The Supercharged Miniatures Wargame

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THE SUPERCHARGED MINIATURES WARGAME

There was a time, the Keepers tell us, when all of humanity huddled upon a
single rock, awaiting its end. The only world our forefathers knew was laid
siege by an unstoppable horror.
Mighty heroes of their age rose up and held back the darkness until the Great
Machine opened a path to the stars. We have never looked back.
Five thousand years have passed since we forged a new future a billion light
years from where we began. We fought the Architects to share their space,
and we fought their guardians to master the void gates that connect our
worlds. We unlocked the ancient secrets to a new form of mechanika…and
then we used it to fight each other over the Thousand Worlds we had spread
across, for it seems there was no planet, system, or galaxy big enough to
satisfy the appetite for conquest our kind possesses.
Alas, it may have all been for naught. The Keepers have warned us that
our galaxy is dying. Too much have we plundered from Cyriss, and yet
more is stolen every day. Eventually, the Arcanessence, the life force that
flows through our worlds, will be depleted, greedily harvested to feed our
machines. And even now, a darkness lurks on the fringes of our existence,
promising doom as we hurtle toward our moment of weakness when the only
hope for humanity will once again be put in the hands of the heroes of our
age: the Warcasters.

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WHAT IS A WARCASTER? beleaguered by constant conflict, the Warcasters are the champions of their
nations, worlds, and empires, waging war with each other like gods moving
A Warcaster is the pinnacle of power, a being capable of harnessing and
pieces across a chessboard.
manipulating the cosmic forces that can fuel mechanika and conjure
ancient reality-warping cyphers. The mind of a Warcaster has been forged In Warcaster: Neo-Mechanika, you are the Warcaster. You are not a pawn
into the ultimate weapon. By channeling Arcanessence, a Warcaster is able on the tabletop; you are the god making the moves. Charged with valuable
to coordinate an entire battle force while simultaneously augmenting that Arcanessence, you will customize your powers and the load outs for your
force’s combat prowess by remotely channeling arcane energies into their warjacks, choose the composition of your battle force, and lay waste to all
force’s weapons, armor, and even their formidable war machines. In a galaxy that stands before you.

THE GAME
Warcaster: Neo-Mechanika is a high-speed hobby miniatures game for two
players who each take on the role of a powerful Warcaster in command of
a formidable battle force. Players assemble and customize a force of 20–30
models and fight a scenario-driven battle using dice and cards to control
their mighty units and to cast epic cyphers. The game is played using an
alternating-activation turn sequence with a round tracker that governs
scoring opportunities and the duration of ongoing effects. Players take turns
activating units one at a time and using their rack of cyphers, reality-warping
spells that can be used to enhance their troops and warjacks or to devastate
their opponent’s forces.
While Warcasters are not physically present on the battlefield, their presence
is always felt. A Warcaster coordinates and supports their forces from a
sophisticated command and control center called a rack, located aboard a
massive battle carrier that transports the Warcaster’s troops and warjacks.
In the game, the rack is represented by a deck of cards—the spell-like
cyphers—that players customize prior to the game based on the powers and
abilities they wish to wield as a Warcaster.

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Warcasters are defined by their unique ability to use Arcanessence to charge For seemingly endless ages, the boundless expanse of the galaxy was devoid
the most advance technology in existence: Neo-mechanika. Arcanessence is of souls save those in the everlasting embrace of Cyriss Prime. And then from
a powerful natural energy that emanates from the cores of the planets within beyond the fringes of the Hyperuranion, the remnants and castaways of a
the Cyriss galaxy. By channeling Arcanessence (“Arc”) into the mechanikal forgotten tribe broke the silence: humanity.
weapons, armor, and gear of their troopers and warjacks, Warcasters can
increase the potency of their fighting units and imbue them with magic-like
properties that defy the laws of reality.
Using Arc, Warcasters can also charge portable void gates, which can be
positioned dynamically around the battlefield, allowing the Warcaster to
deploy reserve forces throughout the course of a battle. As a player loses
forces during a battle, models are returned to the reserves and can be
deployed again later, ensuring that attrition will not hinder a Warcaster’s
ability to fight on.

THE HYPERURANION AND THE


EMPYREAN
Cyriss is a galaxy possessing an untold number of stars and planets. Within
that galaxy, a domain called the Hyperuranion encompasses a multitude
of worlds connected by extradimensional passages accessed through
massive, planetary void gates. The Hyperuranion is the greatest design of the
Architects, a divinely inspired people who transcended this realm to merge
with the heavens and observe from afar long before any current record of
time.
At the heart of the Hyperuranion is Cyriss Prime, the massive celestial body
around which the entire galaxy orbits. Around Cyriss Prime, the Architects
created the Great Constellation, also known as the Empyrean, from which the
cosmic movements of all the stars and worlds in the Hyperuranion can be
controlled like a galaxy-sized clockwork construct.
It was the divine aspiration of the Architects that all the souls in all the
worlds across Cyriss be joined as one in the Great Constellation, where their
collective light would shine eternal. And over unfathomable eons, through
the network of void gates that made up the Hyperuranion, the Architects
emptied one world at a time of its souls. Those who came willingly joined
the glorification of Cyriss in the Empyrean. Those who did not were removed
from the Hyperuranion, lest their presence disrupt the harmony of the Great
Constellation.
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THE NEW AGE OF A THOUSAND
WORLDS
What came next has been lost to time. The Keepers allude to a period of
war that drove them into hiding so they could keep their knowledge safe;
thus, no chronicle exists to describe how humanity came to dominate the
Hyperuranion. What can be discerned is that the Architects were unprepared
for mankind’s arrival and ultimately retreated to the security of Cyriss Prime
to watch from a distance. Unchecked, humanity commandeered the void
gates and charged blindly across the thousand worlds of the Hyperuranion
to establish new civilizations, nations, and factions that would continue the
human tradition of conquest and expansion.
Were it not for one small detail, humankind would have surely laid siege to the
Empyrean, and only the Keepers might fathom what state the Hyperuranion
would be in today. For whatever victories the tribes of man claimed against
the Architects, they had no map or the knowledge of when the gates that
connected the worlds might open. The Hyperuranion was a trackless cosmic
wilderness, a thousand worlds connected by extradimensional gates, their
operation governed by enigmatic celestial tides and alignments whose
locations would remain hidden for as long as possible. And beyond each gate
lurked the unknown—a bountiful planet with ample resources to nourish a
new civilization or a hostile world, untamed and treacherous to any who might
test it. Even more dangerous was the vacuous space between the gates, where
the unprepared and irresolute could easily become lost, if not overwhelmed,
by the specters of castaway travelers that eternally haunt the void.
For five millennia, the myriad factions of man have sought to chart the
Hyperuranion and understand its workings. Wars for control of key void gates
are constant as trade routes and desirable worlds are fought over. And the
race to discover the road to the Empyrean and seize its power to control the
galaxy is a temptation that has cost entire empires to crumble.
But to achieve power one must possess power…

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NEO-MECHANIKA &
ARCANESSENCE
The Cyriss galaxy is rich in a unique crystalline element called Arcanium.
Radiation emitted by Cyriss Prime eventually breaks down the Arcanium
crystals, releasing an energy called Arcanessence (“Arc”). Arc permeates the
galaxy, trapped within deposits beneath the surface of planets and released
through springs and geysers. The closer in proximity to Cyriss Prime, the
more bountiful a planet’s Arcanessence.
Neo-mechanika is a science that draws upon ancient designs and formulae
to create technology that defies practical physical science. Mechanika
produces force fields that can deflect a bullet, powers the G-drives that allow
massive skyships to defy gravity, and contains the arcane cyphers that enable
Warcasters to channel magic-like effects across a battlefield without ever
being present on it. And all neo-mechanika is powered by Arcanessence.
The Architects revered Arcanessence as the sacred lifeblood of Cyriss;
humanity values Arc for its ability to power mechanika. Most important,
those attuned and trained in the manipulation of Arc can tap into mechanika
in profound ways and shape Arc into supernatural effects that defy normal
reality.
In the right hands, Arc wins wars.

ARC HARVESTING AND STORAGE


Arc is harvested through a variety of methods throughout the Thousand
Worlds. Among the most common and efficient methods is to collect mass
quantities of Arcanessence from a massive geyser eruption. Arc geysers
are rare and prized for the bounty of Arc they can provide. When not being
mined, Arc geysers are often capped to prevent the escape of Arc from the
wellsprings that feed them. When an Arc geyser is ready to be harvested,
a detonator will be dropped into the crater, drilling deep into the heart of
the wellspring where it will explode, igniting a great eruption of the coveted
resource. Hovering above the geyser, an Arc trawler will wait, its open silos
ready to receive the haul.

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Arcanessence is an ephemeral element, diffusing quickly into its surroundings
once agitated. Arc decays quickly and can only be stored in large volumes that
require significant mechanikal facilities. It cannot be contained in anything
easily portable; anything less than a skyship is insufficient to bear the weight
of the equipment required to preserve Arcanessence without its rapid
disintegration. Transmitting Arc from a stored source to mechanika requires
heavily insulated conduit or massive Arc projectors; otherwise, more of the
coveted resource will evaporate than reach the machines that are powered
by it. This is the most basic value of the Warcaster: a being who can control,
shape and direct Arc into mechanika without waste or loss.

