NeoWars
Decks / Mecha-Orks

Orcs / Goblins

Mecha-Orks

Heavy street enforcers who replace flesh with steel - driven by relentless ambition to rise above their condition.

Show more

They refuse to stay scrap-heap underdogs. Every pneumatic limb, every weaponized implant, is another bet that Orks can climb - out of the gutters, into Neo-London's power map, and keep climbing no matter how much chrome it costs.

CEO Skragg burns with passion to lead the Orks into a better world. He loves gambling, thirsts for power the way Orks always have, and turns both vices into strategy: high stakes, hard hits, never fold. Mek-Queen Gristle greases the politics of the climb - deals, upgrades, and scrap alliances that keep the tribe rising. War-Boss Iron-Jaw keeps the forges screaming, feeding the war machine so momentum never dies.

They overwhelm with massive attack, pierce shields, and grow stronger from damage taken. Persistence is the doctrine. Ambition is the fuel. The street learns their names in sparks and scrap-oil incense.

Overwhelm and Momentum - massive attack, pierce shields, gain power from damage taken.

overlord
3
champion
5
edge runner
5
mercenary
9
building
6
cyber mod
10
event
20
Deck Total
58

Overlords · 3

CEO Skragg

Overlord

CEO Skragg

HP 15

No ability text.

About

Among Mecha-Orks, CEO Skragg is the boardroom and the war room in one body, a commander the streets learn to fear by silhouette alone. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

Mek-Queen Gristle

Overlord

Mek-Queen Gristle

HP 15

No ability text.

About

Among Mecha-Orks, Mek-Queen Gristle is the boardroom and the war room in one body, a commander the streets learn to fear by silhouette alone. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

War-Boss Iron-Jaw

Overlord

War-Boss Iron-Jaw

HP 15

No ability text.

About

War-Boss Iron-Jaw rose through Mecha-Orks's inner circle as more than a figurehead - a living mandate etched into Neo-London's turf wars. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Their ledger is written in influence, currency, and the quiet terror of those who still believe the city has laws.

Champions · 5

Brutal Executioner Krunk

Champion · unique

Brutal Executioner Krunk

Cost: I:4 C:7 ATK 4 HP 6

Active · Manage / Confrontation - Full Auto Wrecking - Deal damage equal to double this card's ATK stat directly to an enemy Building card.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Brutal Executioner Krunk was engineered for one purpose: to turn Mecha-Orks's ambitions into corpses and contracts. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Ghazghkull-Class Titan

Champion · unique

Ghazghkull-Class Titan

Cost: I:4 C:7 ATK 4 HP 6

Active · Manage / Confrontation - WAAAGH Surge - Give all friendly creatures +2 ATK and an extra ATK die until end of turn.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say Ghazghkull-Class Titan was engineered for one purpose: to turn Mecha-Orks's ambitions into corpses and contracts. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Head-Mek Sprocket

Champion · unique

Head-Mek Sprocket

Cost: I:4 C:7 ATK 4 HP 6

Active · Manage / Confrontation - Orbital Scrap Cannon - Destroy a friendly Cyber-Mod to deal 6 direct damage to any target unit or building on the board.

Using this ability marks this Champion recovering for 1 turn.

About

Head-Mek Sprocket is not hired muscle. Inside Mecha-Orks, this champion is a doctrine given teeth, deployed when subtlety has already failed. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

The Iron-Juggernaut

Champion · unique

The Iron-Juggernaut

Cost: I:4 C:7 ATK 4 HP 6

Active · Manage / Confrontation - Scrapper's Frenzy - Gain +1 Resource for every unit or building destroyed on the field this turn.

Using this ability marks this Champion recovering for 1 turn.

About

Whispers in Neo-London say The Iron-Juggernaut was engineered for one purpose: to turn Mecha-Orks's ambitions into corpses and contracts. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Wartrukk Commander

Champion · unique

Wartrukk Commander

Cost: I:4 C:7 ATK 4 HP 6

Active · Manage / Confrontation - Seismic Hammer - Deal 2 damage to all enemy units and remove all Shielded (armour-up) buffs.

Using this ability marks this Champion recovering for 1 turn.

About

Wartrukk Commander is not hired muscle. Inside Mecha-Orks, this champion is a doctrine given teeth, deployed when subtlety has already failed. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Once per turn: gain +1 Influence. On the board they are singular - one body, one legend, and a trail of ruined contingencies behind them.

Edge-Runners · 5

Brakka

Edge-Runner

Brakka

Cost: C:2 ATK 4 HP 2

No ability text.

About

Operatives like Brakka do not wear faction colors openly. They slip between alleys and subnets as Mecha-Orks's deniable blade. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Grokka

Edge-Runner

Grokka

Cost: C:2 ATK 4 HP 2

No ability text.

About

Grokka is a specialist title whispered on black channels - the kind of edge-work Mecha-Orks pretends it never authorized. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Iron Lung

Edge-Runner

Iron Lung

Cost: C:2 ATK 4 HP 2

No ability text.

About

Operatives like Iron Lung do not wear faction colors openly. They slip between alleys and subnets as Mecha-Orks's deniable blade. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Qweela

Edge-Runner

Qweela

Cost: C:2 ATK 4 HP 2

No ability text.

About

Qweela is a specialist title whispered on black channels - the kind of edge-work Mecha-Orks pretends it never authorized. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Thrax

Edge-Runner

Thrax

Cost: C:2 ATK 4 HP 2

No ability text.

About

Thrax is a specialist title whispered on black channels - the kind of edge-work Mecha-Orks pretends it never authorized. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. No badge. No parade. Just a title and a job that never makes the official minutes. They do not hold turf. They puncture it, then vanish before the after-action report finishes compiling.

