Gameplay Mechanics

=Gameplay=

The Battle Map
Each game takes place on a Battle Map. Each map has designated Deployment Zones, Terrain Features (like elevation, and hazards). And Terrain Pieces (like buildings, forests, cover points, and destructible objects).

Rounds and Turns
A turn is a single player’s complete squad activation.The game Round begins at 1 and increases once all active players have completed their turns.When the game begins, the player turn order is chosen randomly.

Maintenance Phase
The maintenance phase occurs automatically. If any characters are subject to continuous effects from previous rounds, these effects are resolved, Damage is applied if required, and the effects are checked for expiration according to their rules and removed if expired.

Control Phase
In this phase, the player decides how their Warcaster will allocate his or her Focus among battlegroup members, and spends focus to upkeep ongoing spells or to shake unwanted effects.

Focus Allocation
Focus is a resource generated by all Warcasters. During the Control Phase, Warcasters immediately gain Focus Points equal to their Focus (FOC) stat. The player can allocate this focus to their Warcaster or to any Warjacks in their Battlegroup (so long as they are within the Warcaster’s Control Range). Each Warjack can have up to three focus allocated at a given time (though some special effects may allow a Warjack to be allocated more).During a unit’s actions, Focus Points can be spent to cast Spells, perform Power Attacks, and to Boost Attacks and Damage. (see Movement, Actions, and Attacking below).

Shaking Effects
Warcasters and Warjacks with allocated focus can spend 1 Focus Point to “Shake” certain effects, immediately removing them. The effects that can be shaken are Knocked Down and Stationary. A Warjack must utilize one of its allocated focus to shake an effect during the Control Phase, effectively lowering its possible available focus for the turn by 1.Upkeeping SpellsCertain spells are designated as Upkeep Spells. Once cast during a character’s activation, they can be sustained over subsequent Rounds. Upkeep Spells cost 1 Focus point to continue their effect for the next Round. An upkeep spell may only be applied to one unit at a time. Casting an upkeep spell on a unit that is currently applied to another unit will cause the initial application of that spell to expire immediately.

Activation Phase
The Activation Phase is the core of the player’s turn. The player activates each unit in their squad, in any order they choose.Once a unit begins its activation, it must fully complete all its actions before another unit can be activated.MovementDuring activation, all units get one movement action, allowing them to move a number of spaces equal to their Speed (SPD) stat. Movement is limited to clear and open spaces (see Movement Considerations)Some effects change this rule. For instance, if Knocked Down, you must forfeit your movement or action to stand up.

Facing
Once a unit has moved, the player sets their facing to one of the cardinal directions. Facing matters in WARMACHINE: Tactics. Characters can only see and attack enemies in their front arc, and are vulnerable to Back Strikes against their rear arc.

Running
A unit can spend their Movement AND their Action to move at twice their SPD stat. After a run, the unit’s activation is automatically over.Note: for a Warjack to make a Run, it must spend a Focus Point.

Charging
Most units can use their movement action to Charge an enemy. This increases their movement by 3 spaces, but they must move in a straight line towards their foe and must end within melee combat range. Once next to their foe, they can perform a standard Melee attack with an automatic “Boost” to the Damage so long as they moved at least 3 squares in the Charge. (For complete rules, see Charging/Slamming under Warjack Power Attacks).A unit suffering a penalty to its SPD or movement for any reason other than for being in rough terrain cannot charge, regardless of offsetting bonuses. A unit can charge through rough terrain. A unit must have both its normal movement and combat action to use its normal movement to charge.

Actions
After Movement, a unit can perform a single Action. Here’s a list of common actions that can be taken: •	Melee Attack: The unit makes one attacks with each melee weapon against target(s) within its weapon melee reach. (See Attacking below) •	Ranged Attack: The unit makes one attack with each ranged weapon against target(s) within its weapon range. (See Attacking below) •	Use Ability: Abilities are special actions that can be performed in lieu of a standard action. All unit types can have Abilities. Some abilities use the character’s action, whereas some are Quick Actions and may be activated at any time in the character’s turn without consuming their action. •	Grappling: A set of Warjack Power Attacks that can be performed by spending Focus. (See Warjack Power Attacks for examples)

Special Attacks
Special attacks function much like abilities but are linked to specific weapons that the character has. Special attacks that are on a melee weapon can be used as that character’s Charge Attack, for example the Ironclad’s Tremor attack. Additionally, using a special attack locks that character in to using the associated weapons attack types for the remainder of their activation. Additionally restrictions to that weapon type also apply to associated special attacks.