ARCANISTS—WYRDS, THEURGES,
AND WARCASTERS
Arcanessence permeates the galaxy. It springs from the celestial bodies and
courses through all who inhabit the galaxy. Scholars describe it as a natural
form of energy as basic as electricity or the radiant heat of stars, while
others believe Arcanessence is the very life force of Cyriss, and they fear this
resource is finite. The irony—that wars are waged over Arcanessence while
consuming copious amounts of the coveted energy in the conflict—is lost on
those caught up in their struggles to possess and control it.
There are a rare few among humankind who are sensitive to the energy’s ebb
and flow, who can feel the arc move through them, and who have unlocked
the ability to manipulate its direction and state. They are arcanists, and they
come in many shapes and forms.
Some arcanists are merely mediums, living conduits of Arc. These are the
Wyrds, capable of receiving or siphoning Arc from a source and redirecting
it without loss of power. Wyrds wield no power without a source of
Arcanessence, but they are prized as lieutenants and weavers by those who
can summon Arc and channel it through the Wyrds at a distance.
Wyrds have also been known to pursue careers as assassins capable of
siphoning off the essence of other arcanists. These parasitic killers are feared
by arcanists throughout the galaxy for their grisly methods.

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Theurges—sometimes referred to archaically as mages—can, by contrast,
shape Arc into powerful effects, given the proper physical medium capable
of holding a charge. For some Theurges—the gun mages—this agent is the
round fired from their arc-lock pistols, projectiles imbued with an arcane effect
only the Theurges can place on it. Other Theurges may channel Arc through
a blade or other fighting instrument. There are endless ways a Theurge can
charge a physical object with Arc; the only limitation is physical contact with
the specially crafted material that acts as a vehicle for their power.
At the apex of arcanists are the Warcasters. Like Theurges, Warcasters can
channel Arc and manipulate its shape and effects through ancient cyphers
taught by the Keepers. And like a Wyrd, the Warcaster can transmit Arc over
distance. But the Warcaster is not limited to simply projecting Arc. Thanks
to the science of mechanika—machines built to convert Arcanessence into
incredible effects—a Warcaster can empower the weapons and gear of an
entire army with supernatural energy remotely. A Warcaster can charge a
soldier’s weapon to be more accurate or more damaging. A Warcaster can
form Arc into a shield that protects an entire infantry squad. And perhaps,
most impressive of all, a Warcaster can wield Arcanessence to maintain
a two-way connection with the mightiest mechanika of all: the warjacks,
autonomous machines built for war. Simultaneously connected to the
awareness of multiple warjacks at one time and able to charge them with Arc
to boost their combat abilities and effectiveness, the Warcaster is the single-
most powerful asset to the battlefield for any modern army in the galaxy.

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INTERPLANETARY TRAVEL
The Hyperuranion enables expeditious travel between worlds that would
otherwise take untold lifetimes to traverse via the boundlessness of space,
even if such a thing were possible. Thanks to the Architects, the Thousand
Worlds are connected by a network of interplanetary void gates. With
monolithic thresholds nearly a quarter-mile across, these ancient and arcane
portals are only traversable by vessels capable of navigating the void between
them. That void is a trackless, unpredictable expanse fraught with chaotic
storms and hidden dangers and haunted by the trapped souls of those who
failed to stay the course.
Access to the void gates is governed by ancient ephemerides, known only
to the Architects. Some gates open frequently and predictably to connect
worlds. Others open without warning or have yet to open under humanity’s
watch, only preserving the mystery of what may lie on the other side. Over
the thousands of years that humanity has attempted to explore and map the
Hyperuranion, many gates have been decoded, and reliable routes have been
established. But even now, more of the Hyperuranion’s network remains
uncharted than has been recorded.
Any given planet among the Thousand Worlds might be home to scores of
gates, their connections spanning the Hyperuranion like the threads of an
infinitely complex spider’s web. Known routes, particularly those joining
worlds rich in resources, are highly prized, and the various Factions fight
fiercely for their control. On the fringes of explored space, the Marchers guard
gates yet to be explored as well as those that may provide egress to forces
threatening their existence. And there is one route—as much a legend as it
is an ambition of modern times—that is said to lead to the source of all that
controls the Hyperuranion: Cyriss Prime. Every Alliance Baron, Marcher Lord,
or Continuum Preceptor with the means to fund an expedition to chart the
course to the Great Constellation has done so, many to their ruin. Whether
the course is undiscoverable or will reveal itself in time remains to be seen.
But there is no doubt: so long as it remains undiscovered, the quest to reach
Cyriss Prime will cost immeasurable sacrifices.

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THE FACTIONS OF HYPERURANION
The spread of mankind across the known worlds of the Hyperuranion
began with faltering steps of exploration before giving way to an explosion
of growth and prosperity. As the earliest explorers learned to navigate the
void gates, countless worlds opened up to them. The abandoned planets of
the Hyperuranion provided the seemingly endless promise and possibility
that fueled the greatest expanse of human migration the universe had ever
known. They sought fortune, security, and a place to call their own, but above
all else they sought Arcanessence, the most valuable resource imaginable.
It was the hunger for this resource that provided the greatest motivation for
exploration even as access to it made said exploration possible.
Over many millennia, colonies, corporations, and freeholds would give rise to THE MARCHER WORLDS
city-states, confederations, and principalities that, in turn, would grow to true
Not every planet, nation-state, or backwater colony is willing to quietly accept
nations and sprawling empires. These spread across worlds or collapsed into
the authority of the ruthlessly expansionistic Iron Star Alliance. Though the
the darkness of space.
Alliance offers its people security and the promise of prosperity, it does so as
Though recorded by the victors as an age of untold prosperity, this great a conquering power willing to assert its dominion over any who would stand
migration across the stars is not remembered as an era of peace or calm. against it. To accept membership into the Alliance is to accept its draconian
It was a time of ruthless expansion when some few made fortunes beyond law, its corporate monopolies, and its crippling economic demands required
reckoning on the backs of those who struggled bitterly just to survive. With to support its military. The billions who would resist the Alliance and live on
the resources of entire worlds behind them, the reckless wars of expansion their own terms have retreated to the fringes of explored space and fight for
between these growing powers took on dimensions of destruction unknown their freedom in the borderlands between the mapped Hyperuranion and the
in our ancient histories. unexplored worlds beyond: the Marches.
But in the vastness of space, no empire is truly monolithic. Even now, the Opposing the Alliance is the Coalition of Free States, a pragmatic and
diversity of the governments and societies of humanity are as varied as the independent people used to looking to themselves for support and mutual
planets they inhabit. While many countless billions have united under the protection. Unified only in their resistance to the Alliance, the disparate
banners of the Iron Star Alliance, the Marcher Worlds seek life outside their nations, communities, and cultures of the Coalition developed during
constricting dominion. And all the while, the outlawed Aeternus Continuum mankind’s expansion across the stars. Though trust is hard won and loyalties
watches from the shadows, secretly engineering flesh and the very fabric of may shift, the Coalition has proven its strength in the defense of their
their society toward their own insidious purposes. These great Factions are territories from Alliance incursions.
separated by distinct philosophies, irreconcilable differences, and a history
Often settled on harsher or more hostile planets, the people of the Marcher
of bloody conflict. What they have in common is the desire to control their
Worlds are resourceful, adaptable, and stalwart, or they would not be able to
existence within the Hyperuranion, but the cost of sovereignty is perpetual
survive their conditions or repel the advances of the Alliance. Their militaries
adversity and endless war.
often employ unconventional strategies and tactics to overcome adversaries,
and Coalition Warcasters range from devoted patriots fighting for their people
to mercenaries ready to sell their talents to the highest bidder.
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THE AETERNUS CONTINUUM THE IRON STAR ALLIANCE
The inscrutable Aeternus Continuum is a vast cult outlawed by both the The largest and most successful empire to arise from the Wars of Expansion,
Alliance and the Marcher Worlds, known and feared for their armed the Iron Star Alliance is a vast interplanetary coalition of nations and chartered
incursions and violent abductions. To those who face the Continuum in battle, corporations that have been bound together in the name of progress and
they are savage, unpredictable combatants willing to harvest organs from mutual defense. Dominated by a powerful aristocracy ruled by a septarchy of
fallen friends and foes alike. Many who face them simply disappear forever. monarchs, the Iron Star Alliance is governed by a Supreme Assembly made
up of representatives of its member states and constituent corporations.
In truth, they are a technologically advanced power with a secret presence
on every major industrialized world throughout the Hyperuranion, dedicated The nations of the Iron Star Alliance are held together through the promise
to the mastery of the flesh and the perpetuation of the physical life of its of continual prosperity, mutual self-interest, and fear. This fear is elemental
leadership at all costs. Controlled by a byzantine cult made up of millions of to the Alliance, which sees threats around every corner, both external and
dedicated followers, they are overseen by a fanatical priesthood dominated by internal. Rival interests compete within the Alliance even as the empire
a pharaonic priest-king ruling from a hidden sepulchral world at the heart of continually launches its wars of unification to subjugate ever-greater
Continuum space. numbers under its dominion.
The promise of the cult is immortality itself, and through their medical The core objective of the Alliance is to provide security for its allied nations
knowledge and use of mechanika, the Aeternus Continuum has extended by way of aggressive expansion throughout the galaxy, believing that the only
the existence of human flesh far beyond its normal years. Thus, the cult safe Hyperuranion is a unified Hyperuranion. To achieve this agenda, the Iron
has exploded in popularity, enabling the Continuum to spread across the Star Alliance has established an unparalleled military presence across the
Hyperuranion. Thousand Worlds, with legions of elite Paladin shock troopers that can be
deployed anywhere within their dominion quickly and with formidable effect.
Yet to those who face the Continuum in battle, there is nothing seductive or
Through significant tribute extracted from its member-nations, the Iron Star
compelling about their brutal attacks. And fueling their war machine by taking
Alliance is able to afford the most advanced technology and weapons for its
from anyone weaker than them, they are able to bring a significant military
military, and its Warcasters enjoy abundant benefits as the galaxy’s most
force to bear that belies their apparent numbers. With Warcasters infamous
celebrated martial heroes.
for ruthless tactics and a wanton disregard for the lives of their own troops,
tales of encounters with the Continuum have become the stuff of nightmares.
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THE EMPYREANS
Their history is a mystery to humanity. So little is known about the Empyreans
that they have become the stuff of myth and legend, while their influence
and effect is still felt in the modern day. To say they are ancient is to naively
understate the eons they have existed, evolved, and endured. The galaxy that
humanity exists in exists by their design.
Their Architects agonized at the notion of a mortal existence and dreamed of
immortality. Believing flesh was the bane of eternal life, they sought a cure
to death and found it in the transference of the soul to a mechanikal vessel
that would not degrade with time. Over countless millennia, the Architects
created the Empyrean, a megalithic construct encircling the collapsed star
at the center of the galaxy. To sustain the Empyrean, the Architects created
the Hyperuranion—a galaxy-spanning network of interdimensional conduits
that would forever nourish their Great Work with potent Arcanessence wisely
and responsibly harvested from the thousand worlds of Cyriss. And after
conquering the limitations of space and time, they gathered their vessels and
enshrined them in the Great Work, where their consciousnesses merged and
their souls would forever bask in the radiance of Cyriss.
In creating the Hyperuranion, the Architects systematically conquered every
world they touched, and they spread their doctrine of a pure, immortal
existence to every civilization in the galaxy. Those that saw the light joined the
Architects in their Great Work. But the unenlightened were shown the folly
of their flesh, and ultimately, the Thousand Worlds were emptied of any who
might disrupt the eternal rapture of the Empyreans. This left the legions of
mechanikal warriors they used to deliver the galaxy into divine perfection to
fade away with the sands of time.
And for an unknown age, the Empyreans enjoyed the fruits of their labors…
until humanity arrived from some hidden or overlooked crevasse on the far
outer reaches of the galaxy and suddenly threatened all that the Architects had
achieved. Wars were waged, and the Empyreans, unprepared for such conflict
after eons of peace, were forced to retreat. They left no clues about the path
to Cyriss Prime and dispersed their robotic guardians to ensure none would
ever find it. But after five thousand years, the Empyreans have returned from
their slumber, provoked by the drain they believe humanity’s expansionism

