Warcast notes (für die welche keine Zeit haben das Vid zu schauen 😉):
Primecast / Warcast notes:
Warcaster starts at 41 minutes.
They start off with some basic premise plus artwork. In a nutshell - people escape from a horrible event thousands of years ago to another galaxy through a gateway. They discover new, inhabitable worlds, plus Arcanessence, sort of an energy that crystalizes, turns in to geysers of power, etc., and becomes the foundation of neo-mechanika (science magic, with more leaning on science). Arcanessense is essentially the ultimate powersource.
They upgraded weapons, created ships, etc., using it but couldn't go interstellar. They did discover gateways that were powered by Arcanessence and could travel to other worlds that way. The gates have their own schedules and such, and aren't entirely controllable.
They did learn to make short-range gates that could teleport people reliably, and learned to use them for war.
Thousands of years go by. Humans spread, empires rise and fall, but over time Arcanessence begins to dry up. Wars start. Warcasters begin to arise who can manipulate arcanessence.
The Warcaster is NOT on the field, but rather on a ship above the battlefield. You see and influence the battle from above using the arcanessence.
You always have a limited amount available, flowing between the you, the ship, and your forces.
48:00 - battleshot of Warcaster (art). The two initial factions, with one group coming in via void gate.
49:00 - Light warjack and unit coming out of a gate. Iron Star Alliance and The Marcher Worlds are the first two factions. ISA is a giant, corporate empire. Very secure, very powerful, a structured civilization, very draconian. To join it means you live under their rules, their policies, etc.
TMW are those who live in the fringes, existing on their own, live free, etc. Scavengers.
51:30 - Alliance picture. The Warcaster is plugged into the Rack (VR?). NO CASTER KILL. Starter box picture.
52:20 - TMW picture. Starter box picture.
53:00 - models. There will be a starter boxes for these two. Warjacks are customizable. You can pick from cortexes, have hardpoints (left arm, right arm, shoulder, etc). More options in the starter box (learn to love magnetize?). There is a point system for handling this.
55:00 - TMW Hunter. There are Warjacks, Solos, and Squads (generally 3 models). If you add Arc to his weapon, you can boost his range, damage, etc. Neo-Mechanka can be boosted by Arc.
56:19 - TMW Coalition Weaver. Weavers are a solo that channel cyphers (spells) from the ship/caster to the field.
57:00 - TMW Ranger Fire Team (3 models). Standard front-line. This is a very gun centric game (at least will be at launch).
58:11 - ISA Paladin Commander, solo. High armor, does have a ranged attack, quite capable in melee. Offers support. Warcaster is alternating activation game, which allows for some cool support pieces.
59:17 - ISA Weaver.
59:27 - Paladin Enforcers, ISA squad. When the unit is charged with Arc they can shoot and attack.
1:00:00 - TMW Starter box. Again, Jack can be customized, you're not stuck with what you see. Resin + Metal.
1:00:30 - ISA group shot.
1:01:00 - group/game shot.
1:01:45 - terrain rules are very simple. Less rules than Warmachine. Terrain will fit under a catagory for its rules.
1:02:32 - TMW Weaver alternate sculpt available at Adeptacon.
1:03:23 - Kickstarter starts "Soon." More info to come as time goes by (of course). new website for it. Basics of the game will be gone over next Tuesday. Not a real game, just a demo.