroys an enemy model," the active player chooses the order in which special rules on their models resolve and resolves them, then the inactive player chooses the order in which special rules on their models resolve and resolves them.

Stat Cards

Stat Card Explanation

The stat card explanation diagram labels the following parts of a unit's stat card: Unit Name; Unit Faction & Type; Faction Icon; Deployment Cost; Unit Stats; Unit Base Size; Advantage Icons; Unit Illustration; Weapon Name; Weapon Stat Bars; Health; Weapon Range; Weapon POW; Weapon Quality Icon; Ranged Weapon Icon; Melee Weapon Icon; and Energy Type.

Model Stats

All the information you need to play with your models is present on their stat cards.

Advantages

Advantages are common special rules that many models have. Advantages are always in effect. A model's advantages are marked as icons beneath its stat bar, along with its base size.

  • Speed (SPD): This is the number of inches a model can move when advancing during its activation.
  • Strength (STR): This is the number of Action Dice you roll when your warjack makes a strength check.
  • Melee Attack (MAT): This is the number of Action Dice you roll when your model makes a melee attack.
  • Ranged Attack (RAT): This is the number of Action Dice you roll when your model makes a ranged attack.
  • Focus (FOC): This is the number of Action Dice you roll when channeling a Fury attack through the model.
  • Defense (DEF): This is the number of Action Dice you roll when your opponent targets the model with an attack. Any strikes rolled offset the strikes rolled by the player controlling the attacking model.
  • Armor (ARM): This is the number of strikes that must be rolled to cause a point of damage to this model.
  • Health (HEALTH): This is the number of damage points a model can take before being destroyed. If a model does not have any Health boxes displayed on its card, taking any amount of damage will destroy it.
  • 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.
  • Compound Armor: This model gains +1 ARM against explosion damage.
  • Flight: This model has Flight (see Flight).

Base Size

Warcaster uses small (30mm), medium (40mm), and large (50mm) base sizes, which are marked as an icon, alongside its advantages, beneath a model's stat bar.

Special Rules

A unit's special rules and the special rules of its weapons are listed on its card.

Number of Models in a Squad

The number of models in a squad is listed beneath the stat bar just to the right of the squad's base size alongside the squad's Advantage icons.

Stat Modifiers

There are a number of special rules and circumstances that can modify a model or weapon's stats. When applying modifiers, apply multipliers first and then apply modifiers that add or subtract from the stat. A stat can never be reduced to less than 1.

Example: Oz plays the Ascension Catalyst Cypher card on his Continuum Nemesis warjack. The Cypher grants its target +2 SPD and Flight. During the warjack's activation, Oz spikes to use the Nemesis' Afterburner special rule, which triples the warjack's SPD when advancing that turn. The Nemesis has SPD 6 which would be tripled to 18 when it advances before adding an additional +2 for the Ascension Catalyst Cypher card. Oz's Nemesis can advance 20".

Weapon Stats

Weapons have stats like units. On a unit's weapon stat bar, a dagger icon denotes a melee weapon and a pistol denotes a ranged weapon. The entry for a unit with multiple identical weapons has a single weapon stat bar with the number of weapons indicated after the name of the weapon.

  • Energy Type: A weapon's energy type describes the forces utilized by the weapon to damage its targets. Some units are more vulnerable or resistant to different energy types. Energy types include: Ballistic, Beam, Cold, Corrosion, Energy, Explosion, Fire, Force, and Kinetic. A Beam weapon causes beam damage, an Energy weapon causes energy damage, and so on. Some weapons have more than one energy type. For example, the Paladin Commander's Pulse Cannon weapon is both an Explosion and a Force weapon.
  • Range (RNG): This is range of the weapon in inches. A model must be within the range of a weapon to be targeted by an attack made with the weapon. See Measuring Range & Distances.
  • Power (POW): This is the strength of an attack. It determines how many Action Dice are rolled to resolve a damage roll for the attack. See Making Melee & Ranged Attacks.

Weapon Qualities

Weapon qualities are special rules that are marked as icons on a weapon's stat block.

  • Blast Weapon: This is a blast weapon (see Blast Weapons).
  • Corrosion: A model hit by this weapon suffers the corrosion continuous effect (see Continuous Effects).
  • Fire: A model hit by this weapon suffers the fire continuous effect (see Continuous Effects).
  • Lock Down: A model hit by this weapon suffers the lock down continuous effect (see Continuous Effects).
  • Repulsor: When this model hits a model with an equal or smaller sized base with an attack with this weapon, before damage is rolled, the model hit is slammed 3" directly away from this model. Collateral damage is equal to the POW of this weapon (see Getting Slammed).
  • Spray Weapon: This is a spray weapon (see Spray Weapons).
  • Strafe: After declaring an attack with this weapon and its target, roll one power die. For each strike rolled, you can make one additional attack against another model within 2" of the initial target. Each attack must target a different model. Additional attacks cannot generate additional Strafe attacks.
  • System Failure: A model hit by this weapon suffers the system failure continuous effect (see Continuous Effects).

Game Play Overview

Warcaster is played in turns alternating between each player. On each of their turns, a player can charge one unit or void gate, play up to two Cypher cards, activate a unit and an additional solo, deploy units, place a void gate, etc., before moving on to their opponent's turn.

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 & Readying).
  2. Charging Phase: You 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 Units.
  3. You can play one Cypher card.
  4. Activation Phase: Activate one unit and up to one additional solo. When a unit activates, it can move and attack, in either order, and then its activation ends. When a unit's activation ends, place an activation token next to it.
  5. You can play one Cypher card.
  6. Deployment Phase: You can deploy one or more units or recall one unit. You can nominate one friendly warrior model to place a void gate or can 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 nominating a friendly warrior model to place a void gate, the gate can be placed anywhere within 5" of that model. When placing a void gate, you can charge it with up to 5 Arc.
  7. You can discard one Cypher card.
  8. Draw back up to a full hand of Cypher cards.

Pulse Rounds

Pulse Rounds determine when mission scoring occurs, when you check to see if continuous effects expire, and when you remove activation tokens from your models. The Pulse may also determine when other events occur during play, such as when some Cypher cards expire.

Pulse rounds are tracked with a Pulse tracker. The tracker is divided into five boxes. When the first player takes their first turn of the game, they place the 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 token forward one space. When the tracker would advance from the fifth box, the Pulse round ends, and the tracker is moved back to the starting position, beginning a new Pulse round.

When the Pulse round ends, both players resolve the following in order:

  1. Resolve any continuous effects affecting your units.
  2. Cypher cards that expire at the end of the Pulse round expire.
  3. Both players check the scoring rules for both the mission being played and for any applicable secondary missions (see Battlefield & Mission Generation). This means that both players score simultaneously each time the Pulse round ends.
  4. Remove all activation tokens from your models.

Unless otherwise noted, games of Warcaster last for three Pulse rounds.