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has placed on the lifeblood of the galaxy, Arcanessence. This resource is
being consumed faster than it can be replenished, and the Empyrean and its
Great Work are now threatened. Unwilling to accept oblivion, the Empyreans
have once again taken the offensive, deploying newly created legions built to
eradicate the human pestilence that plagues their galaxy. For those who have
held eternity in their hands, it is only a matter of time.

THE KEEPERS
Remnants of the original migration that first brought humans to the galaxy,
the Keepers are ancient souls, preserved in vessels not unlike those of
the Empyreans. But the Keepers hail from humanity’s birthplace, and they
had transferred their essence into their mechanikal bodies of antiquated
clockwork and simple electrical motors long before their first contact with
the Architects.
Few remain, and those who do stay carefully hidden, for they alone possess
the secrets of mechanika and the cyphers that the technology can conjure.
Those who possess the spark of a Warcaster are impotent to unlock their
powers without the instruction of a Keeper. And so the Keepers are marked for
death. If the Empyreans can eliminate these shepherds of arcane knowledge
from the ranks of humanity, then the Warcasters who defend their kind will,
in time, become extinct.
The Keepers are humanity’s only remaining link to its origins, but they are
reluctant to share their knowledge of the past. It is fraught with conflict and
tainted with sins they hope to hide from mankind, lest we give in to temptation
and invite the same wrath that sent us fleeing to the stars in the first place.
There are many legends of the Keepers and those who rescued humanity
from oblivion. But there is one among them, known only as the Prime, who is
said to posses the greatest depth of arcane knowledge as well as the power
to wield it. The legends say that the Prime was the instrument of salvation in
humanity’s darkest moment, and it was his power that undid the Architects
before they nearly ended our existence altogether. Whether the Prime exists
or is simply a fantastic figure of mythology, he is still sought by the forces of
the Empyreans and humanity alike, for his legacy is humanity’s survival and
its ongoing conquest of a Thousand Worlds.

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Rulebook Models and bases Dice

WHAT’S IN THIS BOX?


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

OTHER THINGS YOU NEED BATTLEFIELD


• Terrain Warcaster is played on a battlefield. The size of the battlefield is
• A table or playing surface where you can conduct your battles (typically determined by your chosen mission. Typical battlefield sizes are 4’ x 4’
measuring 4’ × 4’ or 30” x 30”) for full-sized Primary Missions or 30” x 30” for smaller scale Skirmish
• A tape measure or ruler marked in inches and fractions thereof to Missions. If you don’t have a table or a space large enough, play with
measure movement and attack distances 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.

18
TWOTHOUSANDTHREEHUNDREDANDTHIRTYSOULSFORGEDAFUTUREFORHUMANITYIN THEH
TOKEN SHEET EXPLANATION

7 ACTIVATION TOKENS 2 LOCK DOWN CONTINUOUS PULSE TRACKER


EFFECT TOKENS

7 ARC TOKENS 2 TUNE UP CONTINUOUS PULSE TRACKER TOKEN 3 PORTABLE


EFFECT TOKENS OBJECTIVE MARKERS

3 CORROSION CONTINUOUS 2 DOUBLE-SIDED SYSTEM 5 DAMAGE TOKENS


EFFECT TOKENS FAILURE CONTINUOUS
EFFECT TOKENS

1 2 3

3 FIRE CONTINUOUS EFFECT 2 TWO-PIECE VOID GATES

4 5 6
TOKENS To be attached to 30mm bases

6 NUMBERED PERMANENT OBJECTIVE MARKERS

19
HYPERURANIONTHEBLOODOFTHEHELLSLINGERFLOWSTHROUGHFANGSVEINSTHEEMPYRE
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 p. 40).
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.
The models in a squad are warrior models.
WARJACKS
A warjack is a robot designed to wage war. An arcane cortex housed within You cannot redeploy a squad until all models in the squad have left play or
its armored hull contains the warjack’s artificial intelligence, which allows it been destroyed.
to operate autonomously. Armed with fearsome ranged and close-combat
weaponry, a warjack is more than a match for a dozen soldiers. Though able
SOLOS
to think and operate independently, a warjack reaches its full destructive Solos are individuals who operate alone, such as assassins, weavers, and
potential only when charged with Arc by a Warcaster. Though not on the snipers. Solos are warrior models.
battlefield, the Warcaster possesses a telepathic link to each of the warjacks
in its battlegroup. This link enables the Warcaster the ability to give their HEROES
warjacks commands and boost their abilities with just a thought. Warjacks Some unique and powerful units are considered to be Heroes. When a Hero
are not warrior models. unit is destroyed, it is removed from the game instead of being returned to
the reserves.
SQUADS
A squad is a small group of similarly trained and equipped soldiers—such RESERVES
as Paladin Enforcers, Ranger Fire Teams, and Vassal Reavers—who operate Models in a player’s force that are not in play are reserves and can be deployed
together as a team. Models in a squad do not activate individually; instead, all throughout the game. Except for those models that each player deploys at
members of the squad activate at the same time and progress through the the start of the game, players begin with all of their models in reserve (see
steps of an activation together. Starting the Game, p. 26). 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.
20
ANSHAVEAWOKENANDTHEYWILLNOTRESTUNTILORDERISRESTOREDTO CYRISSBEWARETHETR
DICE
In addition to the single standard six-sided dice (referenced in the rules as a
d6), Warcaster: Neo-Mechanika uses Strike Dice.

ROLLING A D3 ACTION DIE POWER DIE D6

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 MISS STRIKE SUPER
strike, indicated by two explosions, counts as two strikes. Blank sides indicate STRIKE
misses. When rolling Strike Dice, simply add up the number of explosion
symbols you see. For instance, the three action dice to the right 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.
ACTION DICE
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
Power Dice (red) are comprised of 1 miss, 4 strikes, and 1 super strike,
making them much more reliable.

21
RACKLESSVOIDLESTYOUFINDETERNITYASITSHAUNTTHEYDRAINTHELIFEBLOODOFCYRISS
GENERAL RULES SPORTSMANSHIP AND SHARING
INFORMATION
All models you control are friendly models. Models controlled by Although Warcaster: Neo-Mechanika simulates violent battles between rival
your opponent are enemy models. forces, you should still strive to be a good sport in all aspects of the game.
The various nations, confederations, and empires within the Remember, this is a game meant to provide entertainment and friendly
competition. Whether winning or losing, you should still be having lots of fun.
Hyperuranion are represented by the different Factions. Forces are
made up of units from a single Faction, along with the Wild Cards, From time to time, your opponent may wish to see your records to verify a
that will work for that Faction. model’s stats or special rules. Always represent this information honestly,
and share your records and information without hesitation.
APPLYING RULES
Each time rules with the same name affect a single model or unit, only apply
ACTIVE OR INACTIVE PLAYER
the rule once. 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
CARD RULES both cases, the other player is the inactive player. When resolving effects that
Rules on model stat cards, reference cards, and Cyphers override rules occur “after the attack is resolved,” the active and inactive players remain the
printed in the rulebook. 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
MERCY RULE “attack hit” or “attack destroys an enemy model,” the active player chooses the
If a player has no models in play, either units or void gates, they immediately order in which special rules on their models resolve and resolves them, then
lose the game. the inactive player chooses the order in which special rules on their models
resolve and resolves them.

