Units

In WARMACHINE: Tactics you will field an army of troops, individually known as Units, against the enemy in the Single Player Campaign or your own custom squads against other players in Multiplayer. Each unit has characteristics, which define it.

### Warcasters

Each Warcaster comes equipped with at least one Magic Weapon. Typically they have a melee weapon and some Warcasters also have a ranged weapon. Their weapons tend to have some type of Weapon Quality.

All Warcasters have spells and a feat. Spells range in use from buffs, debuffs, damaging spells, movement, and more. The Warcaster feat is a one time use ability that has some high effect, which varies - some feats give a boost in stats while others debilitate the enemy in some way or give the Warcaster a significant advantage.

Warcasters possess a replenishing reservoir of magical energy, called focus, which endows them with their superhuman abilities. Focus is used to cast spells, charge the protective fields of their specially created battle armor, and increase the effectiveness of their combat abilities.

Focus can be used to purchase extra attacks and boost attacks or spells. This goes for Warjacks as well. The player must decide how much focus to keep on the Warcaster and how much to give to their Warjacks. In WM:T the Warcaster gains an extra 1 ARM for every 2 Focus points remaining on the Warcaster, this is called Overboosting.

Each Warcaster also has a range called Control Area. The Control Area is the size of the Warcaster's maximum focus value multiplied by two. Warjacks must be in this Control Area in order for the player to give them focus.

Ultimately if the Warcaster dies during a battle, the game is over and the player who lost their warcaster loses the match. It is very important to build an army that accommodates the Warcaster's abilities.

### Warjacks

Warjacks are the main source of an army's combat strength. They come with a number of elements. Each Warjack has a weapon, melee or ranged or both. Some jacks also have special abilities such as the Ironclad's Tremor ability, which knocks down units near it.

A Warjack can purchase extra attacks and boost attacks with focus they receive from the Warcaster. Without focus they can only advance and perform one ranged or melee attack with each weapon. Warjacks can only Charge or Run if they have focus points.

Warjacks must also be in the Warcaster's Control Area in order to receive focus points. Each warjack can have up to a maximum of three focus points at once.

Additionally, Warjacks have access to Power Attacks. Only one power attack can be performed once per turn at the cost of 1 focus point. Warjacks can Slam, Push, or Headbutt other units with varying rules on how these function on different sized units.

### Warriors

Warriors are the lowest point cost units in WARMACHINE: Tactics, they also have the lowest survivability and hit weaker than Warcasters and Warjacks, but what they lack in raw power or durability they make up in utility, speed, and numbers.

Each warrior comes with at least one weapon, abilities, and passives. There are some warriors that have extra armor or can cast spells if they're in the Warcaster's control area.

Warriors are able to Advance, Run, Charge, and perform melee or ranged attacks. They do not use focus (exceptions include the Skarlock Thrall.) If they have special attacks they can use those as well.