Starting the Game

Before the start of the game, each player should draw a hand of five Cypher cards from their rack decks (see The Rack & Cypher Cards). Each player starts the game with 7 Arc. Place this Arc in the "well" off to the side of the table next to your rack deck.

At the start of the game, each player should roll a d6. The higher roller has the option of being the first player and taking the first turn of the game or going second and choosing their side of the table.

The first player then deploys units with a total deployment cost of up to 5 Arc within 5" of the rear edge of their side of the table. Once that player completes their deployments, the second player does the same.

The first player then takes their first turn. Players alternate taking turns for the rest of the game.

Arc & Charging Units

Throughout a game of Warcaster: Neo-Mechanika, Arc (short for Arcanessence) flows to and from the Warcaster as the Warcaster charges units in play with arcane energy and draws it back again. A Warcaster begins the game with a well of 7 Arc that the player will use throughout the game.

When a Warcaster charges a unit or void gate, the Warcaster moves 1 or more Arc from their well to the unit or gate. A unit with 1 or more Arc is charged. A model that has no Arc on it is not charged. When you clear Arc from a model, you remove the Arc and put it back into the Warcaster's well. When a unit is destroyed, any Arc on it is cleared.

  • A void gate can be charged with up to 5 Arc at any time.
  • A warjack can be charged with up to 3 Arc at any time.
  • Solos can be charged with up to 1 Arc at any time.
  • Squads can be charged with up to 1 Arc at any time.

Charge & Spike Special Rules

Each unit has a special rule that becomes active while it is charged. Each unit also has a special rule enabling it to spike, or clear 1 Arc on it, for a temporary effect.

Special rules requiring a model to be charged to come into effect are marked with a charge icon.

Example: The Marcher Worlds Ranger Fire Teams' Battle Rifles have the Mechanikal Optics special rule. The rule states that while the squad is charged, the weapons gain +4" RNG. Because the special rule is triggered while the squad is charged, no Arc has to be cleared from the squad to gain the benefits of the Mechanikal Optics special rule.

Special rules requiring a model to spike to use are marked with a spike icon.

Example: The Alliance Paladin Annihilator squad has the Hunter-Killer Salvo special rule that says that the squad can spike to ignore line of sight and cover during their activation. 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.

Attacking with a Charged Model

When a charged model makes a melee or ranged attack roll, it gains one Power Die for each Arc on the model. When you play a Fury Cypher card, do not add Power Dice to the attack roll for Arc on the channeling model. See Making Melee & Ranged Attacks for more details.

Activation, Movement & Attacks

During the Activation Phase of each player's turn, that player must activate at least one unit if they have one in play. A player can also activate an additional solo during their Activation Phase each turn. The unit and additional solo can be activated in any order; however, you must complete one unit's activation before moving onto the next.

Example: During his turn, Matt activates and advances his Marcher Worlds Ranger Heavy Support squad. The squad has SPD 4, so Matt moves one model in the squad 4". He then places the other two models in the squad anywhere within 2" of the model he moved and with line of sight to that model.

During its activation, a unit can advance and attack, in either order, and then its activation ends. When a unit's activation ends, place an activation token next to it. A unit can only have one activation token on it at any time.

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 model 3" and then places the other two models in the squad anywhere within 2" of the model he moved and with line of sight to that model.

Movement & Advancing

Models cannot move through other models; they must move around other models on the battlefield.

A model can never end its movement with its base overlapping another model's base. Additionally, a model cannot end its movement with its base overlapping an obstacle or structure unless the model ends its movement on an obstacle or structure it can stand on (see Terrain).

When a warjack or solo advances during its activation, it can move up to its SPD in inches.

Squad Movement

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. Repositioned models must be placed so that they have line of sight to the model that moved. Models that cannot be repositioned within 2" of the model that moved are destroyed.

If a single model in the squad is affected by a rule that requires it to move or be repositioned, but does not affect the rest of the models in the squad, move or reposition only that model.

Flight

Some models have the ability to fly. When a model with Flight moves voluntarily, it ignores vertical distances and can move over structures and models if it has enough SPD to move completely past them. It also ignores the effects of rough terrain. A model with Flight can move onto a structure and end its movement anywhere large enough for its base to stand on. When a model with Flight is moved involuntarily, such as the result of a slam, it does not ignore rough terrain or vertical distances and cannot move over structures and other models.

When a model with Flight is targeted by a melee attack made by a model without Flight, the model with Flight gains 2 Power Dice when making its defense roll against the melee attack. See Making Melee & Ranged Attacks.

Repositioning Models

A model may be repositioned on the battlefield as a result of squad movement or a special rule. Repositioning is not movement, and anything that affects or would be affected by a model's movement does not apply. When you are repositioning a model, it must be repositioned to a location it can stand on or otherwise occupy. For example, you cannot place the model on an obstacle that is not wide enough for it to stand on or reposition it in midair over the table.

Replacing Models

When replacing one model with another, place the new model so the area covered by the smaller of their bases is completely within the area covered by the larger. If the two bases are the same size, place the new model in the 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.

Contact

A model is considered to contact an obstacle or structure when its vertical volume touches the obstacle or structure. A model is not considered to contact an obstacle or structure it is standing on.

One model is considered to contact another when its volume changes from not touching the volume of the other model to touching it. Additionally, when a model is already touching the volume of another model and would move toward it, it is considered to contact that model again.

Attacking

When a solo attacks during its activation, it can make one attack. Choose one weapon for the model to attack with.

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 attack.

When a warjack makes its attacks during its activation, it can make one attack with each of its weapons.

Example: Jason's Alliance Firebrand is armed with a Repulsor Shield, Assault Rifle & Bayonet, and a Null Cannon. When the warjack attacks, it can attack with the Repulsor Shield, Assault Rifle, Bayonet, and the Null Cannon.

See Making Melee & Ranged Attacks for the complete rules on resolving attacks.

Special Actions

Some models have rules that enable them to make special actions instead of attacking. Some missions also grant special actions to certain models. For instance, a mission might include a gun emplacement that can be fired by a 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.

Activation Tokens & Readying

Activation tokens track which units have activated. When a unit's activation ends, place an activation token next to it. A unit can have only one activation token on it at a time. If a unit has an activation token next to it, it cannot be activated. If all of your units in play have activation tokens at the start of your turn, ready your units by removing all activation tokens from them.

Combat

There are three types of attacks in Warcaster: Neo-Mechanika: melee attacks, ranged attacks, and Fury attacks. A model makes a melee attack when it attacks with a melee weapon. A model makes a ranged attack when it attacks with a ranged weapon. Fury attacks are made when a player plays a Fury Cypher card.

Making Melee & Ranged Attacks

When a model makes a melee or ranged attack, begin by declaring the weapon a model is attacking with. Next, declare its target. A model making an attack can only target enemy models within a number of inches of it equal to the range (RNG) of the attack. A model cannot target friendly models with attacks.