Spell Casting
Warcasters and certain special Warriors can Cast Spells. By spending their allocated Focus Points, they can create a spell effect. Unlike movement and actions, Spells can be cast at any time during activation. A Warcaster could throw a spell, move, throw another spell, attack, and then throw another spell – so long as they have the focus to spend.Each spell has unique statistics: a Focus cost, Range, Area of Effect, and can be designated as an Upkeep spell or Offensive spell. Some spells have a variable Focus cost; meaning the player can decide how many Focus goes into the spell. Some spells’ ranges are equal to the Warcaster’s Control Area. Upkeep spells can be sustained for multiple rounds. Offensive spells require a Magic Attack to hit its target(s).

Upkeep
If the spell is an upkeep spell, upkeeping the spell during the allocation phase will still only cost one focus and upkeep the spell on all affected units. If the upkeep spell is cast again on a different target, the effect expires from all previous targets. If the upkeep spell is removed from one unit by an effect or ability, then it is removed from all units who are currently affected by that upkeep spell. The effect is not removed from all participants if one of the units dies.

Arc Nodes
Arc Nodes are special devices built into certain Warjacks, which allow the Warcaster to channel spells through an Arc Node-equipped Warjack in their Control Area. This can be a deadly range extension to any spell, and even get around pesky Line of Sight issues.

Attacking
Once a unit has selected an attack action to perform (Melee, Ranged, or Spell), the player is presented with several Targeting options. There are many things that affect who can be targeted by an attack (See Targeting Considerations below).When making a Melee or Ranged attack, all Melee or Ranged weapons can be used once. For instance, during a Melee attack Jakes’ Mechanika Blade and Dueling Dagger can each be used to attack once. Each attack requires a separate Attack Roll to hit its target.

Focus Boosted Attacks
Warcasters and Warjacks who have Focus points can use them in a variety of devastating ways. •	Boosting To-Hit: When making an attack (melee, ranged, or magical) a Warcaster or ’Jack may spend 1 focus to boost the accuracy of the attack. This improves their associated accuracy stat by  for that attack. •	Boosting Damage: When making an attack (melee, ranged, or magical) a Warcaster or ’Jack may spend 1 focus to tentatively boost the Damage of the attack. This improves the Damage range of the attack by 1 to 3 points. If the attack does not land, the focus is not consumed. A character may not receive more than one Boost to Damage, but Additional Damage (such as from Weapon Master) may stack with Boosted Damage. •	Buying Attacks: Once an attack has been used, a Warcasters or ‘jack may spend 1 focus to buy another attack. Additional attacks purchased for ranged weapons are restricted by the weapon’s Rate of Fire. (Example: a Warcaster may only make two attacks in a turn with a gun that has a ROF of 2) Melee weapons are not subject to a rate-of-fire restriction, and can be used as many times as focus allows.

Attack Roll to Hit
When an attack is made against an enemy there is first a calculation to see if the attack connects. The current odds distribution for hitting is currently represented by rolling the equivalent of 3D6 against a base target number of 10.

=Unit Sizes= Units come in three sizes directly related to their base size in the tabletop

Small
Small base units fit inside one square. Typically Warriors and Warcasters

Medium
Medium base units fit inside a 2x2 space. Mostly Warjacks, but some Warcasters and Warriors also are Medium size

Large
Large base units fit inside a 3x3 space. Heavy Warjacks are the most common Large units, but Karchev is also Large.

=Unit Characteristics=

SPD
Speed dictates the amount of squares the unit can move during their movement action. A unit may sacrifice an action to perform a second move in its place, allowing a double move within a turn.

MAT
The Melee Attack stat dictates how accurate the unit is in melee combat. The difference between the attacker’s MAT and the defender’s DEF dictates the chance to hit.

RAT
The Ranged Attack stat dictates how accurate the unit is in ranged combat. The difference between the attacker’s RAT and the defender’s DEF dictates the chance to hit.