22
ANDTHREATENALLTHATWEHAVEWORKEDFORTHEDECREEOFTHEJUSTICARISLAWANDTODEFYIT
STAT CARD EXPLANATION

UNIT NAME

UNIT FACTION
FACTION ICON
& TYPE
DEPLOYMENT
COST UNIT STATS

UNIT BASE SIZE ADVANTAGE ICONS

WEAPON NAME
WEAPON
STAT BARS

HEALTH WEAPON RANGE

UNIT WEAPON POW


ILLUSTRATION

RANGED WEAPON
WEAPON ICON QUALITY ICON
MELEE ENERGY TYPE
WEAPON ICON

23
TISDEATHTHATWHICHWASBANISHEDTHREATENSUSFARMORETHANTHATWHICHWEFEARBEFORE
MODEL STATS ADVANTAGES
All the information you need to play with your models is present on their stat Advantages are common special rules that many models have. Advantages
cards. are always in effect. The rules for advantages are listed below.

Speed (SPD) – This is the number of inches a model can move when A model’s advantages are marked as icons beneath its stat bar, along with
advancing during its activation. its base size.

Strength (STR) – This is the number of Action Dice you roll when your warjack Compound Armor – This model gains +1 ARM against explosion damage.
makes a strength check. Flight – This model has Flight (see Flight, p, 28).
Melee Attack (MAT) – This is the number of Action Dice you roll when your Pathfinder – This model ignores movement penalties for rough terrain
model makes a melee attack. (see Rough Terrain, p, 44).
Ranged Attack (RAT) – This is the number of Action Dice you roll when your Revelator – When making ranged attacks this model ignores Stealth.
model makes a ranged attack.
Stealth – This model has Stealth. A model with Stealth cannot be targeted
Focus (FOC) – This is the number of Action Dice you roll when channeling a by attacks made by models more than 8˝ away.
Fury attack through the model.
Weapon Expert – When this model attacks during its activation, it can
Defense (DEF) – This is the number of Action Dice you roll when your opponent attack with all of its weapons.
targets the model with an attack. Any strikes rolled offset the strikes rolled by
the player controlling the attacking model.
NUMBER OF MODELS IN A SQUAD
Armor (ARM) – This is the number of strikes that must be rolled to cause a
The number of models in a squad is listed beneath the stat bar just to the right
point of damage to this model.
of the squad’s base size alongside the squad’s Advantage icons.
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. STAT MODIFIERS
Deployment Cost (DC) – Deployment Cost indicates the number of Arc you There are a number of special rules and circumstances that can modify a
must clear from a void gate to put a unit into play on the battlefield. model or weapon’s stats. When applying modifiers, apply multipliers first and
then apply modifiers that add or subtract from the stat.
BASE SIZE A stat can never be reduced to less than 1.
Warcaster uses small (30mm), medium (40mm), and large (50mm) base
Example: Oz plays the Ascension Catalyst Cypher card on his
sizes, which are marked as an icon, alongside its advantages, beneath a Continuum Nemesis warjack. The Cypher grants its target +2 SPD
model’s stat bar. and Flight. During the warjack’s activation, Oz spikes to use the
Nemesis’ Afterburner special rule, which triples the warjacks SPD
SPECIAL RULES when advancing that turn. The Nemesis has SPD 6 which would be
A unit’s special rules and the special rules of its weapons are listed tripled to 18 when it advances before adding an additional +2 for
on its card. the Ascension Catalyst Cypher card. Oz’s Nemesis can advance 20˝.

24
USTHEKEEPERSWILLLEADUSTOTHEFUTUREBYSHOWINGUSTHE PASTTHETHOUSANDWORLDS
2020 v1

Paladin Commander
Iron Star Alliance Solo
PULSE CANNON RNG POW
SPD MAT RAT DEF ARM
Explosion and Force 10 3 DC 1 6 4 4 3 3
SAMPLE MELEE WEAPON SAMPLE RANGED WEAPON

ARC BLADES X2 RNG POW


PULSE CANNON RNG POW
Kinetic 1 5 Explosion and Force 10 3

ARC BLADES X2 RNG POW


Kinetic 1 5
WEAPON STATS WEAPON QUALITIES
Weapons have stats like units. On a unit’s weapon stat bar, a dagger icon Weapon qualities are special rules that are marked as icons on a weapon’s
denotes a melee weapon and a pistol denotes a ranged weapon. The entry for stat block.
a unit with multiple identical weapons has a single weapon stat bar with the Blast Weapon – This is a blast weapon (see Blast Weapons, p. 34).
number of weapons indicated after the name of the weapon.
Corrosion – A model hit by this weapon suffers the corrosion continuous
Energy Type – A weapon’s energy type describes the forces utilized by the effect (see Continuous Effects, p. 36).
weapon to damage its targets. Some units are more vulnerable or resistant
to different energy types. Fire – A model hit by this weapon suffers the fire continuous effect (see
Continuous Effects, p. 36).
Energy types include: Ballistic, Beam, Cold, Corrosion, Energy, Explosion,
Fire, Force, and Kinetic. Lock Down – A model hit by this weapon suffers the lock down continuous
effect (see Continuous Effects, p. 36).
A Beam weapon causes beam damage, an Energy weapon causes energy
damage, and so on. Some weapons have more than one energy type. For Repulsor – When this model hits a model with an equal or smaller sized-
example, the Paladin Commander’s Pulse Cannon weapon is both an base with an attack with this weapon, before damage is rolled, the model hit
Explosion and a Force weapon. is slammed 3˝ directly away from this model. Collateral damage is equal to the
POW of this weapon (see Getting Slammed, p. 37).
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 Spray Weapon – This is a spray weapon (see Spray Weapons, p. 35).
Measuring Range & Distances, p. 32. Strafe – After declaring an attack with this weapon and its target, roll one
Power (POW) – This is the strength of an attack. It determines how many power die. For each strike rolled, you can make one additional attack against
Action Dice are rolled to resolve a damage roll for the attack. See Making another model within 2˝ of the initial target. Each attack must target a different
Melee & Ranged Attacks, p. 30. 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, p. 36).

25
SWILLKNOWTHENAMEOFHIEROTHEOS RAXISTHEMARCHERWORLDSWILLNOTBOWTOTYRANT
GAME PLAY OVERVIEW
Warcaster is played in turns alternating between each player. On play, such as when some Cypher cards expire.
each of their turns, a player can charge one unit or void gate, play Pulse rounds are tracked with a Pulse tracker. The tracker is divided into five
up to two Cypher cards, activate a unit and an additional solo, deploy boxes. When the first player takes their first turn of the game, they place the
units, place a void gate, etc., before moving on to their opponent’s Pulse Tracker token onto the starting position of the tracker. For the remainder
turn. 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,
TURNS the Pulse round ends, and the tracker is moved back to the starting position,
Turns have the following steps that must be taken in order: beginning a new Pulse round.

1. Ready Phase: If all of your units have activation tokens, ready your units When the Pulse round ends, both players resolve the following in order:
by removing all activation tokens from them (see Activation Tokens & 1. Resolve any continuous effects affecting your units.
Readying, p. 29). 
 2. Cypher cards that expire at the end of the Pulse round expire.
2. Charging Phase: You can choose to charge one friendly unit or void gate 3. Both players check the scoring rules for both the mission being played
in play with 1 Arc or clear any amount of Arc from friendly units and void and for any applicable secondary missions (see Battlefield & Mission
gates. See Arc & Charging Units, p. 27. Generation, p. 48). This means that both players score simultaneously
3. You can play one Cypher card. each time the Pulse round ends.
4. Activation Phase: Activate one unit and up to one additional solo. When a 4. Remove all activation tokens from your models.
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. Unless otherwise noted, games of Warcaster last for three Pulse rounds.
5. You can play one Cypher card.
6. Deployment Phase: You can deploy one or more units or recall one unit. STARTING THE GAME
7. You can nominate one friendly warrior model to place a void gate or can 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. 38).
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 can be
side of the table next to your rack deck.
placed anywhere within 5” of that model. When placing a void gate, you can
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 can 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.
The first player then deploys units with a total deployment cost of up to 5 Arc
PULSE ROUNDS
within 5˝ of the rear edge of their side of the table. Once that player completes
Pulse Rounds determine when mission scoring occurs, when you check to their deployments, the second player does the same.
see if continuous effects expire, and when you remove activation tokens from
your models. The Pulse may also determine when other events occur during The first player then takes their first turn. Players alternate taking turns for
the rest of the game.

26
NORTERRORGUBBINWASHERESEEKTHEPRIMEFORHEALONEHOLDSTHEANSWERTOHUMANITYSS
ARC & CHARGING UNITS
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 .
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
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 use are marked with .
• A void gate can be charged with up to 5 Arc at any time.
Example: The Alliance Paladin Annihilator squad has the Hunter-
• A warjack can be charged with up to 3 Arc at any time.
Killer Salvo special rule that says that the squad can spike to
• Solos can be charged with up to 1 Arc at any time. ignore line of sight and cover during their activation. When the
• Squads can be charged with up to 1 Arc at any time. 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, p. 30, for more details.
Void
Gate

27
SURVIVALTHEDARKNESSWILLRETURNFROMEXILETOCLAIM WORLDSTHEKEYTOIMMORTALITY
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 Example: During his turn, Matt activates and advances his
Marcher Worlds Ranger Heavy Support squad. The squad has SPD
activate an additional solo during their Activation Phase each turn. 4, so Matt moves one model in the squad 4”. He then places the
The unit and additional solo can be activated in any order; however, other two models in the squad anywhere within 2” of the model he
you must complete one unit’s activation before moving onto the next. moved and with line of sight to that model.