The attacking player makes an attack roll with a number of Action Dice equal to the attacking model's MAT if it is making a melee attack or its RAT if it is making a ranged attack. When a charged model makes a ranged or melee attack, it gains 1 Power Die on its attack roll for each Arc it is charged with (see Attacking with a Charged Model).

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.

When making a damage roll, the target takes 1 point of damage for every set of strikes rolled equal to its ARM. 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.

Example: Lane's Marcher Worlds Dusk Wolf warjack targets 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 with 4 Action Dice and 2 Power Dice, resulting in 5 strikes. The Marauder has DEF 2, but is behind a low wall that grants cover (see Cover), so Jason rolls 2 Action Dice and 2 Power Dice for the Marauder's defense roll, resulting in 3 strikes. Lane's Dusk Wolf 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 strikes rolled over Jason's defense roll.

Lane then makes a damage roll against Jason's Marauder, rolling 5 Action Dice for the Rail Gun's POW of 5 plus 2 Power Dice for his strikes over Jason's defense roll. Lane rolls 6 strikes against the Marauder's ARM 4, resulting in the Marauder taking 1 damage from the attack.

Damage is recorded by placing a damage token on the target model's card. When a model accumulates damage equal to its Health, it is destroyed and removed from the table.

Measuring Range & Distances

Line of Sight & Targeting

A player can measure any distance for any reason at any time. When measuring distances, measure from the closest point from one location to another. When measuring distance from or to a model, measure from or to the closest point of the model's base.

Many game situations, such as attacking or using a special rule, require a model to target another model. A model must have line of sight to another model to target it. Simply put, having line of sight means a model can see 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 considered to be within that distance of each other.

When measuring range, measure from the base of the model you are measuring from to the base of the target, up to the maximum range of the 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 not, it is out of range. A model that is out of range cannot be targeted.

Line of sight can be blocked by terrain and certain game effects. Models do not block line of sight to other models. To determine whether a model's line of sight to another model is blocked by terrain, consider each model's volume. Every model occupies a volume of space above the bottom of its base determined by its base size.

If you can draw any line from one model's volume to another model's volume 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.

Determining Model Volume

  • A small-based model occupies the space from the bottom of its base to a height of 1.75".
  • A medium-based model occupies the space from the bottom of its base to a height of 2.25".
  • A large-based model occupies the space from the bottom of its base to a height of 2.75".

Line of Sight & Terrain

Here, the Firebrand has line of sight to the Coalition Weaver model, because an unobstructed line can be drawn from its volume to the Weaver's volume. Here, the Firebrand does not have line of sight to the Coalition Weaver model, because there is no unobstructed line between their volumes.

  • A wall shorter than 1.75" will not block line of sight to any of the models behind it.
  • A wall taller than 1.75" but shorter than 2.25" will block line of sight to small-based models behind it.
  • A wall taller than 2.25" but shorter than 2.75" will block line of sight to small- and medium-based models behind it.
  • A wall taller than 2.75" will block line of sight to all models behind it.

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 when making a defense roll against a ranged or Fury attack. If you can draw 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 intervening.

Blast Weapons

Blast weapons unleash explosive attacks that can damage multiple models. When a blast weapon hits its target, resolve the attack against the target as normal. Additionally, when a blast weapon hits its target, the two models closest to the target that are also within 2" of it suffer blast damage rolls equal to the POW of the weapon. If multiple models are equally distant from the target, randomize between them to determine which two models suffer the blast damage.

When a blast weapon misses its target, the target still suffers a blast damage roll equal to the POW of the weapon.

Blast damage is explosive damage. Blast damage is also considered to be damage caused by the type of attack and damage type of the attack causing blast damage. For example, if a ranged weapon with kinetic damage type does blast damage, that damage is considered to be caused by a ranged attack and is both kinetic and explosive damage.

Example: The Paladin Commander solo hits a Dusk Wolf warjack with its Pulse Cannon, a blast weapon. Because they are the closest models within 2" of the Dusk Wolf, 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 Dusk Wolf warjack, the Dusk Wolf would still suffer a blast damage roll, but the Paladin Enforcer and Combat Engineer would not.

Spray Weapons

Spray weapons are devastating short-ranged attacks that can have the ability to hit several models.

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 whose volume this line intersects can be hit by the attack unless the attacking model's line of sight to that model is completely blocked by terrain. Make a separate attack roll against each model that may have been hit by the attack, including the original target. Spray weapons ignore cover.

Examples: An Immortal Weaver solo targets a Firebrand warjack with a Psychokinetic Hood spray attack. The attack is measured out to its complete 8" range and centered on the Firebrand warjack. This line touches two Paladin Enforcers, meaning they also have a chance to be hit by the attack, but misses a Marauder. The player controlling the Immortal Weaver will make attack rolls against the Firebrand warjack and two Paladin Enforcers.

In this example an Immortal Weaver solo targets a Dusk Wolf warjack on a structure above it. The attack is measured from the Immortal Weaver's base through the Dusk Wolf base and past it up to the full 8" of its range. This line passes through the volume of one Ranger Fire Team model but passes over the volume of the second Ranger Fire Team model, missing it. The Immortal Weaver will make attack rolls against the Dusk Wolf warjack and the first Ranger Fire Team model.

Continuous Effects

Continuous effects are persisting conditions that remain on a model and have the potential to damage or affect it some other way continually throughout the game. A model can have multiple continuous effects on it at once, but it can have only one of each type of continuous effect on it at a time. When a model is affected by a rule that causes a continuous effect, place a token by that model that indicates the specific type of continuous effect.

Example: Aron's Dusk Wolf warjack is suffering the system failure continuous effect when Matt's Firebrand warjack hits it with a Fusion Glaive. Matt could now have the Firebrand spike to use its Power Attack special rule, but if he does so, Aron's warjack will not suffer a second instance of the system failure continuous effect because it is already affected by that particular continuous effect regardless of whether the system failure was applied to the Dusk Wolf's ranged or melee attacks.

Continuous effects on a player's models are resolved at the end of the Pulse round (see Pulse Rounds). To resolve a continuous effect, roll one Action Die. If it is blank, the continuous effect expires with no effect. If it is a strike or a super strike, the continuous effect remains on the model and applies the corresponding effect.

Continuous effects include:

  • 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 an amount of damage equal to the number of strikes rolled.
  • Fire: A model affected by the fire continuous effect suffers -1 to its MAT and RAT. When resolving a fire continuous effect at the end of a Pulse round, if the continuous effect remains in play, the affected model suffers an amount of damage equal to the number of strikes rolled.
  • Lock Down: A model affected by the lock down continuous effect suffers -2 SPD.
  • System Failure: Roll a d6 when a model first suffers this continuous effect. If the result is 1-3, the model cannot attack with melee weapons until the effect expires. If the result is 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.