MAG
The Magic stat dictates the unit’s accuracy when casting offensive spells in combat. The difference between the attacker’s MAG and the defender’s DEF dictates the chance to hit.

DEF
The Defense stat dictates how able this unnit is to avoid being hit by melee, ranged, and magic attacks. The difference between the attacker’s associated accuracy stat and the defender’s DEF dictates the chance to evade an incoming attack.

Health
Health is the amount of Damage a unit can take before succumbing to its wounds and becoming disabled. The health stat for Warjacks and Warriors is derived from their unit stats, Warrior health stats are created individually based upon their intended durability.

ARM
The armor stat provides mitigation against all attacks that the character is hit by. Mitigation can be lowered by certain spells and special abilities, and it is crucial that players learn how to properly utilize these abilities if they want to be successful in battle, especially when confronted with heavily armored Warjacks.

Damage
Weapon damage is applied to a target when the weapon hits, and isn’t randomized. Weapon Damage can be increased by critical hits, Damage buffs, special passives such as Weapon Master, and by boosting Damage through focus or abilities.

FOC
Focus is a primary resource used by the warcaster and his or her associated battlegroup. Players allocate a warcaster’s Focus to their controlled warjacks, allowing these warjacks to use this Focus to buy additional attacks or to boost their chance to hit or the damage they deal. In addition, warcasters use Focus to boost their own offensive capabilities, and to cast spells. Un-spent focus remaining on a warcaster increases that warcaster’s personal defenses.

=Common Advantages= Advantages are common passive abilities found on characters in the game.

Arc Node
This unit is a channeler. Warcasters can cast spells through a channeler in its battlegroup that is also within their control area. The spellcaster is still the attacker but the channeler becomes the spells point of origin. The channeling Warjack must have LOS to the target and the range is measured from their position. A channeler that is engaged by an enemy unit cannot channel spells. A channeler can be the target of a non-offensive spell it channels, but a spell with a RNG of “SELF” cannot be channeled.

Combined Melee Attack
Units with Combined Melee Attack may improve the accuracy and Damage of their combat action by unleashing their attacks in a unified volley with other units who also have the Combined Melee Attack passive. During its combat action, a unit with CMA may choose to make a Combined Melee Attack against another unit. This ends the unit’s activation and puts the unit in a “Waiting” state, which will likely be indicated by a line drawn to their target and character shading. Subsequent friendly units who also choose to make a Combined Melee Attack against the same target will be bundled with all other friendly units making a Combined Melee Attack against the target. At any point during the player’s turn, when they do not have another unit activated, they may select any unit within a CMA bundle to “Activate Combined Melee Attack” which will trigger the attack from all units in that bundle. The unit chosen is considered the primary attacker for the attack, and the attack will use their MAT, POW of their weapon, and all other relevant passives for the attack. This attack receives a bonus +1 [] to MAT and +1 [] to the damage of the attack increases by 2 for every participant in the CMA. The base damage of the attack caps at 10.

Combined Ranged Attack
Units with Combined Ranged Attack may improve the accuracy and Damage of their combat action by unleashing their attacks in a unified volley with other units who also have the Combined Ranged Attack passive. During its combat action, a unit with CRA may choose to make a Combined Ranged Attack against another unit. This ends the unit’s activation and puts the unit in a “Waiting” state, which will likely be indicated by a line drawn to their target and character shading. Subsequent friendly units who also choose to make a Combined Ranged Attack against the same target will be bundled with all other friendly units making a Combined Ranged Attack against the target. At any point during the player’s turn, when they do not have another unit activated, they may select any unit within a CRA bundle to “Activate Combined Ranged Attack” which will trigger the attack from all units in that bundle. The unit chosen is considered the primary attacker for the attack, and the attack will use their RAT, POW of their weapon, and all other relevant passives for the attack. This attack receives a bonus +1 [] to RAT and +2 to the damage of the attack for every participant in the CRA. The base damage of the attack caps at 10. Combined Ranged Attacks cannot target a unit that is engaged in melee.

Construct
This unit is not a living unit and never suffers the terrified effect. All Warjacks have the Construct advantage.