During its activation, a unit can advance and attack, in either order In another example, Will plays the Displacement Index Cypher
card on his Paladin Enforcers squad. This Cypher allows the squad
and then its activation ends. When a unit’s activation ends, place an to move up to 3”, so Will moves one model 3” and then places the
activation token next to it. A unit can only have one activation token other two models in the squad anywhere within 2” of the model he
on it at any time. moved and with line of sight to that model.
If a single model in the squad is affected by a rule that requires it to move or
MOVEMENT & ADVANCING be repositioned, but does not affect the rest of the models in the squad, move
Models cannot move through other models; they must move around other or reposition only that model.
models on the battlefield.
FLIGHT
A model can never end its movement with its base overlapping another
Some models have the ability to fly. When a model with Flight moves
model’s base. Additionally, a model cannot end its movement with its base
voluntarily, it ignores vertical distances and can move over structures and
overlapping an obstacle or structure unless the model ends its movement on
models if it has enough SPD to move completely past them. It also ignores
an obsticle or structure it can stand on (see Terrain p. 44).
the effects of rough terrain. A model with Flight can move onto a structure
When a warjack or solo advances during its activation, it can move up to its and end its movement anywhere large enough for its base stand on. When
SPD in inches. 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
SQUAD MOVEMENT structures and other models.
When a squad advances or when it moves as the result of a rule that affects
When a model with Flight is targeted by a melee attack made by a model
either the whole squad or unit, choose one model in the squad to move. After
without Flight, the model with Flight gains 2 Power Dice when making its
determining that model’s movement, reposition the remaining models in
defense roll against the melee attack. See Making Melee & Ranged Attacks,
the squad within 2” of that model. Repositioned models must be placed so
p. 30.
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.

28
LIESWITHINTHEVAULTOFTHEARCLICHTHEONEWHOASTRANSCENDEDTIMEISOURBRIDGETO
REPOSITIONING MODELS ATTACKING
A model may be repositioned on the battlefield as a result of squad movement When a solo attacks during its activation, it can make one attack. Choose one
or a special rule. Repositioning is not movement, and anything that affects weapon for the model to attack with.
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 When a squad attacks during its activation, each model in the squad can make
otherwise occupy. For example, you cannot place the model on an obstacle one attack. The models in a squad do not all have to make the same type of
that is not wide enough for it to stand on or reposition it in midair over the attack.
table. When a warjack makes its attacks during its activation, it can make one attack
with each of its weapons.
REPLACING MODELS
Example: Jason’s Alliance Firebrand is armed with a Repulsor
When replacing one model with another, place the new model so the area Shield, Assault Rifle & Bayonet, and a Null Cannon. When the
covered by the smaller of their bases is completely within the area covered warjack attacks, it can attack with the Repulsor Shield, Assault
by the larger. If the two bases are the same size, place the new model in the Rifle, Bayonet, and the Null Cannon.
same location as the one being replaced. There must be room for the model’s
See Making Melee & Ranged Attacks, p. 30, for the complete rules on
base in the location the model is placed or you cannot place it there.
resolving attacks.
CONTACT
A model is considered to contact an obstacle or structure when its vertical
SPECIAL ACTIONS
volume touches the obstacle or structure. A model is not considered to Some models have rules that enable them to make special actions instead
contact an obstacle or structure it is standing on. 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
One model is considered to contact another when its volume changes from model; firing the gun emplacement would be a special action.
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 Before or after its movement, a model can perform up to one special action
toward it, it is considered to contact that model again. 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
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.

29
OTHEPASTTHEREARENOGODSHERETHEALLIANCESEPTARCHSWILLDECIDETHEFATEOFATHOUS
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, p. 27).
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.

30
ANDWORLDSTWOTHOUSANDTHREEHUNDREDANDTHIRTYSOULSFORGEDAFUTUREFORHUMAN
When making a damage roll, the target takes 1 point of damage for every
Lane then makes a damage roll against Jason’s Marauder, rolling
set of strikes rolled equal to its ARM. So, a model with 1 point of ARM would
5 Action Dice for the Rail Gun’s POW of 5 plus 2 Power Dice for
suffer 1 damage point for every strike rolled against it in a damage roll. But a his strikes over Jason’s defense roll. Lane rolls 6 strikes against
model with 3 ARM would only take damage for every three strikes produced the Marauder’s ARM 4, resulting in the Marauder taking 1 damage
by the damage roll. from the attack.
Example: Lane’s Marcher Worlds Dusk Wolf warjack targets Damage is recorded by placing a damage token on the target model’s card.
Jason’s Continuum Marauder solo with a Rail Gun. The warjack’s When a model accumulates damage equal to its Health, it is destroyed and
RAT is 4, and it is charged with 2 Arc, so Lane makes an attack roll removed from the table.
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 p. 34), 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.

31
NITYIN THEHYPERURANIONTHEBLOODOFTHEHELLSLINGERFLOWSTHROUGHFANGSVEINS
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. 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
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.

DETERMINING MODEL VOLUME 2.75˝


A small-based model occupies the
space from the bottom of its base
2.25˝
to a height of 1.75 ̋.
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 ̋.

SMALL BASE MEDIUM BASE LARGE BASE


Alliance Paladin Enforcer Marcher Worlds Combat Engineer Continuum Scourge
32
THEEMPYREANSHAVEAWOKENANDTHEYWILLNOTRESTUNTILORDERISRESTOREDTOCYRISSBE
LINE OF SIGHT & TERRAIN

Firebrand
Firebrand

Coalition Coalition
Weaver Weaver

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

This wall is shorter than 1.75˝. It will not block line of sight to any of the models This wall is taller than 1.75˝ but shorter than 2.25˝. It will block line of sight to
behind it. small-based models behind it.

This wall is taller than 2.25˝ but shorter than 2.75˝. It will block line of sight to This wall is taller than 2.75˝. It will block line of sight to all models behind it.
small- and medium-based models behind it.
33
EWARETHETRACKLESSVOIDLESTYOUFINDETERNITYASITSHAUNTTHEYDRAINTHELIFEBLOOD
COVER EXAMPLE OF AN ATTACK WITH A BLAST WEAPON

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
Paladin Enforcer
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. Paladin Enforcer

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 Dusk Wolf Warjack
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 equal distant from Combat Engineer
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. Paldin Commander

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 The Paladin Commander solo hits a Dusk Wolf warjack with its
blast damage. For example, if a ranged weapon with kinetic damage type Pulse Cannon, a blast weapon. Because they are the closest
does blast damage, that damage is considered to be caused by a ranged models within 2˝ of the Dusk Wolf, the Combat Engineer and one
of the Paladin Enforcers are also caught in the blast and suffer
attack and is both kinetic and explosive damage.
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.

34
OFCYRISSANDTHREATENALLTHATWEHAVEWORKEDFORTHEDECREEOFTHEJUSTICARISLAWAN
SPRAY WEAPONS
Spray weapons are devastating short-ranged attacks that can have the ability Every model whose volume this line intersects can be hit by the attack unless
to hit several models. the attacking model’s line of sight to that is completely blocked by terrain.
Make a separate attack roll against each model that may have been hit by the
A spray attack follows all normal targeting rules. When making a spray attack,
attack, including the original target. Spray weapons ignore cover.
measure the full range of the spray, centering it on the target model’s base.

EXAMPLES OF ATTACKS WITH A SPRAY WEAPON

Dusk Wolf
Warjack
Firebrand Warjack

Paladin
Enforcer

Paladin
Enforcer

Marauder
Immortal Weaver Ranger Ranger
Immortal Weaver Fire Team Fire Team
In this example an Immortal Weaver solo targets a Dusk Wolf
An Immortal Weaver solo targets a Firebrand warjack with a warjack on a strucutre above it. The attack is measured from the
Psychokineteic Hood spray attack. The attack is measured out Immortal Weaver’s base through the Dusk Wolf base and past it up
to its complete 8˝ range and centered on the Firebrand warjack. to the full 8” of its range. This line passes through the volume of
This line touches two Paladin Enforcers, meaning they also have a one Ranger Fire Team model’s volume but passes over the volume
chance to be hit by the attack, but misses a Marauder. The player of the second Ranger Fire Team model, missing it. The Immortal
controlling the Immortal Weaver will make attack rolls against the Weaver will make attack rolls against the Dusk Wolf warjack and
Firebrand warjack and two Paladin Enforcers. the first Ranger Fire Team model.

35
NDTODEFYITISDEATHTHATWHICHWASBANISHEDTHREATENSUSFARMORETHANTHATWHICHWE
CONTINUOUS EFFECTS
Continuous effects are persisting conditions that remain on a model and have Continuous effects include:
the potential to damage or affect it some other way continually throughout the
Corrosion – A model affected by the corrosion continuous effect suffers
game. A model can have multiple continuous effects on it at once, but it can
–1 ARM. When resolving a corrosion continuous effect at the end of a Pulse
have only one of each type of continuous effect on it at a time. When a model is
round, if the continuous effect remains in play, the affected model suffers an
affected by a rule that causes a continuous effect, place a token by that model
amount of damage equal to the number of strikes rolled.
that indicates the specific type of continuous effect.
Fire – A model affected by the fire continuous effect suffers –1 to its MAT
Example: Aron’s Dusk Wolf warjack is suffering the system failure and RAT. When resolving a fire continuous effect at the end of a Pulse round,
continuous effect when Matt’s Firebrand warjack hits it with a if the continuous effect remains in play, the affected model suffers an amount
Fusion Glaive. Matt could now have the Firebrand spike to use of damage equal to the number of strikes rolled.
its Power Attack special rule, but if he does so, Aron’s warjack
Lock Down – A model affected by the lock down continuous effect suffers
will not suffer a second instance of the system failure continuous
effect because it is already affected by that particular continuous –2 SPD.
effect regardless of whether the system failure was applied to the System Failure – Roll a d6 when a model first suffers this continuous
Dusk Wolf’s ranged or melee attacks. effect. If the result is 1–3, the model cannot attack with melee weapons until
the effect expires. If the result it 4–6, the model cannot attack with ranged
Continuous effects on a player’s models are resolved at the end of the Pulse
weapons until the effect expires.
round (see p. 26). To resolve a continuous effect, roll one Action Die. If it is blank,
Tune Up – A model affected by the tune up continuous effect gains +1 to
the continuous effect expires with no affect. If it is a strike or a super strike, the
STR, MAT, RAT, and DEF.
continuous effect remains on the model and apply the corresponding effect:

36
FEARBEFOREUSTHEKEEPERSWILLLEADUSTOTHEFUTUREBYSHOWINGUSTHEPASTTHETHOUSAN
GETTING SLAMMED EXAMPLE OF A SLAM
Some effects, such as the Momentum Calibrator Overdrive or the Velocity
A Coalition Weaver solo hits a Vassal Reaver trooper model with
Projector Fury, can cause a model to be slammed directly away from the its Battle Staff, a melee weapon with the Repulsor advantage that
attacking model or the model channeling the Fury (see Making Fury Attacks, slams models hit by it. The Vassal Reaver is slammed 3˝ directly
p. 39). The distance the slammed model is moved is determined by the effect away from the Coalition Weaver. During this movement, the Vassal
that caused the slam. A slammed model stops if it contacts an obstacle, a Reaver contacts a Scourge warjack 2.25˝ away and stops moving.
structure, or another model’s base. Because it contacted a model with an equal-sized or larger base,
the attacking player will add 1 Power Die to their damage roll
After a slammed model is moved, it suffers a damage roll determined by against the Vassal Reaver when resolving the Battle Staff damage
the effect that caused the slam. If a slammed model contacts an obstacle, roll. The Scourge warjack does not suffer a collateral damage roll
a structure, or a model with an equal-sized or larger base during its slam because it has a larger base size than the Vassal Reaver that was
movement, add 1 Power Die to the damage roll. slammed into it.

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.
Coalition Weaver
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.

Vassal Reaver

Scourge Warjack

37
NDWORLDSWILLKNOWTHENAMEOFHIEROTHEOS RAXISTHEMARCHERWORLDSWILLNOTBOWTO
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, that 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. 43. 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.
While a player’s maximum hand size is generally limited to five Cypher cards, Furies must be channeled through a model with the Arc Relay ability, have
some special rules (such as Hierotheos Raxis’ Psycho Relay) can increase or a range (RNG) determined by the Arc Relay score of the model they are
decrease a player’s maximum hand size. channeled through, and require attack rolls to resolve (see Making Fury
If a special rule increases a player’s hand size, that player draws up to their Attacks on the next page).
new maximum hand size at the end of the turn as normal. When a player plays a Cypher on a model or unit, place the card next to the
If a special rule decreases a player’s hand size, that player must immediately card of the model or unit affected.
discard enough cards so that their hand size is equal to their new maximum. If a Cypher card does not say when the card is discarded, discard it once its
effects have been resolved.
CYPHER CARD TYPES
There are four types of Cypher cards:
DIVINATION
• Furies are offensive Cypher cards that are played as attacks against CRYO
LOCK
FORCE BARRIER ALGORITHM INTER
PROTDICTION
enemy models. They require a Fury attack roll to determine if they hit and OCOL

may inflict a damage roll. Fury Cyphers have a POW stat like weapons. See POW - 1 1 1
Making Fury Attacks, on the next page, to resolve Fury attacks. 
 1
• Geometrics are Cypher cards that can only be played on friendly squads. FURY
GEOMETRIC
in range.Target a friendly
squad.
HARMONIC
Target a friendly unit.
OVER
t model
• Harmonics are Cypher cards that can be played on any friendly unit.
Target a DRIVE
enemy uni tar get
Affected
inst the dam models gain cover. This unit’s ranged weapons friendly
Target an ck roll aga
age. of thePOW.
Pulse
gain +1 RNG and
Friendly warjack.
Fury atta , it does
no Barrier expires at the end
token.
Force warjack warrior model
Make a this attack hitsns an activation Divination Algorithm expires
• Overdrives are Cypher cards that can only be played on friendly warjacks. . If gai round. at the gain +2 s within
del t age are end of Inte
the DEF. 5˝ of this
mo the hit uni to cold dam
Pulse round. rdiction
Instead, imm une Pu Pro
lse round. tocol expires
that are y. at the end
Models d by this Fur of the
not affecte

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 © & TM
Privateer
Press, Inc.
© & TM Privateer Press,
Inc.
© & TM Privateer Press,
Inc.

cannot play another Harmonic on it until the first Harmonic has expired or
© & TM
Privateer
Press, Inc.

is removed.

38
TYRANTNORTERRORGUBBINWASHERESEEKTHEPRIMEFORHEALONEHOLDSTHEANSWERTOHUM
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. The model the Fury is being channeled through
needs line of sight to the target or the Fury cannot target that model. Furies Example: Aron channels a Pyrokinetic Surge Fury Cypher through
have a range (RNG) determined by the Arc Relay score of the model the Fury 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
is being channeled through. To be targeted by a Fury, a model has to be within
warcaster’s well, so he makes an attack roll, rolling 4 Action Dice
a number of inches of the channeling model equal to this range. A model and 3 Power Dice. Mike then makes a defense roll for his warjack,
outside this range cannot be targeted by the Fury. rolling 3 Action Dice for the warjack’s DEF 3. Mike’s warjack was
Example: Aron wants to channel a Pyrokinetic Surge Fury Cypher targeted while out in the open and does not have cover from Aron’s
through his Marcher Worlds Coalition Weaver targeting Mike’s attack.
Continuum Scourge warjack. The Weaver has the Arc Relay [10] Aron scores 5 strikes while Mike rolls only 2. With 3 strikes over
special rule, meaning Fury Cyphers channeled through the model Mike’s defense roll, Aron hits Mike’s warjack with the Pyrokinetic
have a range of 10”. Aron can target Mike’s Scourge warjack only Surge. The warjack suffers the fire continuous effect and a damage
if it is within 10” of the Weaver. 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
After playing a Fury card and declaring its target, the attacking player makes
roll. Aron rolls 4 strikes, which is equal to Mike’s warjack’s ARM,
an attack roll with a number of Action Dice equal to the Focus (FOC) of the resulting in the warjack suffering 1 damage point.
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.

39
MANITYSSURVIVALTHEDARKNESSWILLRETURNFROMEXILETOCLAIM WORLDSTHEKEYTOIM
VOID GATES & DEPLOYMENT
VOID GATES 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
Throughout a game of Warcaster: Neo-Mechanika, players will deploy units at any time.
into play through their void gates.
Once placed, void gates remain on the battlefield until they collapse.
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 Void gates are considered to be 30mm-based models and can be attacked
place a void gate anywhere within 5” of their side of the table. A model that by enemy units. Void gates have DEF 3 and ARM 5. When a gate is damaged,
was deployed this turn cannot be nominated to place a gate. After nominating instead of subtracting Health, clear 1 Arc from the gate for each damage point
a friendly warrior model to place a void gate, the gate maybe placed anywhere it would have suffered. If a void gate is cleared of its last Arc, it collapses and
within 5” of that model. 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 p. 49).
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.

40
MORTALITYLIESWITHINTHEVAULTOFTHEARCLICHTHEONEWHOASTRANSCENDEDTIMEISOU
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, p. 43). When building your force, you can
choose any 15 units plus up to 3 Hero solos. You cannot have more than 4 of SQUAD IDENTIFICATION
any one specific unit in your force. This includes warjacks based on the same Squads can only be deployed with their original designated models.
chassis no matter how they are customized. With the potential to have multiple squads in your reserves or on
For example, Will builds a force consisting of: 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
• 4 Marcher Worlds Dusk Wolf warjacks, each with a Scout easy identification so you do not become confused and combine
Cortex, Battle Rifle (Arm), Ripper (Arm), and Rail Gun (Shoulder) models from different squads. It is all too easy to grab three
• 4 Marcher Worlds Ranger Fire Team squads destroyed models from squads with members still in play and
return them to the tabletop as a new squad by accident.
• 3 Marcher Worlds Coalition Weaver solos
• 2 Marcher Worlds Combat Engineer solos
Note some missions may mandate the inclusion of some unit types in your
• 2 Marcher Worlds Hunter solo force. You should always review the mission you are planning to play before
Will can also add up to three Heroes to his force. assembling your force.

41
URBRIDGETOTHEPASTTHEREARENOGODSHERETHEALLIANCESEPTARCHSWILLDECIDETHEFATE
CUSTOMIZING WARJACKS
Each warjack has a designated chassis. Each warjack chassis has a number Example: Matt generates a Continuum force for his next game.
of head and weapon options available to it that a player can select from to In doing so, he customizes a Scourge warjack for his force. In
customize the loadout of the warjack. This customization takes place when addition to getting to choose a cortex for the warjack, he will
a player assembles their forces—once a warjack’s loadout is determined, it 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
cannot change during a game.
of weapons. Matt gives his warjack the Revenger cortex. Cortex
To customize a warjack, begin by selecting a warjack chassis. 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
Then, choose a head for the warjack. The warjack’s head determines the type warjack a Void Splitter arm weapon (1 weapon point). He also
of cortex it has that will convey additional special rules. Each warjack’s stat gives it a Nailer shoulder weapon (1 weapon point). Finally,
card lists the head options available to the warjack, along with the special he gives it a Hollowphage Cannon shoulder weapon (3 weapon
rules for each head. points) for some real ranged firepower.