Getting Slammed

Some effects, such as the Momentum Calibrator Overdrive or the Velocity Projector Fury, can cause a model to be slammed directly away from the attacking model or the model channeling the Fury (see Making Fury Attacks). The distance the slammed model is moved is determined by the effect that caused the slam. A slammed model stops if it contacts an obstacle, a structure, or another model's base.

After a slammed model is moved, it suffers a damage roll determined by the effect that caused the slam. If a slammed model contacts an obstacle, a structure, or a model with an equal-sized or larger base during its slam movement, add 1 Power Die to the damage roll.

If a slammed model contacts a model with an equal or smaller base, the contacted model suffers a collateral damage roll determined by the Fury Cypher or attack that caused the slam.

Example of a slam: A Coalition Weaver solo hits a Vassal Reaver trooper model with its Battle Staff, a melee weapon with the Repulsor advantage that slams models hit by it. The Vassal Reaver is slammed 3" directly away from the Coalition Weaver. During this movement, the Vassal Reaver contacts a Scourge warjack 2.25" away and stops moving. Because it contacted a model with an equal-sized or larger base, the attacking player will add 1 Power Die to their damage roll against the Vassal Reaver when resolving the Battle Staff damage roll. The Scourge warjack does not suffer a collateral damage roll because it has a larger base size than the Vassal Reaver that was slammed into it.

Beyond the Play Area

If an effect would cause a model to move or be placed beyond the table edge (such as being slammed), the model is destroyed.

The Rack & Cypher Cards

Each player in Warcaster: Neo-Mechanika has a deck of cards called a rack. The cards in a rack are Cypher Codecs (or Cyphers), which are powerful arcane formulae the Warcaster has learned, that can defy the laws of nature. In battle, Cyphers augment the capabilities of friendly units and obliterate enemy forces.

For rules on building your rack, see The Rack.

Playing Cyphers

A Cypher may target a "model," "unit," "solo," "squad," or "warjack." If a Cypher card that targets a "unit" or a "squad" is played on a squad, it will affect all models in the squad. A Cypher card that targets a "model" will only affect the model it is played on.

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 another model.

Furies must be channeled through a model with the Arc Relay ability, have a range (RNG) determined by the Arc Relay score of the model they are channeled through, and require attack rolls to resolve (see Making Fury Attacks).

When a player plays a Cypher on a model or unit, place the card next to the card of the model or unit affected.

If a Cypher card does not say when the card is discarded, discard it once its effects have been resolved.

Modifying Hand Size

While a player's maximum hand size is generally limited to five Cypher cards, some special rules (such as Hierotheos Raxis' Psycho Relay) can increase or decrease a player's maximum hand size.

If a special rule increases a player's hand size, that player draws up to their new maximum hand size at the end of the turn as normal. If a special rule decreases a player's hand size, that player must immediately discard enough cards so that their hand size is equal to their new maximum.

Cypher Card Types

There are four types of Cypher cards:

  • Furies are offensive Cypher cards that are played as attacks against enemy models. They require a Fury attack roll to determine if they hit and may inflict a damage roll. Fury Cyphers have a POW stat like weapons. See Making Fury Attacks to resolve Fury attacks.
  • Geometrics are Cypher cards that can only be played on friendly squads.
  • Harmonics are Cypher cards that can be played on any friendly unit.
  • Overdrives are Cypher cards that can only be played on friendly warjacks.

A unit can only be affected by one of each type of Cypher card at a time. For example, if one of your warjacks is already affected by a Harmonic, you cannot play another Harmonic on it until the first Harmonic has expired or is removed.

Making Fury Attacks

When a player decides to play a Fury Cypher, they must declare the card they are playing, the model with the Arc Relay ability the Fury is being channeled through, and the Fury's target. The model the Fury is being channeled through needs line of sight to the target or the Fury cannot target that model. Furies have a range (RNG) determined by the Arc Relay score of the model the Fury is being channeled through. To be targeted by a Fury, a model has to be within a number of inches of the channeling model equal to this range. A model outside this range cannot be targeted by the Fury.

Example: Aron wants to channel a Pyrokinetic Surge Fury Cypher through his Marcher Worlds Coalition Weaver targeting Mike's Continuum Scourge warjack. The Weaver has the Arc Relay [10] special rule, meaning Fury Cyphers channeled through the model have a range of 10". Aron can target Mike's Scourge warjack only if it is within 10" of the Weaver.

After playing a Fury card and declaring its target, the attacking player makes an attack roll with a number of Action Dice equal to the Focus (FOC) of the model the Fury is being channeled through plus a number of Power Dice equal to the amount of Arc currently in the warcaster's well.

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 equal to the number of strikes the attacker rolled over the target's defense roll. Damage is resolved just like melee and ranged attacks.

Example: Aron channels a Pyrokinetic Surge Fury Cypher through 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 warcaster's well, so he makes an attack roll, rolling 4 Action Dice and 3 Power Dice. Mike then makes a defense roll for his warjack, rolling 3 Action Dice for the warjack's DEF 3. Mike's warjack was targeted while out in the open and does not have cover from Aron's attack. Aron scores 5 strikes while Mike rolls only 2. With 3 strikes over Mike's defense roll, Aron hits Mike's warjack with the Pyrokinetic Surge. The warjack suffers the fire continuous effect and a damage roll. Aron 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 rolls 4 strikes, which is equal to Mike's warjack's ARM, resulting in the warjack suffering 1 damage point.

Void Gates & Deployment

Void Gates

Throughout a game of Warcaster: Neo-Mechanika, players will deploy units into play through their void gates.

Once per turn at the end of the Deployment Phase after deploying models, a player can nominate one friendly warrior model to place a void gate or may place a void gate anywhere within 5" of their side of the table. A model that was deployed this turn cannot be nominated to place a gate. After nominating a friendly warrior model to place a void gate, the gate may be placed anywhere within 5" of that model.

When a player places a void gate, they must charge it with at least 1 Arc and can charge it with up to 5 Arc. A player can have up to two void gates in play at any time.

Once placed, void gates remain on the battlefield until they collapse. Void gates are considered to be 30mm-based models and can be attacked by enemy units. Void gates have DEF 3 and ARM 5. When a gate is damaged, instead of subtracting Health, clear 1 Arc from the gate for each damage point 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.

Deploying & Recalling Units

Once per turn during the Deployment Phase, a player can deploy one or more units or recall one unit in play.

A player can choose to deploy from either or both void gates in play. To deploy units, the player clears a number of Arc from a single void gate equal to the Deployment Cost of the units being deployed. The deployed units must then be placed within 1" of the void gate.

When deploying a squad, only the first model deployed must be placed within 1" of the void gate. The other models in the squad must be placed within 2" of that model.

Models cannot be deployed within 1" of an objective (see Objectives).