Fearless
This unit never suffers the terrified effect, all Warcasters have this advantage.

Stealth
Ranged and magic attacks declared against this unit when the point of origin of the attack is greater than 5 squares away automatically miss.

Terror
This unit is terrifying, enemy units in the melee range of this unit or with this unit in their melee range have a 50% chance of becoming terrified for one round. This effect has a chance to apply only once per turn on any one character the first time they get into melee range of the character with Terror.

Undead
This unit is not a living unit and never suffers the Terrified effect.

Immunity
A unit with an immunity does not suffer damage from attacks from that damage type. For example if a Stormblade is hit by an electric attack, its Immunity: Electricity will prevent any damage to that unit.

=Debuffs/Combat Effects=

Disruption
Disruption disables one of a Warjack’s Focus slots for one round. A Warjack that has had any of its focus slots disrupted cannot Channel spells for the duration of the disruption.

Knock Down
A character that is knocked down is automatically hit when targeted by melee attacks, loses their entire DEF bonus against ranged attacks, cannot make free strikes, and has no back arc. During the character’s activation, they stand up and must sacrifice either their movement or their action.

Stationary
A character that is Stationary may not activate, is automatically hit when targeted by melee attacks, loses their entire DEF bonus against ranged attacks, cannot make free strikes.

Terrified
A character that is Terrified suffers -1 [] MAT, RAT, and MAG for one round and does not gain a MAT bonus or additional Damage when making free strikes.

Shadow Bind
A unit affected by this suffers -2 DEF and when it advances it cannot move except to change facing

=Continuous Effects= Certain debuffs are classified as Continuous Effects. These debuffs have a 33% chance to drop off at the beginning of the controlling player’s turn. They have no limit to how long they may remain.

Continuous Corrosion
Continuous Corrosion does 2 Damage that ignores all mitigation at the beginning of a round in which it does not expire.

Continuous Fire
Continuous Fire does 5 Damage at the beginning of a round in which it does not expire. This Damage is lowered by mitigation. When calculating this Damage against a Warcaster, they only receive bonus ARM from the focus they had unspent during the previous round. =Weapon Qualities= Some weapons have special qualities that have additional rules whenever an attack is made with that weapon. Below is a list of very common weapon qualities found in WARMACHINE: Tactics.

Reach
Weapons with reach can make attacks from 1 additional square away in all directions.

Weapon Master
Weapons with the Weapon Master quality represent a weapon that the unit who wields them has gained tremendous proficiency with. On a successful attack with that weapon it deals Additional Damage (+2-4).

Magical Weapon
Magical Weapon causes the attacks a weapon produces to be Magical Attacks, note that these attacks are not spells. Magical Attacks can affect certain units in the game that are immune to normal attacks, or circumvent abilities which cause a unit to become immune to normal attacks.

Shield/Buckler
The Shield modifier gives a Warjack a +1 bonus to ARM. This bonus is circumvented if an attack made against the unit receives the back strike bonus.Bucklers have been rolled into the base ARM of a unit, and is no longer a weapon quality.

Continuous: Effect
This indicates that on a Critical Hit the weapon applies the effect listed to the target.

Chain Weapon
Chain weapon causes attacks from this weapon to ignore the Shield Wall effect, when attacking an enemy with the Shield passive ignore 1 ARM

Cumbersome
This unit cannot make a ranged attack with thisweapon in the same turn that it has made a ranged attack with another weapon. If this unit makes a ranged attack with this weapon it may not make an attack with another ranged weapon during that activation

Support Weapon
When attacking with this weapon, this model cannot participate in a combined ranged attack.

Flame Burst
When this warrior kills an enemy unit, adjacent enemy units suffer Continuous Fire

=Moving and Attacking=

Movement Considerations
When a unit moves through a map, how and where they move has certain restrictions.

Intervening Units
Units cannot move through enemy or friendly units. This becomes crucial to planning the activation order on your turn. Some abilities allow units to pass through other units, but these are rare and coveted abilities.

Obstructions
Obstructions block LOS and movement completely. Set pieces for obstructions should include things such as houses/buildings, large boulders/trees, or unique map themed set pieces. Obstructions should be used sparingly so as to not drastically obstruct the flow of combat.