Next, select the warjack’s weaponry and additional equipment. Each chassis When customizing a warjack, you do not have to use its entire allotment of
has a number of Weapon Points allocated to it that can be spent to arm the weapon points if you cannot or do not wish to. You cannot, however, exceed
warjack, and each weapon must be assigned to a hardpoint on the chassis. the Weapon Point total.
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 2020 v1
Scourge
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42
OFATHOUSANDWORLDSTWOTHOUSANDTHREEHUNDREDANDTHIRTYSOULSFORGEDAFUTUR
SQUAD ATTACHMENTS THE RACK
Attachments are additional models that can be added to squads. These Before the start of the game, each player must build a deck of 12 to 15 Cypher
models may represent officers, special weapon troopers, medics, etc., that Codec cards. Only one of each Cypher card can be included in a deck, and the
are assigned to a squad. The attachment’s stat card determines which squads deck must include at least 3 of each type of Cypher card: Furies, Geometrics,
the attachment can be added to. Harmonics, and Overdrives. This is the player’s rack.
Each attachment has a cost modifier that is added to the Deployment Cost of At the start of the game, each player shuffles their rack and draws a hand of
the unit when it is brought into play. If the added cost is paid, the attachment is five cards.
simply added to the unit when it is put into play. A squad can have more than
A player can play up to two cards from their hand during their turn, one right
one attachment added to it at the time it is deployed, but a squad cannot have
before their Activation Phase and one immediately after. At the end of their
more than one of the same attachment added to it. A squad cannot deploy
turn, a player draws back up to a hand of five cards. Before drawing back up
with attachments that exceed the deployment cost of the available Arc on the
to five cards, a player can discard one card from their hand.
gate it deploys from.
When a card expires or is discarded, place it in a discard pile. When a player
Attachments have SPD stats equal to the squad they are attached to.
draws the last card from their rack, shuffle the discard pile into a new deck
For example, Will decides to deploy a Paladin Annihilator squad and continue drawing from this deck as normal.
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
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43
REFORHUMANITYIN THEHYPERURANIONTHEBLOODOFTHEHELLSLINGERFLOWSTHROUGH
TERRAIN ROUGH TERRAIN
Rough terrain is difficult ground that can be traversed, though at a significantly
The battles represented by games of Warcaster: Neo-Mechanika slower pace than more open terrain.
take place across a multitude of disparate worlds populated by alien
If a model would enter rough terrain one or more times at any point while
species of flora and fauna sometimes utterly unknown to the human
moving or being moved (such as a result of being slammed), reduce the
denizens of the Thousand Worlds. Each of these worlds represents distance the model moves by 2˝ to a minimum of 1˝.
a potential battlefield, their landscapes shaping the conflicts fought
Example 1: Matt’s Iron Star Alliance Firebrand has SPD 6 and is
over their resources and environs. These terrain rules provide completely within rough terrain. When the Firebrand advances
guidelines for establishing the effects that a battlefield’s terrain can during its activation, it will move 4˝ since it is already in rough
exert on a game. terrain when it begins its advance.

Covering the rules for every possible terrain type would be an 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
endless task, so players themselves need to agree on the exact Firebrand across this terrain. The Firebrand advances 4˝ since
nature of each terrain feature on the battlefield before the game Matt has determined the model will enter rough terrain during its
begins. As a general rule, a model can occupy a surface that is large movement.
enough for the model’s base to stand on. If an area is too small, Example 3: The Firebrand is a little over 5˝ away from a patch
slanted or uneven for the model’s base to stand on, then the model of rough terrain. Matt determines that if he tried to advance the
should not be moved there. Smaller models may be able to occupy 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
surfaces and spaces that larger models cannot. 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 Fireband 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.

44
FANGSVEINSTHEEMPYREANSHAVEAWOKENANDTHEYWILLNOTRESTUNTILORDERISRESTORED
OBSCURRING TERRAIN has enough movement to place its base on the other side of the obstacle.
Otherwise, the model must stop short of the obstacle.
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 Models can stand on obstacles if the obstacle is large enough and if both
pass through up to 3˝ of obscuring terrain without being blocked; anything players agree before the start of the game. Note that some obstacles will be
more blocks it. When a model outside of obscuring terrain attempts to draw too small to accommodate the bases of larger-based models. Climbing on top
line of sight to another point also outside that obscuring terrain, the obscuring of an obstacle takes 1” of a model’s movement unless the model has Flight.
terrain blocks line of sight to anything beyond it. Thus, a model can see 3˝ into If the model has Flight, climbing on top on an obstacle does not take any of
or out of obscuring terrain but not completely through an obscuring terrain its movement. Crossing an obstacle, however, does not impact the distance a
feature regardless of how thick it is. model can move.
Obstacles provide cover (see p. 34).
FORESTS
A forest is generally considered to be a wooded area that is not so dense that STRUCTURES
models cannot move through it. A structure is a terrain feature 1 ̋ tall or greater—such as a building, rock
A forest is treated as both rough and obscuring terrain. formation, high wall, or other feature.
A model cannot move through a structure but can move over or onto it if it has
OBSTACLES the Flight special rule. Some structures can be climbed upon using ladders,
An obstacle is any physical barrier on the table up to 1 ̋ tall, such as a wall, stairs, or elevators (see below).
alien flora, barricade, or standing ruin. A model can cross an obstacle if it
Structures provide cover (see p. 34).

45
DTO CYRISSBEWARETHETRACKLESSVOIDLESTYOUFINDETERNITYASITSHAUNTTHEYDRAIN
LADDERS, STAIRS & ELEVATORS JUMPING
A model moving within 1˝ of a ladder, stairs, or elevator can choose to move When you move a model you control during its activation, it can jump as part
up or down the ladder, stairs, or elevator. Doing so takes 2˝ of the model’s of its movement. A model cannot jump outside its activation or when it is
movement. A model cannot move up or down a ladder, stairs, or elevator being moved involuntarily, such as a result of a slam. When a model jumps,
when it is being moved involuntarily, such as a result of a slam. 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
When a model moves up or down a ladder, stairs, or elevator, reposition it
ends if its volume contacts an obstacle, structure, or the volume of another
anywhere large enough for its base to stand on within 1 ̋ of the ladder, stairs,
model while resolving a jump.
or elevator it moved up or down. The model can continue its movement from
this location. After a jump movement is completed, if the model is still in the air, move it
vertically down until its base its resting on the table or a terrain feature below,
MODELED STAIRS then determine the distance the model fell vertically and resolve the fall using
the Falling rules.
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 Jumping follows all normal movement rules with the following exceptions:
start of the game, players should discuss the terrain and determine
A jumping model can move over another model if no part of its base would
whether these rules should be applied to given terrain features or not.
enter that model’s volume.
A model does not suffer the rough terrain movement penalty if it jumps over
FALLING rough terrain that is at least 3˝ below it during its jump movement.
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.
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 IMPASSIBLE TERRAIN
token, and its activation immediately ends (if the fall took place during the
While not a true terrain type, there may be some parts of the battlefield
model’s activation).
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 impassible before the start of the game.

46
THELIFEBLOODOFCYRISSANDTHREATENALLTHATWEHAVEWORKEDFORTHEDECREEOFTHEJUST
EXECUTING A JUMP
When measuring a jump, first determine where you want the model to end Marcher Worlds
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
Hunter 2˝
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 Continuum
an activation token), the Hunter could continue moving up to its Scourge

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 models 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.

47
TICARISLAWANDTODEFYITISDEATHTHATWHICHWASBANISHEDTHREATENSUSFARMORETHAN
BATTLEFIELD & MISSION 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, Below is a list of the primary missions used in Warcaster: Neo-Mechanika.
and players may choose a secondary mission (see p. 56). With each When preparing to play a game, players can either play a primary mission
player having access to a near endless reserve of soldiers and they agree on or they can randomly determine a mission by rolling a d6 and
warjacks to deploy into battle, victory can only be determined by consulting the table below.
achieving the goals in the missions generated in this section.
Primary missions are played on 4’ x 4’ battlefields.

CREATING THE BATTLEFIELD PRIMARY MISSION GENERATOR


Warcaster: Neo-Mechanika is played on a 30” x 30” or 4’ x 4’ table referred to
1 ABSOLUTE PRESSURE
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 2 DECAY CONSTANT
worlds. Whether your table is a lush forest, an icy wasteland, an industrial 3 ORDERS OF MAGNITUDE
nightmare, or a fiery deathtrap, it is appropriate for a game of Warcaster. 4 STRANGE MATTER
Each battlefield should contain a meaningful mix of terrain features of various 5 SURFACE TENSION
sizes and shapes. For most games, it is recommended that the table be 6 UNCERTAINTY PRINCIPLE
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 Each primary mission is a scenario that consists of the following elements:
battlefield before the game begins. Name: The name of the mission.
Additionally, players should agree on what rules will apply to each piece of Setup: Any mission elements, such as objectives, that must be placed on the
terrain on the battlefield—for example, which pieces will provide cover. The battlefield. This section will often include a small map that shows the exact
rules for terrain can be found on p. 44. 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.

48
THATWHICHWEFEARBEFOREUSTHEKEEPERSWILLLEADUSTOTHEFUTUREBYSHOWINGUSTHE PA
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.

49
ASTTHETHOUSANDWORLDSWILLKNOWTHENAMEOFHIEROTHEOSRAXISTHEMARCHERWORLDS
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
16”
long enough to unlock their void gates, much less to push through and
discover what might lie beyond. 16”
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.

50
WILLNOTBOWTOTYRANTNORTERRORGUBBINWASHERESEEKTHEPRIMEFORHEALONEHOLDSTH
PRIMARY MISSION:
DECAY CONSTANT 10” 10”
No war is fought on a single battlefield, and every battlefield is different. Each
one offers unique advantages, resources, and opportunities. Reconnoitering 10” 18” 10”
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 10” 10”
indicated on the map. Objectives should be centered on the points described. 18”
SPECIAL RULES
Only squads can hold the strategic objectives. 10” 10”
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.