Instead of deploying models during the Deployment Phase, a player can recall one of their units in play. When a player recalls a unit, the unit is immediately removed from the table and returned to the player's reserves. Any Arc on a recalled unit is cleared.

Assembling Your Force

Before the start of a game, you need to select the units in your force and construct a rack (see The Rack). When building your force, you can choose any 15 units plus up to 3 Hero solos. You cannot have more than 4 of any one specific unit in your force. This includes warjacks based on the same chassis no matter how they are customized.

For example, Will builds a force consisting of:

  • 4 Marcher Worlds Dusk Wolf warjacks, each with a Scout Cortex, Battle Rifle (Arm), Ripper (Arm), and Rail Gun (Shoulder)
  • 4 Marcher Worlds Ranger Fire Team squads
  • 3 Marcher Worlds Coalition Weaver solos
  • 2 Marcher Worlds Combat Engineer solos
  • 2 Marcher Worlds Hunter solo

Will can also add up to three Heroes to his force.

Squad Identification

Squads can only be deployed with their original designated models. With the potential to have multiple squads in your reserves or on the tabletop and to deploy them into play throughout 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 and combine models from different squads. It is all too easy to grab three destroyed models from squads with members still in play and return them to the tabletop as a new squad by accident.

Note some missions may mandate the inclusion of some unit types in your force. You should always review the mission you are planning to play before assembling your force.

Customizing Warjacks

Each warjack has a designated chassis. Each warjack chassis has a number of head and weapon options available to it that a player can select from to customize the loadout of the warjack. This customization takes place when a player assembles their forces; once a warjack's loadout is determined, it cannot change during a game.

To customize a warjack, begin by selecting a warjack chassis. Then, choose a head for the warjack. The warjack's head determines the type of cortex it has that will convey additional special rules. Each warjack's stat card lists the head options available to the warjack, along with the special rules for each head.

Next, select the warjack's weaponry and additional equipment. Each chassis has a number of Weapon Points allocated to it that can be spent to arm the warjack, and each weapon must be assigned to a hardpoint on the chassis. 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 on a warjack and cannot be added to other locations. For example, a weapon designed for a shoulder hardpoint cannot be assigned to a warjack's arm hardpoint and vice versa. Different chassis have different numbers and configurations of hardpoints. Each warjack weapon card lists the warjacks the weapon can be added to. For example the Talon Rocket Pod can be added to both the Dusk Wolf and the Strike Raptor warjacks.

Example: Matt generates a Continuum force for his next game. In doing so, he customizes a Scourge warjack for his force. In addition to getting to choose a cortex for the warjack, he will also get to add weapons to it. The warjack has 1 arm Hard Point and 2 shoulder Hard Points. It can have up to a total of 5 points of weapons. Matt gives his warjack the Revenger cortex. Cortex selections do not cost weapon points, so Matt still has 5 points of weapons he can add to the Scourge. Matt decides to give the warjack a Void Splitter arm weapon (1 weapon point). He also gives it a Nailer shoulder weapon (1 weapon point). Finally, he gives it a Hollowphage Cannon shoulder weapon (3 weapon points) for some real 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.

Squad Attachments

Attachments are additional models that can be added to squads. These models may represent officers, special weapon troopers, medics, etc., that are assigned to a squad. The attachment's stat card determines which squads the attachment can be added to.

Each attachment has a cost modifier that is added to the Deployment Cost of 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 one attachment added to it at the time it is deployed, but a squad cannot have more than one of the same attachment added to it. A squad cannot deploy with attachments that exceed the deployment cost of the available Arc on the gate it deploys from.

Attachments have SPD stats equal to the squad they are attached to.

For example, Will decides to deploy a Paladin Annihilator squad with a Paladin Aegis attachment. He clears 3 Arc from his void 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 Annihilator squad is SPD 4.

Some squads have special rules that affect the whole squad. These rules affect the attachments that are added to the squad, even if the attachment models do not have the same special rules.

Note that squad attachments are not considered individual units and do not count toward the 15 units each player can have in their force.

Wild Cards

Wild Cards are units that can be included in two or more different Faction forces. These units could be mercenaries or have complex or split loyalty issues that enable them to work for more than one Faction.

For example, Voitek Sudal is a bounty hunter known to operate in both Alliance and Marcher World territories.

The Rack

Before the start of the game, each player must build a deck of 12 to 15 Cypher Codec cards. Only one of each Cypher card can be included in a deck, and the deck must include at least 3 of each type of Cypher card: Furies, Geometrics, Harmonics, and Overdrives. This is the player's rack.

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 their Activation Phase and one immediately after. At the end of their 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.

Terrain

The battles represented by games of Warcaster: Neo-Mechanika take place across a multitude of disparate worlds populated by alien species of flora and fauna sometimes utterly unknown to the human denizens of the Thousand Worlds. Each of these worlds represents a potential battlefield, their landscapes shaping the conflicts fought over their resources and environs. These terrain rules provide guidelines for establishing the effects that a battlefield's terrain can exert on a game.

Covering the rules for every possible terrain type would be an endless task, so players themselves need to agree on the exact nature of each terrain feature on the battlefield before the game begins. As a general rule, a model can occupy a surface that is large enough for the model's base to stand on. If an area is too small, slanted or uneven for the model's base to stand on, then the model should not be moved there. Smaller models may be able to occupy surfaces and spaces that larger models cannot.

Rough Terrain

Rough terrain is difficult ground that can be traversed, though at a significantly slower pace than more open terrain.

If a model would enter rough terrain one or more times at any point while moving or being moved (such as a result of being slammed), reduce the distance the model moves by 2" to a minimum of 1".

Example 1: Matt's Iron Star Alliance Firebrand has SPD 6 and is completely within rough terrain. When the Firebrand advances during its activation, it will move 4" since it is already in rough terrain when it begins its advance.

Example 2: The Firebrand is 3" away from a patch of rough terrain rather than starting inside it. Matt decides he wants to move the Firebrand across this terrain. The Firebrand advances 4" since Matt has determined the model will enter rough terrain during its movement.

Example 3: The Firebrand is a little over 5" away from a patch of rough terrain. Matt determines that if he tried to advance the Firebrand's full SPD into the rough terrain, he would only move it 4" and fall a bit short. Matt instead moves the Firebrand 5" toward the rough terrain but makes sure the model doesn't enter it; thus, it does not suffer the reduction in its movement.

Example 4: The Firebrand is slammed by an enemy attack while in rough terrain. The attack indicates it will slam the Firebrand 3". Instead, the Firebrand is only slammed 1" since it is in rough terrain.

Measuring Movement Through Rough Terrain

Premeasuring will allow you to determine a model's final position before and after moving, allowing you to determine if the model will enter rough terrain. Note that rough terrain affects all model movement, such as slams, not just the movement a model makes during its normal activation.