Base Sizes
Any character which occupies a 2x2 space must end their movement on a 2x2 flat area, unless the area is a ramp. Any character which occupies a 3x3 space must end their movement on a 3x3 flat area, unless the area is a ramp. Characters cannot squeeze through locations that are too small for their size, e.g. a 3x3 unit through a 2 square wide doorway.

Free Strikes
When a unit moves out of an enemy unit’s melee attack arc, that unit can make a standard melee attack against the retreating enemy. Free strike attacks receive an additional +1 MAT for the attack roll and do Additional Damage (+2-4). The movement system will automatically try to avoid Free Strike situations, but sometimes a player’s movement decision takes them into harm’s way. Free strikes are handled immediately, once the move action is committed.

Targeting Considerations
When one unit targets another for an attack, spell, or ability, there are several steps to determining if the unit is a valid target.

Line of Sight
Characters must be able to draw Line of Sight to a character to target it with melee, ranged, and magic attacks. Characters can draw LOS to another unit if you can draw a line from a point of the square it occupies to a point on the square the other unit occupies which is not blocked by an obstruction– this line may not be drawn through other characters that are the same size or larger than the target. When checking LOS against the height of an obstruction, use the character’s bounding box to dictate whether a LOS line can be drawn over the obstruction. LOS cannot be drawn through small holes on terrain, props, or units.

Attack Arc
All units have an Attack Arc extending out from the left and right of their occupied space and filling the 180 degree arc in the direction they are facing. Some units and attacks ignore Attack Arcs and have full a 360 degree view of the battlefield.

Range
The Range of a Weapon, Spell, or Ability is the number of map spaces a target can be from its origin point – usually the attacker or caster.

Spray Attacks
Spray attacks are special ranged attacks which fire outward from the character in a cone. Spray attacks come in three range designations: 6, 8, 10 – which designate the range of the end point of the cone. To make a spray attack an attacker must still have a valid target within range. When making a ranged attack with a spray the cone is centered on the target extending outward from the attacker’s location. If the cone touches the center point of a square any unit occupying that square is also affected by the spray attack, but a separate attack roll is made for each targeted unit. When a spray attack roll is boosted, only the accuracy of the attack roll against the targeted unit is improved. When a spray Damage roll is boosted, only the accuracy of the attack roll against the targeted unit is improved. Effects that modify weapon range do not affect spray attacks. Spray attacks ignore concealment, cover, stealth, and intervening units. Spray attacks rolls against a unit in melee does not suffer the target in melee penalty.AOEThe Area of Effect of the Weapon, Spell, or Ability affects all units in map spaces within a set distance from the targeted point. Some AOE attacks must be centered on the targeted enemy, while others affect the map, and can be placed anywhere within Line of Sight. When placing an effect directly the center of the AOE must be within the range of the attack.

Melee Range
Melee weapons, by default, have a range of 1.5 spaces. This means they can attack to the front, sides, and diagonals in their Attack Arc.Some long melee weapons have Reach, which increases the Melee Range to 2.5 spaces, giving a much larger threat range.

Cover
Cover confers a +2 [] bonus to DEF against ranged attacks. Cover stacks with Concealment. Set pieces for cover should include things such as low walls, rubble, and wreckage. Certain props are designated as “Soft Cover,” these props provide the Cover bonus as normal, but are destroyed if they are hit with any AOE or if a Warjack moves through them. “Hard Cover” cannot be destroyed.

Concealment
Concealment confers a +1 [] bonus to DEF against ranged attacks. Concealment stacks with Cover. Set pieces for concealment should include things such as shrubs and potentially smoke from mechanical wreckage or fires.

Aiming Bonus
When a unit forgoes its Movement Action, it gains +2 [] to their RAT for that activation.

Attacking Enemies on Higher Elevations
When a unit attempts to make a melee attack against an enemy one elevation step higher than them (112 units) the attack may be made as normal and without penalty. If a unit attempts to make a melee attack against a unit two elevation steps higher than them (224 units) lower the range of their weapon by 1. Melee attacks may not be made against enemies three or more elevation steps higher than the attacker.When a unit attempts to make a ranged attack against an enemy on a higher elevation that unit receives +1 () DEFMaking a Ranged or Magic Attack Against a Target in MeleeWhen making a ranged attack against a target engaged in melee the attacker suffers -2 [] RAT on the attack. A spellcaster casting a spell against a target in melee that they are also engaged with does not suffer this penalty.