51
HEANSWERTOHUMANITYSSURVIVALTHEDARKNESSWILLRETURNFROMEXILETOCLAIMWORL
PRIMARY MISSION:
ORDERS OF MAGNITUDE 10”
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 18” 18”
positions to receive necessary supplies keeps a battle force fueled. Denying
the enemy the same weakens them day by day. 1
This is a battle for a position that will strengthen you, or it will strengthen your 10” 10”
enemy, whoever holds it at the end of the fight. Secure this battlefield’s supply 3 2
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 10” 10”
described. 2 3
These objectives are not considered to be terrain features and do not provide
cover.
1
SPECIAL RULES
Only squads can hold drop zone objectives.
18” 18”
10”
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.

52
DSTHEKEYTOIMMORTALITYLIESWITHINTHEVAULTOFTHEARCLICHTHEONEWHOASTRANSCE
PRIMARY MISSION:
STRANGE MATTER
Scattered across the Hyperuranion, the Aeternus Continuum conducts count-
less archaeological expeditions in search of prized relics from humanity’s 16” 16”
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 12” 12”
there are more immediate advantages to recovering lost cyphers, void gate 1 1
ephemerides, and Empyrean war tech.
Normally, Continuum dig sites operate under strict protocols of stealth and 10” 10”
secrecy to avoid the watchful eye of the Alliance as well as opportunistic 2 2 2
Marcher scavengers. But the overseers of this site let their guard down, and
now whatever mysterious treasures it may hold are up for grabs. 10” 10”
SETUP 12” 12”
Place four permanent objectives (ruins) and three portable objectives
1 1
(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.
16” 16”
SPECIAL RULES
Squads and solos can hold ruin objectives.
Any unit models can carry the portable objectives.
SCORING 1 = Permanent Objective 2 = Portable Objective

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.

53
CENDEDTIMEISOURBRIDGETOTHEPASTTHEREARENOGODSHERETHEALLIANCESEPTARCHSWILL
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
12” 12”
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
12” 12”
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 12” 12”
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 12” 12”
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 VICTORY CONDITIONS
Only squads can hold the objectives. After the third Pulse round is scored, the player with the most victory points
wins the game.
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.

54
DECIDETHEFATEOFATHOUSANDWORLDSTWOTHOUSANDTHREEHUNDREDANDTHIRTYSOULSF
PRIMARY MISSION:
UNCERTAINTY PRINCIPLE 10” 10”
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 10” 10”
Architects erased all records of the ancient ephemerides that foretold when 1 2
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
20” 8” 20”
5 6
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 10” 10”
described. The matrix node objectives are considered to be terrain features
4 3
that provide cover.
SPECIAL RULES
10” 10”
Squads can hold matrix node objectives.
At the end of the first Pulse round, after scoring roll a d6 twice and remove the VICTORY CONDITIONS
corresponding matrix node objectives from the table. At the end of the second After the third Pulse round is scored, the player with the most victory points
Pulse round, after scoring roll a d6 once and remove the corresponding wins the game.
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.

55
FORGEDAFUTUREFORHUMANITYINTHEHYPERURANIONTHEBLOODOFTHEHELLSLINGERFLO
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.

SECONDARY MISSION DESCRIPTIONS


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.

56
WSTHROUGHFANGSVEINSTHEEMPYREANSHAVEAWOKENANDTHEYWILLNOTRESTUNTILORDER
SKIRMISH MISSIONS
Skirmishes are smaller-scale introductory scenarios that are Name: The name of the mission.
intended to familiarize players with the rules of Warcaster: Neo- Setup: Any mission elements, such as objectives, that must be placed on the
Mechanika as they learn the game and build their collections. battlefield. This section will often include a small map that shows the exact
Skirmishes are played on 30” x 30” battlefields. placement of any objectives. Additionally, any changes to initial deployment or
army composition are indicated here.
When playing a skirmish mission, each player only gets three
turns each Pulse round (see Pulse Rounds, p. 26). Instead of the Special Rules: Any additional rules associated with this mission.
Pulse round ending when the tracker would advance from the fifth Scoring: The rules that indicate how a player scores victory points (VPs) in
box, instead the round ends when it would advance from the third this mission.
box. At this time the tracker is moved back to the starting position,
Victory Conditions: The rules to determine how and when a player achieves
beginning a new Pulse round.
victory.
Instead of using the normal force-building rules on p. 41, in a Skirmish missions use the objective rules on p. 49.
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
MERCY RULE IN SKIRMISH MISSIONS
secondary missions.
When playing skirmish missions, players may optionally decide to
Each skirmish mission is a scenario that consists of the following ignore the Mercy Rule if they wish. See Mercy Rule, p. 22, for details.
elements:

57
RISRESTOREDTOCYRISSBEWARETHETRACKLESSVOIDLESTYOUFINDETERNITYASITSHAUNT
SKIRMISH MISSION:
BOILING POINT 6”
The Iron Star Alliance has asserted its dominance across the Hyperuranion, 6”
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
6”
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 6”
provide cover
SPECIAL RULES 6”
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.

58
THEYDRAINTHELIFEBLOODOFCYRISSANDTHREATENALLTHATWEHAVEWORKEDFORTHEDECREE
SKIRMISH MISSION:
CHAOS THEORY 6”
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 6” 6”
entirely will own the advantage in the battles to come. 1 2 3
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. 6”
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
towers 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.

59
EOFTHEJUSTICARISLAWANDTODEFYITISDEATHTHATWHICHWASBANISHEDTHREATENSUSFAR
SKIRMISH MISSION:
SPONTANEOUS COMBUSTION
When a void gate suddenly opens after decades of disuse, troops garrisoned 9”
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 9”
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
9”
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.
9”
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.

60
MORETHANTHATWHICHWEFEARBEFOREUSTHEKEEPERSWILLLEADUSTOTHEFUTUREBYSHOWING
MARCHER
WORLDS

Coalition Weaver Ranger Fire Team Variant Coalition


Weaver

Hunter Combat Engineer Dusk Wolf Variant Hunter

61
GUSTHE PASTTHETHOUSANDWORLDSWILLKNOWTHENAMEOFHIEROTHEOSRAXISTHEMARCHER
IRON STAR
ALLIANCE

Paladin Weaver Paladin Enforcers

Paladin Commander Firebrand Varient Paladin Commander

62
WORLDSWILLNOTBOWTOTYRANTNORTERRORGUBBINWASHERESEEKTHEPRIMEFORHEALONEH
AETERNUS
CONTINUUM

Immortal Weaver Vassal Reaver Squad

Marauder Scourge Void Gate

63
HOLDSTHEANSWERTOHUMANITYSSURVIVALTHEDARKNESSWILLRETURNFROMEXILETOCLA
CREDITS
President Writing
Sherry Yeary Jason Soles, Matthew D. Wilson
Chief Executive Officer Editing
Bob Watts Michael G. Ryan
Chief Creative Officer Art Direction
Matthew D. Wilson Mike Vaillancourt
Director of Publications and Marketing Illustrations
Michael G. Ryan Vincent Leferve, Roman Likholob, Marcel Mercado, Andrea Uderzo
Warcaster: Neo-Mechanika Graphic Design Management
created by Matthew D. Wilson Andrew Hess
Game Design Graphic Design
Jason Soles, Matthew D. Wilson Aleksey Guk
Additional Development Cover Art
William Hungerford, William Schoonover Vincent Leferve
Playtest Coordination Staff Sculpting
Faye Reppas Doug Hamilton
Playtesting Sculpting
Hank Adams, Jason Ellsworth-Aults, Damon Booker, Joshua Bullock, Nate Brooks, Edgar Ramos, Irek Zielinski
Jesse Carmack, Lane Daughtry, David R Erger, Christopher G. Green, Painting
Mike Hayes, James Hedgepeth, Kenneth Houston, William Hungerford, Jordan Lamb
Michael Ireland, Terrence Johnson, Tony Konichek, Jordan Lamb,
Terrain Modeling
Loren Lower, Travis Marg, Robert Mathew Rawson, Erik Reierson,
Danny Samuels
Faye Reppas, Grant Richey, Timothy L. Robertson, Jr., Victor Rodrigue,
Katheryn Royer, William Schoonover, Aron Tarbuck, Christopher Thomason, Photography
Matthew Wanke, Zach Watson, Gabe Wilcox Jordan Lamb, Danny Samuels

Privateer Press would like to thank the 2,330 Kickstarter backers who took a daring leap through the void gate with us
and helped make Warcaster: Neo-Mechanika a reality.

Ages 14 and up.


All contents copyright 2001–2020 Privateer Press, Inc.
All rights reserved. All trademarks contained herein including Privateer Press®, Warcaster®, warjack®, Marcher Worlds, Aeternus Continuum, Iron Star Alliance, The Empyreans,
Coalition Rangers, The Thousand Worlds, The Hyperuranion, Arcanessence, and their logos are property of Privateer Press, Inc. 21220 87th Ave. S.E., Woodinville, WA 98072
TURNS
Turns have the following steps that must be taken in order:
1. Ready Phase: If all of your units have activation 5. You can play one Cypher card.
tokens, ready your units by removing all 6. Deployment Phase: You can deploy one or
activation tokens from them (see Activation more units or recall one unit.
Tokens & Readying, p. 29). 7. You can nominate one friendly warrior model
2. Charging Phase: A player can choose to to place a void gate or can place a void gate
charge one friendly unit or void gate in play anywhere within 5” of your rear table edge. A
with 1 Arc or clear any amount of Arc from model that was deployed this turn cannot be
friendly units and void gates. See Arc & nominated to place a gate. After nominating
Charging Units, p. 27. a friendly warrior model to place a void gate,
3. You can play one Cypher card. the gate maybe placed anywhere within 5” of
4. Activation Phase: Activate one unit and up to that model. When placing a void gate, you can
one additional solo. When a unit activates, it charge it with up to 5 Arc.
can move and attack, in either order, and then 8. You can discard one Cypher card.
its activation ends. When a unit’s activation 9. Draw back up to a full hand of Cypher cards.
ends, place an activation token next to it.

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