Obscuring Terrain

Some terrain, such as dense fog or forests, can obscure view. When drawing line of sight to or from a point within obscuring terrain, the line of sight can pass through up to 3" of obscuring terrain without being blocked; anything more blocks it. When a model outside of obscuring terrain attempts to draw line of sight to another point also outside that obscuring terrain, the obscuring terrain blocks line of sight to anything beyond it. Thus, a model can see 3" into or out of obscuring terrain but not completely through an obscuring terrain feature regardless of how thick it is.

Forests

A forest is generally considered to be a wooded area that is not so dense that models cannot move through it. A forest is treated as both rough and obscuring terrain.

Obstacles

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 has enough movement to place its base on the other side of the obstacle. Otherwise, the model must stop short of the obstacle.

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 too small to accommodate the bases of larger-based models. Climbing on top of an obstacle takes 1" of a model's movement unless the model has Flight. If the model has Flight, climbing on top of an obstacle does not take any of its movement. Crossing an obstacle, however, does not impact the distance a model can move.

Obstacles provide cover (see Cover).

Structures

A structure is a terrain feature 1" tall or greater, such as a building, rock formation, high wall, or other feature.

A model cannot move through a structure but can move over or onto it if it has the Flight special rule. Some structures can be climbed upon using ladders, stairs, or elevators (see below).

Structures provide cover (see Cover).

Ladders, Stairs & Elevators

A model moving within 1" of a ladder, stairs, or elevator can choose to move up or down the ladder, stairs, or elevator. Doing so takes 2" of the model's movement. A model cannot move up or down a ladder, stairs, or elevator when it is being moved involuntarily, such as a result of a slam.

When a model moves up or down a ladder, stairs, or elevator, reposition it anywhere large enough for its base to stand on within 1" of the ladder, stairs, or elevator it moved up or down. The model can continue its movement from this location.

Modeled Stairs

These rules should only be applied to abstract stairs that are not actually modeled to allow a model to move over and stand on them. Before the start of the game, players should discuss the terrain and determine whether these rules should be applied to given terrain features or not.

Jumping

When you move a model you control during its activation, it can jump as part of its movement. A model cannot jump outside its activation or when it is being moved involuntarily, such as a result of a slam. When a model jumps, it moves in a straight horizontal line through the air, allowing it to potentially pass over terrain and models beneath it. The jumping model's movement ends if its volume contacts an obstacle, structure, or the volume of another model while resolving a jump.

Jumping follows all normal movement rules with the following exceptions:

  • A jumping model can move over another model if no part of its base would enter that model's volume.
  • A model does not suffer the rough terrain movement penalty if it jumps over rough terrain that is at least 3" below it during its jump movement.

Executing a Jump

When measuring a jump, first determine where you want the model to end its jump movement and then check that it is not passing through the volume of other models or too near rough terrain beneath it before moving the model. If the model is clear to jump, make sure to measure the distance the model might fall based on this jump by comparing its current position and its intended final position, then move the model.

Remember that when measuring a jump, the model moves in a straight horizontal line. A model could also jump more than once during a single move if it has the movement to do so.

Example 1: Mike's Marcher Worlds Hunter is standing atop a 5" tall structure that is 2" away from a shorter 3" tall structure. Mike wants his Hunter to jump the gap between the structures during its activation. The Hunter has SPD 7 and is 2" from the structure's edge. Mike moves the Hunter 2" to the edge of the structure and measures out the Hunter's move across the distance between structures from this point. The Hunter is then placed down onto the lower structure and suffers fall damage for having fallen 2". Assuming the fall does not damage the Hunter (which would end its activation both with destruction and the acquisition of an activation token), the Hunter could continue moving up to its remaining SPD in inches. Had there been a 50mm model between the structures, the Hunter would still be able to jump the gap because it would not contact that model's volume of 2.75" (see diagram). However, if the 50mm model was on the shorter building in the path of the Hunter's jump, the Hunter would contact the model's volume. In this case, Mike's Hunter would be placed where it contacted the other model, and its movement would end.

Example 2: Mike's Hunter begins its activation on the edge of a 6" tall structure. Mike wants his Hunter to jump across a 3" gap to another structure of exactly the same height. The Hunter can successfully jump from one structure to the other because its volume does not contact the second structure during this movement. If the second structure was even a fraction of an inch taller than the structure Mike's Hunter is jumping from, the Hunter's volume would contact the second structure and would fall 6" to the ground below.

Falling

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.

After a jump movement is completed, if the model is still in the air, move it vertically down until its base is resting on the table or a terrain feature below, then determine the distance the model fell vertically and resolve the fall using the Falling rules.

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).

Impassable Terrain

While not a true terrain type, there may be some parts of the battlefield 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 the bounds of play. Examples of impassable terrain include mountain peaks, the sheer cliff faces of a ravine, volcanic calderas, or impossibly tall walls without any means of entry or egress. A model cannot enter impassable terrain for any reason. Players should agree on which terrain features are impassable before the start of the game.

Battlefield & Mission Generation

Warcaster is a scenario-driven game. Before the game can begin, the table must be set with terrain, a primary mission determined, and players may choose a secondary mission (see Secondary Missions). With each player having access to a near endless reserve of soldiers and warjacks to deploy into battle, victory can only be determined by achieving the goals in the missions generated in this section.

Primary Mission

Below is a list of the primary missions used in Warcaster: Neo-Mechanika. When preparing to play a game, players can either play a primary mission they agree on or they can randomly determine a mission by rolling a d6 and consulting the table below. Primary missions are played on 4' x 4' battlefields.

Primary Mission Generator

RollMission
1Absolute Pressure
2Decay Constant
3Orders of Magnitude
4Strange Matter
5Surface Tension
6Uncertainty Principle

Each primary 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 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.
  • 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.

Creating the Battlefield

Warcaster: Neo-Mechanika is played on a 30" x 30" or 4' x 4' table referred to as the battlefield. There is no limit to what type of battlefield you can theme your table around, as the battles in Warcaster take place across a thousand worlds. Whether your table is a lush forest, an icy wasteland, an industrial nightmare, or a fiery deathtrap, it is appropriate for a game of Warcaster.

Each battlefield should contain a meaningful mix of terrain features of various 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. Players should agree on the distribution of terrain and its placement on the 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 in the Terrain section.

Objectives

Many missions utilize objectives, which are represented on the battlefield by objective markers. Objectives come in two varieties: portable and permanent. Both are represented by tokens. Models cannot be deployed within 1" of an objective, whether portable or permanent.

Permanent Objectives

A permanent objective is one that players will attempt to take and hold. The mission will indicate what type of units can hold it. A unit secures a permanent objective if they are within 1" of the objective and no enemy unit models are within 1" of it. A squad secures an objective if one or more models in the squad are within 1" of the objective and no enemy unit models are within 1" of it.

Permanent objectives cannot be moved once the game begins.

Portable Objectives

A portable objective is a token on the battlefield that can be carried or otherwise moved by a model. The mission will indicate what type of unit can carry it.

