- AD: White Action Dice
- PD: Red Power Dice
- Models: Units and Void Gates
- Units: Warjacks and Warriors
- Warriors: Squads (consist of Troopers) and Solos (some Solos are Heroes)
Models in your force are either in Reserve or in play.
- Destroyed non-Hero Models go back to the reserves.
- A Squad goes back to reserves if all Troopers are destroyed.
- Destroyed Heroes are removed from the game.
All models start the game in reserves.
- Rack: Build a hand of 12 to 15 cypher cards. Each card can only be added once. Requires 3 cards of each type.
- Assemble Force: Any 15 units and up to 3 Heroes. No more than 4 of any specific unit.
- Customize Warjacks: Choose a chassis, a head (cortex), buy weapons with weapon points.
- Draw 5 cypher cards.
- Put 7 Arc in your well.
- Roll d6. Winner either takes first turn or chooses table side.
- Players deploy units up to 5 DC total within 5" of their side, first player starts.
- Begin first Pulse Round.
- Ready Phase: If all units have activated, remove all activation tokens.
- Charging Phase: May charge 1 friendly Model with 1 Arc or clear any amount of Arc from friendly Models.
- Play Cypher Card: May play 1 Cypher card.
- Activation Phase: May activate 1 unit and 1 solo. Move and attack in any order, then place activation token.
- Play Cypher Card: May play 1 Cypher card.
- Deployment Phase: May recall 1 unit or deploy any number of units. To deploy, remove Arc from Void Gate equal to DC. Units must be placed within 1" of Void Gate. Models cannot be placed within 1" of an objective.
- Void Gate: May place Void Gate within 5" of your table edge or a not just deployed model. Charge with up to 5 Arc.
- Discard Cypher Card: May discard 1 Cypher card.
- Draw Cypher Cards: Draw back up to a full hand of Cypher cards (usually 5).
Games of Warcaster last for 3 Pulse Rounds. Each player gets 5 activations per Pulse Round. After each player had 5 activations, a Pulse Round ends:
- Continuous Effects: Roll #1 AD. On no strikes, Effect expires.
- Cypher Cards: Some cypher cards expire.
- Score: Both players score simultaneously according to the scenario rules and according to secondary missions.
- Ready: Remove all activation tokens from your models.
- SPeeD: Movement in inches.
- STRength: #AD for strength checks.
- Melee ATtack: #AD for melee attacks.
- Ranged ATtack: #AD for ranged attacks.
- FOCus: #AD for fury attacks.
- DEFense: #AD for defense rolls.
- ARMor: #strikes per 1 damage.
- Health: #damage points before being destroyed.
- Deployment Cost: #ARC to clear from void gate to deploy unit.
- Energy Types: Ballistic, Beam, Cold, Corrosion, Energy, Explosive, Fire, Force, Kinetic.
- RaNGe: Range of the weapon in inches.
- POWer: Determines #AD.
- Charge: Move 1 Arc from well to a model.
- Clear: Move Arc from model into well.
- Spike: Clear 1 Arc from a model.
Only one cypher card of each type per unit.
- Origin model must have Arc Relay.
- Attack with #FOC AD plus #ARC in well PD.
- Damage like Melee and Ranged Attacks.
- Advance: Move up to SPD inches.
- Flight: Ignore rough terrain, move completely over obstructions and models, only be targeted in melee by flying models.
- Squad Move: Move any 1 Trooper, place other Troopers within 2" or destroy them if you cannot.
- Reposition: Is no movement.
- Replacing: Bases must be completely contained.
- Beyond Play Area: Models moved beyond play area are destroyed.
- Void Gates: Models can move through Void Gates, but cannot stand on them.
- Climbing: Climbing a structure is movement equal to the vertical distance climbed unless a Model has Flight.
- Falling: Models falling down suffer falling damage rolls with POW equal to the height in inches rounded down. Warjacks and Solos end their activation if suffering falling damage. Models with Flight do not suffer falling damage unless slammed.
Each unit may attack and move in any order.
- Warriors: May make 1 attack.
- Warjacks: May make one attack with each weapon.
- Special Action: Make 1 special action instead of all attacks.
Models can only attack enemy models in RNG.
- Attacker rolls #MAT or #RAT AD plus 1 PD per Charge. Simultaneously defender rolls #DEF AD.
- Attack hits if attacker's #strikes > defender's #strikes.
- On hit, add difference between strikes in PD to damage dice pool.
- Attacker rolls #POW AD plus extra PD for damage.
- For every #ARM of strikes rounded down, add 1 damage point.
- Blast: Explosive damage. If attack misses, target suffers a POW damage roll. If attack hits, target suffers regular damage roll. Also, two closest models within 2" of the target suffer POW damage rolls.
- Spray: Spray ignores Cover. Draw a line to the target. Every model on the line can be hit, unless 3" higher or lower than attacker. Make separate attack rolls.
- Continuous Effects: Place a continuous effect token on the model. Only one token of each type per model.
- Slam: Models are slammed a certain distance. Add 1 PD if model hits obstacle, obstruction, or other model. Other model without bigger base suffers collateral damage as determined.
- Number in Play: Up to two gates in play.
- Stats: DEF 3 and ARM 5
- Damage: Instead of taking 1 damage point, remove 1 ARC.
- Collapsing: If no Arc on gate, move to reserves.
- Corrosion: Target suffers -1 ARM. If remains in play after resolving, suffer #strikes damage.
- Fire: Target suffers -1 MAT and -1 RAT. If remains in play after resolving, suffer #strikes damage.
- Lock Down: Target suffers -2 SPD.
- System Failure: Roll a d6. On 1-3/4-6, target cannot attack with melee/ranged weapons.
- Tune Up: Target gains +1 to STR, MAT, RAT, DEF.
You may measure at any time.
- Within: Two Models are within a distance if exactly or less distance away.
- In range: If two models are within attack distance, they are in range, otherwise they are out of range.
- Line of Sight: If any staight line can be drawn between two Model's volumes, they have Line of Sight.
- Cover: If any line between volumes goes through cover terrain and target is within 1" of the terrain target has Cover.
- Obscurring Terrain: If a Model is inside obscurring terrain, Line of Sight to the Model is blocked by more than 3" of obscurring terrain. Line of Sight from one side of obscurring terrain to the other side is always blocked.