Overview
This is the release of the new Warcaster: Standard Format Scenarios packet, updated for 2025. (You can read about the original release of Standard Format here: https://www.arcane-synthesis.com/2024/01/20/standard-format-15-new-scenarios-for-primary-skirmish/)
https://www.arcane-synthesis.com/wp-content/uploads/2025/03/36in-STANDARD-FORMAT_LARGE-PRINT.pdf
https://www.arcane-synthesis.com/wp-content/uploads/2025/03/36in-STANDARD-FORMAT.pdf
What is Standard Format about?
Standard Format reduces the size of the Warcaster play surface down to 36” x 36”, allowing for the richness of Primary Scenarios to fit on a smaller table while supporting games with forces (and game duration) of any size.
The stock Primary Scenarios from the Thousand Worlds Sourcebook mostly focus on using Squads to score objectives, which really forces players to have a robust and diverse force instead of the straight combat-focus of Skirmish games.
In contrast, Standard Format gives Vehicles notable value by having them share the spotlight with Squads for scoring most objectives. Additionally, Warjacks – who often cannot score at all in Primary missions – have a handful of objectives they can also score to give them value when playing 8/1 games. Finally, Stealth distance also drops to 6”, which really adds value to this ability.
Summary of Standard Format:
- 36” x 36” board
- Supports all four game size formats:
- Brawl (6/0 or 5/1) – 3-turn pulse
- Skirmish (8/1) – 3-turn pulse
- Sortie (11/2) – 4-turns pulse
- Primary (15/3), 5-turn pulse
- Mainly Squads and Vehicles for scoring
- Warjacks have some scoring options
- 6” Stealth

Why make an update to Standard Format?
While we were extremely happy with how Standard Format had turned out, there were some minor things that seemed like they could use refinement.
First, the maps have been updated to make it even easier to read what units can score which objectives. This really helps when setting up the board, and helps reinforce the spelled-out Scoring Units section.
As we played more Standard Format, we found less and less reason to bring a warjack onto the table when they are not able to score objectives. This is especially notable in end-of-activation scenarios, where you often must maximize scoring opportunities over being able to lay waste to the enemy. To even this out, we added a few additional scenarios a centralized objective where warjacks could score:
- Enigma’s Gate
- Escape Velocity
While we were revising Enigma’s Gate, we also took the opportunity to remove 1 of the always-active centralized objectives. This also allowed us better usage of the board space to distribute the inactive-by-default objectives, improving game play and board setup.
A key goal of this update was to also return Spontaneous Combustion to the scenario pack, providing an evenly divided set of 8 end-of-activation (“EoA”) scenarios and 8 end-of-pulse scenarios (“EoP”). This scenario was cut from the original Standard Format because it was not quite dynamic enough to be unique from Boiling Point (despite being EoP scoring). To address this we added some new special rules to make the scenario shine on its own.
However, when adding Spontaneous Combustion as another EoP scenario to our set, we threw off the distribution of wanted 8 EoA with 8 EoP scenarios. Spontaneous Combustion relies on EoP scoring, so we considered another EoP scenario we could change to EoA to maintain a good balance. Ultimately, we settled on Orders of Magnitude to change over to EoA scoring. This change makes the scenario really different as a result, but without stepping on what makes the other EoA scenarios work.
Being an EoA scenario with objectives always worth the same points, Necropolis Dreaming had a number of times where games would result in a tie. Both players were able to scramble to objectives each activation, given how many of them were on the table. To reduce these tie-breakers some, scoring is now changing from Fixed [3] to Escalating, helping make those early objective grabs mean less in the overall duration of the game.
Finally, with this change it added to the large number of Standard scenarios utilized Escalating scoring for VPs. To mix that up some, Moon Shadow was changed from Escalating to Distance scoring.

What was added to core rules of Standard Format?
Beyond these scenario-specific changes, we also had some simple additional base rules we wanted to see in the game.
First, we realized an official tiebreaker needed to be added. In the event of a tie on victory points, players count up the total Deployment Cost of models on the table. Even a single member of a Squad left after his buddies and attachments are gone still counts for full DC. Mantlets also count for this DC total.
Second, we added the rules for the Rusty Automech Tournament Format into the Standard Format scenario pack. We have played a few events with these rules, and use it often for game nights with casual players. Basically, you play 2 Pulse Rounds instead of 3, and add 1 victory point when scoring for Escalating scoring scenarios. We had assembled a packet for Rusty Automech last year, but never got an opportunity to put it out; this update provided a nice chance to address that at last.

With the incorporation of Rusty Automech rules, it also became possible to incorporate Three-Player Rules into more scenarios. Supported scenarios have special three-player deployment zones marked on their updated maps. The zones on the sides are slightly-better than the corner deployment zones, which makes it a nice place for a less-experienced player to deploy. These games can run as long as a normal Skirmish (8/1) game, but the extra chaos and karma of having a three-way fight makes it quite an even. This is also great for any time where you would have an odd-man-out at a game night – play three-player instead!
Do you play Standard Format?
If you haven’t given Standard Format a try already, we highly-recommend that you find yourself a 36” x 36” play mat and give it a go. The scenarios were somewhat optimized for 8/1 forces, since a common criticism with Warcaster is that games take a long time. This said, the real sweet spot for Warcaster is when you have a little more time and can play a 11/2 force on a Standard Scenario.