When a model of the appropriate type 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 objective at a time. If a model carrying a portable objective is removed from the battlefield for any reason, such as being destroyed or recalled, before removing the model, place the portable objective token on the table, centered on the model's current location.

Primary Mission: Absolute Pressure

The Marcher Worlds exist on the edges of the known Hyperuranion because their environments can be so inhospitable that no one ever endured them long enough to unlock their void gates, much less to push through and discover what might lie beyond. But rich land is hard to come by in the Marches, no matter who you are. It's worth fighting for. Worth dying for. Hell, you're already dead without it. Time to make your stand.

Setup: Divide the table into nine 16" x 16" territories.

Special Rules: None.

Scoring: Players score 1 victory point at the end of each Pulse round for each territory they hold. A player holds a territory if they control one or more models within the area of the territory while their opponent has none. A model's base must be completely within the area of a territory to contest or control the territory.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

Primary Mission: Decay Constant

No war is fought on a single battlefield, and every battlefield is different. Each one offers unique advantages, resources, and opportunities. Reconnoitering those resources and making sure their benefits are yours is the key to taking the field. And every field you take gets you closer to winning the war. Marchers fight for freedom and will die for territory that gives their people the opportunity for a future in which they are beholden to no one. The Continuum seeks knowledge to further their quest for everlasting life, and they're willing to sacrifice anything to gain it. And the Alliance wants what they already have: power; they simply crave more of it, and they easily reconcile the numbers as the price for their gains. Whatever you fight for, don't hold back. The more you risk, the more you stand to gain.

Setup: Place six permanent objectives (strategic objectives) onto the table as indicated on the map. Objectives should be centered on the points described.

Special Rules: Only squads can hold the strategic objectives.

Scoring: Each player can only score each strategic objective once per Pulse round, and strategic objectives are scored when a squad ends its activation while securing the objective. 1 victory point is scored for strategic objectives during the first Pulse round, 2 victory points are scored for the strategic objectives during the second Pulse round, and 3 victory points are scored for the strategic objectives during the third Pulse round.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

Primary Mission: Orders of Magnitude

Battling across worlds means anything left to chance decreases the likelihood of success. And an army is only as strong as its supply line. Securing safe positions to receive necessary supplies keeps a battle force fueled. Denying the enemy the same weakens them day by day. This is a battle for a position that will strengthen you, or it will strengthen your enemy, whoever holds it at the end of the fight. Secure this battlefield's supply drop zones, and future victory is yours.

Setup: Place six permanent objectives (drop zones) onto the battlefield as indicated on the map. These drop zone objectives should be numbered 1 to 3 on each side as shown on the map. Objectives should be centered on the points described. These objectives are not considered to be terrain features and do not provide cover.

Special Rules: Only squads can hold drop zone objectives. At the start of each Pulse round, roll a d3 to determine which drop zone objectives are active. Reroll if a roll results in the same drop zone being active as in the last Pulse round. Place a token on each active drop zone objective. At the start of a subsequent Pulse round, remove these tokens and roll for new drop zones.

Scoring: Players score victory points at the end of each Pulse round for each drop zone objective they secure. 1 VP is scored for an inactive drop zone and 3 VPs for an active drop zone.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

Primary Mission: Strange Matter

Scattered across the Hyperuranion, the Aeternus Continuum conducts countless archaeological expeditions in search of prized relics from humanity's past as well as from the myriad lost civilizations that once thrived across the Thousand Worlds. Continuum scholars and scientists believe these ancient artifacts are the puzzle pieces to unlock the secret of immortality. Others know there are more immediate advantages to recovering lost cyphers, void gate ephemerides, and Empyrean war tech. Normally, Continuum dig sites operate under strict protocols of stealth and secrecy to avoid the watchful eye of the Alliance as well as opportunistic Marcher scavengers. But the overseers of this site let their guard down, and now whatever mysterious treasures it may hold are up for grabs.

Setup: Place four permanent objectives (ruins) and three portable objectives (artifacts) onto the battlefield as indicated on the map. Objectives should be centered at the points described. The ruin objectives are considered to be terrain features that provide cover.

Special Rules: Squads and solos can hold ruin objectives. Any unit models can carry the portable objectives.

Scoring: Players score victory points at the end of each Pulse round for each ruin objective they secure. 1 victory point is scored for a ruin during the first Pulse round, 2 victory points during the second Pulse round, and 3 victory points during the third Pulse round. 2 additional victory points are scored per ruin if a model holding an artifact objective is securing the ruin.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

Primary Mission: Surface Tension

Arcanessence is the vital resource that powers humanity's most advanced technology, allows them to traverse the void, and fuels their wars across the Thousand Worlds. While Arc seeps from the planets of the Cyriss galaxy through a variety of tectonic phenomena, it is the mighty Arc geysers that remain the most efficient means for harvesting the raw material. Thus, active Arc geysers are often at the epicenter of violent confrontations. This geyser is rich with Arcanessence. Those who have staked their claim to this land must prepare the site for their approaching Arc trawler by powering up the mooring anchors and unlocking the geyser cap before detonating the eruption that will launch the Arc into the trawler's waiting silos. But claim jumpers have arrived with their own designs on the valuable resource, and they'll stop at nothing to seize it for themselves.

Setup: Place five permanent objectives onto the table as indicated on the map. Objectives should be centered at the points described. The objective in the center represents the Arc geyser platform. The Arc geyser platform objective does not provide cover. The four objectives in the corners are mooring anchors. Mooring anchor objectives are considered to be terrain features that provide cover.

Special Rules: Only squads can hold the objectives.

Scoring: 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.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

Primary Mission: Uncertainty Principle

Even after five millennia, more of the Hyperuranion remains uncharted than is known by the factions of humanity today. In their retreat to the Empyrean, the Architects erased all records of the ancient ephemerides that foretold when the enigmatic void gates would open and where they would connect to, leaving humanity to map the voidways of the Thousand Worlds themselves. Control of a void gate means access to another world, to more resources, and to faster travel. They are fiercely fought over. Now a void gate that has lain dormant for as long as anyone can remember stirs, and only a brief window of opportunity will exist when it wakes to decode the celestial combinations that govern its use. Whoever can gather the data from the nodes of the gate's ephemeris matrix before the moment passes stands to master control of the interplanetary portal as well as lay claim to whatever bounty might lay beyond.

Setup: Place six permanent objectives (matrix nodes), numbered 1 thru 6, onto the battlefield as indicated on the map. Objectives should be centered at the points described. The matrix node objectives are considered to be terrain features that provide cover.

Special Rules: Squads can hold matrix node objectives. At the end of the first Pulse round, after scoring, roll a d6 twice and remove the corresponding matrix node objectives from the table. At the end of the second Pulse round, after scoring, roll a d6 once and remove the corresponding matrix node objective from the table. If the roll results in an objective that has already been removed from the table, roll again.