Being Engaged in Melee
A unit engaged in melee cannot make ranged attacks.

Back Strike
If an attacker is fully outside of the target’s Attack Arc the attacker gains +1 [] to their MAT, RAT, or MAG attack roll. When making a backstrike against a target with the Shield passive, ignore the 1 ARM bonus from the shield advantage.

Spray Attacks
Spray weapons have a RNG indicated in the weapons stats. Weapons with the Spray feature hit every enemy in a cone with a max distance of the weapons RNG. Additionally, these attacks ignore cover, concealment, and stealth.

Deviation
When a ranged AOE attack misses, the center point of the attack drifts up to 6 squares in a random direction. An attack may not deviate a number of squares that is more than half the distance between the attacker and the designated target. All characters under the new position suffer blast Damage from the effect.

Damage Considerations
When a target has been hit and will be taking Damage, there are a few modifiers that can be applied.

Boosting Damage
Warcasters and Warjacks may spend Focus to Boost Damage on an attack. Spending a Focus to boost Damage increases the Damage dealt by 2-4. Certain abilities and buffs on units may also Boost Damage, and have the same effect. Boosts may not stack.

Additional Damage
Certain abilities and effects cause an attack to do Additional Damage. Additional Damage increases Damage dealt by 2-4. An example of this is the Weapon Master passive. Additional Damage stacks with other Damage increasing effects.

Critical Hits
An attack that critically hits increases the damage by 2-4.

Damage Mitigation
Certain abilities and passives will provide Damage Mitigation. Damage Mitigation lowers the final Damage result of an attack by the Damage Mitigation value.

Blast Damage
Damaging attacks which are AOEs generally have a primary target. The attack hit check for the attack is made against the primary target. If the primary target is hit they take full Damage from the attack, all other characters in the effect take Damage equal to one step lower on the Damage chart. A direct hit that occurs from an AOE attack may critically hit, whereas Damage from Blast cannot. When the Damage of an AOE attack is boosted, the blast Damage from the attack becomes 4 damage.

Armor Bonuses (Camping Focus)
Any unspent focus on a Warcaster contributes to their defenses. This represents the bolstering of the “power field” provided by their special Warcaster Armor. For every two focus on a Warcaster they gain 1 point of Mitigation. Mitigation from camping Focus cannot be circumvented by conventional abilities unless otherwise specified.

Order of Damage Modification
First apply abilities which apply percentage based modifications, and then apply modifiers which apply flat modification.

Warjack Power Attacks
Power Attacks are special Warjack abilities that require Focus Points to perform.

Grapple - Headbutt
A Warjack may spend a Focus to make a Headbutt Power Attack at the beginning of its activation. When making a Headbutt attack it makes a MAT attack against the target, if the attack hits it does 3 damageand the target is Knocked Down. A Warjack may not make a Headbutt attack against a target that is larger than itself.

Charging/Slamming
Warjacks may spend one Focus to Charge or Slam. Charges and Slams require a target, once a target is selected the Warjack moves directly towards the target in a straight line up to their current SPD, plus Movement Bonuses, plus three additional squares. At the end of a Charge the Warjack’s first attack has its Damage boosted. It may then make the rest of its initial attacks and buy additional attacks. At the end of a Slam the Warjack makes a melee attack against the target that deals 4 damage, on a hit the target is then pushed 1-6 squares back and then Knocked Down.

Trampling
A Large Warjack may spend a Focus to Trample during its movement activation. Trampling requires no target and allows the Warjack to move an additional 3 squares, but the movement must be in a straight line. During a Trample, a Warjack may move through small units. During the Trample the Warjack makes a melee attack against each unit it moved through using its MAT that does 4 damage. Units moved through do not make free strikes against the Trampling Warjack, but if the Trampling Warjack passes through the melee range of another unit that unit does make Free Strikes against it.

Push
A Warjack may spend a Focus to push an adjacent target. A push attack automatically hits, and the target is pushed directly away from the Warjack one square.