Warcasters

The Iron Kingdoms are populated by rare individuals who possess incredible arcane talents in addition to unmatched combat skills. Even more important, they can mentally command and channel their power through the most devastating weapons of war: Warjacks.

# Gameplay

In WARMACHINE: Tactics, your squad is led by such a warcaster, one of many unique characters drawn from a colorful pantheon that makes up the epic cast of this setting. Each warcaster possesses an arsenal of weapons tailored to his personal fighting style as well as a unique combination of spells and skills. These include a defining arcane feat that, when used at the right time, can turn the tide of battle.

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.

# Cygnar Warcasters

**Lt. Allison Jakes (Journeyman)**

* This is not the multiplayer version of Allison Jakes, instead players use this Journeyman version in the Single Player Campaign.

* Stryker comes equipped with Disruptor Pistol [Range: 10, RoF 1, Damage 3] and Quicksilver [Melee, Damage 5] both magic weapons with Disruption
* Stryker's spells include Arcane Blast, Arcane Bolt, Earthquake, Arcane Shield, Blur, and Snipe
* Stryker's Feat: Invincibility is a control area feat that gives friendly units +3 ARM

* Siege comes equipped with Rocket Cannon [Range: 14, RoF 1, Damage 6] and Havoc [Melee, Damage 6] a Magic Weapon with Critical Smite
* Siege's spells include Explosivo, Force Hammer, Foxhole, Mage Sight, and Rift
* Siege's Feat: Breach is a control area ability that makes attacks ignore damage mitigation on enemy units once per unit

* Sturgis comes equipped with Hand Cannon [Range: 12, RoF 1, Damage 4] and a blade staff with two blades. Blade Left [Melee, Damage 5] A Magic Weapon with Reach and Feedback (when a Warjack is Damaged, controlling Warcaster takes 1 Damage) and Blade Right [Melee, Damage 5] A Magic Weapon with Reach and Electro Leap
* Sturgis's spells include Arcane Shield, Convection, Lightning Storm, Snipe, and Teleport
* Sturgis's Feat: Dead on Arrival is a control area ability that pulls enemies toward him, deals damage to them, and allocates focus to a warjack for every enemy slain this way

# Khador Warcasters

* Sorscha comes equipped with Hand Cannon [Range 12, RoF 1, Damage 4] and Frostfang [Melee, Damage 5]. Her melee weapon is a Magic Weapon with Reach and Critical Freeze
* Sorscha's spells include Boundles Charge, Fog of War, Freezing Grip, Razor Wind, Tempest, and Wind Rush
* Sorscha's Feat: Icy Gaze forces all units in her LOS and control area to become Stationary for one round

* Strakhov comes equipped with Cinder Bomb [Range 6, RoF 1, AOE 3, Damage 6] damage Fire and causes Cloud Effect, Riot Gun [Range 10, RoF 1, Damage 4] Rapid Fire, and Trench Sword [Melee, Damage 5] a Magic Weapon with extra charge damage.
* Strakhov's spells include Battering Ram, Occultation, Overrun, Rift, Sentry, and Superiority
* Strakhov's Feat: Iron Fist that gives allied units +4 movement and Pathfinder on charges and slams and also allows Warjacks in the control area to slam for no focus.

* The Butcher comes equipped with Hand Cannon [Range 12, RoF 1, Damage 4] and Lola [Melee, Damage 8] a Magic Weapon with reach and Weapon Master.
* The Butcher's spells include Energizer, Flashing Blade, Impending Doom, Obliteration, and Silence of Death
* The Butcher's Feat: Red Haze that replenishes his focus and terrifies all units in his melee range.

# Protectorate Warcasters

* Kreoss comes equipped with Spellbreaker [Melee, Damage 6] a Magic Weapon with Reach, Chain Weapon, and Dispel
* Kreoss's spells include Cleansing Fire, Defender's Ward, Immolation, Lamentation, and Purification
* Kreoss's Feat: Menoth's Wrath knocks down all enemy units in his control area

* Severius comes equipped with Staff of Judgment [Melee, Damage 5] a Magic Weapon with Reach
* Severius's spells include Ashes to Ashes, Death Sentence, Defender's Ward, Eye of Menoth, Immolation, and Vision
* Severius's Feat: Divine Might prevents spell casting, Arc Node channeling, Focus Allocation, and Focus Replenishment

* Feora comes equipped with Apocalypse [Melee, Damage 6] a Magic Weapon with Reach and Critical Fire and Heavy Flamethrower [Ranged: Spray 10, RoF 1, Damage 4]
* Feora's spells include Cleansing Fire, Convection, Escort, Fire Step, and Ignite
* Feora's Feat: Wild Fire gives her focus for each enemy in her control area suffering from continuous fire, allocates that focus to warjacks, and moves continuous fire effects to different units

# Cryx Warcasters

* Deneghra comes equipped with Sliver [Melee, Damage 4] A magic weapon with Reach and Shadow Bind
* Deneghra spells include Crippling Grasp, Ghost Walk, Influence, Parasite, Scourge, and Venom
* Deneghra Feat: The Withering is a control area feat, which inflicts -2 SPD, -1 MAT, -1 RAT, -1 DEF, -1 ARM, -2 Focus, and -2 Damage on enemy units' melee attacks. Enemies suffering under this feat also can't run, make special attacks, or use special abilities

* Asphyxious comes equipped with Soulsplitter [Melee, Damage 7] A magic weapon with Reach and Sustained Attack
* Asphyxious' spells include Breath of Corruption, Hellfire, Parasite, Scything Touch, and Teleport
* Asphyxious' Feat: Consuming Blight deals 4 damage to all units in his control area and grants him up to 7 focus points

* Sturgis comes equipped with Hand Cannon [Ranged 12, RoF 1, Damage 4] and Blade Staff with Left [Melee, Damage 5] A magic weapon with Reach and Soul Eater. Right [Melee, Damage 5] A magic weapon with Reach and Death Strike
* Sturgis' spells include Blood Rain, Convection, Occultation, Parasite, and teleport
* Sturgis' Feat: Dead on Arrival pulls non warcaster units toward him, deals damage to them, and gives him focus to allocate to warjacks for each one slain this way

# Future

WARMACHINE: Tactics is a game in constant development, there will be further additions to the game as patches are released. All sections will have updated information as new content is released to the public.