Scoring: Players score victory points at the end of each Pulse round for each matrix node objective they secure. 1 victory point is scored for each matrix node during the first Pulse round, 2 victory points during the second Pulse round, and 3 victory points during the third Pulse round.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

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 player's secondary mission(s) may be unique to them.

Below are lists of secondary missions. Secondary missions are chosen once the primary mission has been determined.

Secondary Mission: Body Count

Special Rules: Each time you destroy three or more of your opponent's units during a single turn, score 2 victory points.

Secondary Mission: Disrupt

Special Rules: Each time a unit you control causes an enemy gate to collapse, score 1 victory point.

Secondary Mission: Overrun

Special Rules: If you end the Pulse round with at least three more squads in play than your opponent, score 2 victory points.

Secondary Mission: Recon

Special Rules: The first time you get a unit within 5" of your opponent's rear table edge, score 3 victory points.

Secondary Mission: Salvage

Special Rules: Each time a squad you control destroys an enemy warjack with a melee attack, score 2 victory points.

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.

When playing a skirmish mission, each player only gets three turns each Pulse round (see Pulse Rounds). Instead of the Pulse round ending when the tracker would advance from the fifth box, instead the round ends when it would advance from the third box. At this time the tracker is moved back to the starting position, beginning a new Pulse round.

Instead of using the normal force-building rules (see Assembling Your Force), in a skirmish, each player can build forces with up to only 8 units plus up to 1 Hero solo on each side or with as few as 4 units. Players should agree on the size of game they will play before building their forces.

After the battlefield is set, players should choose a skirmish mission to play. When playing a skirmish mission, players should not choose secondary missions.

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 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.
  • 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 (see Objectives).

Mercy Rule in Skirmish Missions

When playing skirmish missions, players may optionally decide to ignore the Mercy Rule if they wish. See Mercy Rule for details.

Skirmish Mission: Boiling Point

The Iron Star Alliance has asserted its dominance across the Hyperuranion, forcing those who refuse to accept their governance to stand against them or vie for whatever scraps of the Thousand Worlds have been overlooked in their conquest. But even with an entire galaxy to roam, too often worlds collide. This land is fertile with ample resources to provide a new beginning for a colony or the necessities to sustain an outpost far from home. But it's not enough to share. Geographic features make it highly defensible to outside incursion and thus strategically desirable as well...if only one could entrench themselves before its existence became known to others. But as has happened many times before, the Alliance's imperialism has turned neighbors into competitors, and only one faction will raise their banner above this field when the battle is done.

Setup: Place three permanent objectives (strategic locations) onto the table as indicated on the map. Objectives should be centered on the points described. The strategic location objectives are considered to be terrain features that provide cover.

Special Rules: Any units can hold the strategic location objectives.

Scoring: Each player can only score each strategic location objective once per Pulse round and objectives are scored when a unit ends its activation while securing the objective. 1 victory point is scored for strategic location objectives during the first Pulse round, 2 victory points are scored for the strategic location objectives during the second Pulse round, and 3 victory points are scored for the strategic location objectives during the third Pulse round.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

Skirmish Mission: Chaos Theory

War is underway as rival factions clash over the fate of a world. But intense solar flares erupting on this planet's sun are causing violent electromagnetic storms that disrupt communications between advance scout forces and their command centers. Atop this lonely plateau, a communications array consisting of three towers could mean the difference between transmitting crucial reconnaissance information and losing what foothold a battle force has at the location. Storm surges will soon overload the transmitters, knocking the towers out one by one. Whoever manages to relay the most tactical intel back to their command center before the storm cuts off communications entirely will own the advantage in the battles to come.

Setup: Place two permanent objectives (transmitters) along with three additional permanent objectives (com towers) numbered 1 through 3 onto the battlefield as indicated on the map. Objectives should be centered on the points described. All permanent objectives are considered to be terrain features that provide cover.

Special Rules: Any units can hold the objectives. At the end of the first Pulse round, after scoring, roll a d3 and remove the corresponding com tower objectives from the table. At the end of the second Pulse round, after scoring, roll a d3 and remove the corresponding com tower objective from the table. If the roll results in a com tower objective that has already been removed from the table, roll again.

Scoring: Players score victory points at the end of each Pulse round for each objective they secure. 1 victory point is scored for each objective during the first Pulse round, 2 victory points during the second Pulse round, and 3 victory points during the third Pulse round.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

Skirmish Mission: Spontaneous Combustion

When a void gate suddenly opens after decades of disuse, troops garrisoned in this territory are quick to deploy, rushing to the site to seize control of the gate's Arcantrik turbines before any threat might emerge. Yet before they can spin the gate down, advance recon forces intercept them, racing to secure the egress point ahead of their trailing battle carrier. The battle for control of the void gate begins. If the incursion forces manage to keep the Arcantrik turbines online, they'll buy enough time for a hostile invasion fleet to ambush this territory and take it by storm. But if the defenders can uncouple the turbines, the gate will collapse, stranding the attackers in the void and preserving their precious slice of the Hyperuranion. No matter which side you fight for, it's a good day to die.

Setup: Place three permanent objectives (arcantrik turbines) on the battlefield as indicated on the map. Objectives should be centered at the points described. The arcantrik turbines objectives are considered to be terrain features that provide cover.

Special Rules: Any units can hold the arcantrik turbine objectives.

Scoring: Players score victory points at the end of each Pulse round for each arcantrik turbine objective they secure. 1 victory point is scored for arcantrik turbine objectives closest to the player's starting battlefield edge, 2 victory points are scored for the arcantrik turbine objective in the center of the table, and 3 victory points are scored for arcantrik turbine objectives closest to their opponent's side of the battlefield.

Victory Conditions: After the third Pulse round is scored, the player with the most victory points wins the game.

Turn Summary

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 & Readying).
  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 Units.
  3. You can play one Cypher card.
  4. Activation Phase: Activate one unit and up to one additional solo. When a unit activates, it can move and attack, in either order, and then its activation ends. When a unit's activation ends, place an activation token next to it.
  5. You can play one Cypher card.
  6. Deployment Phase: You can deploy one or more units or recall one unit.
  7. You can nominate one friendly warrior model to place a void gate or can 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 nominating a friendly warrior model to place a void gate, the gate may be placed anywhere within 5" of that model. When placing a void gate, you can charge it with up to 5 Arc.
  8. You can discard one Cypher card.
  9. Draw back up to a full hand of Cypher cards.
  • Pathfinder: This model ignores movement penalties for rough terrain (see Rough Terrain).
  • Revelator: When making ranged attacks this model ignores Stealth.
  • Stealth: This model has Stealth. A model with Stealth cannot be targeted by attacks made by models more than 8" away.
  • Weapon Expert: When this model attacks during its activation, it can attack with all of its weapons.