Mercenaries · 9

Cyborg Bruisers ×3

Mercenary · non unique

Cyborg Bruisers

Cost: C:1 ATK 4 HP 2

No ability text.

Heavy front-line enforcers with cybernetic muscle.

About

When Mecha-Orks needs bodies on the turf, Cyborg Bruisers answer the call - street fodder with just enough chrome to matter. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Street proverb still mutters: "Heavy front-line enforcers with cybernetic muscle." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Jetpak Punks ×3

Mercenary · non unique

Jetpak Punks

Cost: C:1 ATK 4 HP 2

No ability text.

Fast shock troopers armed with hydraulic impact tools.

About

When Mecha-Orks needs bodies on the turf, Jetpak Punks answer the call - street fodder with just enough chrome to matter. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Street proverb still mutters: "Fast shock troopers armed with hydraulic impact tools." They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Scrap-Goblins ×3

Mercenary · non unique

Scrap-Goblins

Cost: C:1 ATK 4 HP 2

No ability text.

About

Scrap-Goblins fill the cheap seats of war: expendable, hungry, and paid enough to forget who owns tomorrow. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. They die loud, get replaced louder, and keep the machine of syndicate war grinding forward.

Buildings · 6

Factory

Building · factory

Factory

Cost: R:5 HP 9

Production Line - While crewed: +3 Resources at the start of Income I.

Massive structural engine driving heavy manufacturing.

About

Tourists see a structure. Syndicates see Factory: a living node in Mecha-Orks's grip on Neo-London's map. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +3 Resources at the start of Income I. Street proverb still mutters: "Massive structural engine driving heavy manufacturing." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Commercial Centre

Building · commercial centre

Commercial Centre

Cost: R:5 HP 6

Trade Floor - While crewed: +3 Currency at the start of Income I.

About

Tourists see a structure. Syndicates see Commercial Centre: a living node in Mecha-Orks's grip on Neo-London's map. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +3 Currency at the start of Income I. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Demolition Troops HQ

Building · demolition troops hq

Demolition Troops HQ

Cost: R:5 HP 6

Scrap Tithe - While crewed: gain +10 Resources whenever any building is destroyed (any player).

Pillage scrap and resources from neighboring sectors.

About

Tourists see a structure. Syndicates see Demolition Troops HQ: a living node in Mecha-Orks's grip on Neo-London's map. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: gain +10 Resources whenever any building is destroyed (any player). Street proverb still mutters: "Pillage scrap and resources from neighboring sectors." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Police Force

Building · incident containment

Police Force

Cost: R:5 HP 6

Hardened Perimeter - While built: at Confrontation start, roll police presence (🎲 0 none, 1 bribable, 2 unbribable). Unbribable skips Confrontation. Bribable: active player may pay 🎲 1-2 Currency per creature card on their field (excl. operators, max 8) to proceed; each other Police Force owner gains that same amount (briber who owns Police Force does not collect). While crewed: unlocks mercenary Orders from hand for all players (Order a Mercenary to attack a chosen enemy once this Confrontation). On Order resolve: Orderer +1 Influence, each Police Force owner +1 Currency; on kill, Orderer gains ATK+max HP Influence and each owner rolls 🎲 0-2 Currency.

Crushes dissent with automated defense turrets.

About

Police Force is architecture as warfare. Raised on contested turf, it anchors Mecha-Orks's claim in steel, code, and ritual. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: While crewed: +1 DEF 🎲 when any of your cards are attacked (stacks with other Compliance Hubs). Street proverb still mutters: "Crushes dissent with automated defense turrets." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Weaponry R&D

Building · weaponry rd

Weaponry R&D

Cost: R:5 HP 7

Use - Your Overlord and creatures roll +1 ATK die until end of turn. Building enters recovery for 1 turn. Usable during Manage or Confrontation.

Hardened bunker protecting raw materials.

About

Iron-Plated Scrap Vault is architecture as warfare. Raised on contested turf, it anchors Mecha-Orks's claim in steel, code, and ritual. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Your Overlord and creatures roll +1 ATK die until end of turn. Building enters recovery for 1 turn. Usable during Manage or Confrontation. Street proverb still mutters: "Hardened bunker protecting raw materials." As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Black Market

Building · black marketplace

Black Market

Cost: R:5 HP 5

Open Channel - Unique (only one Black Market in the game). While crewed: enables the Black Market trade stage for all players.

About

Tourists see a structure. Syndicates see Black Market: a living node in Mecha-Orks's grip on Neo-London's map. In the districts haunted by sparks, scrap-oil incense, and pneumatic laughter, their legend sticks to wet pavement. Field reports reduce their myth to one ugly sentence: Unique (only one Black Market in the game). While crewed: enables the Black Market trade stage for all players. Crew it or watch it go idle - Neo-London does not forgive empty architecture. As long as it stands crewed and humming, the surrounding blocks remember who collects the night's tithe.

Cyber-Mods · 10

Pneumatic Power-Fist ×3

Cyber-Mod

Pneumatic Power-Fist

Cost: R:3

Pneumatic Power-Fist - +3 ATK; deal 50% splash damage to cards adjacent to the primary target.

About

Pneumatic Power-Fist is chrome for mecha-orks. +3 ATK; deal 50% splash damage to cards adjacent to the primary target.

Reinforced Scrap Plating ×2

Cyber-Mod

Reinforced Scrap Plating

Cost: R:3

Reinforced Scrap Plating - +2 HP; reduces incoming damage from non-piercing attacks by 1 point.

About

Reinforced Scrap Plating is chrome for mecha-orks. +2 HP; reduces incoming damage from non-piercing attacks by 1 point.

Pneumatic Ram Stack ×5

Cyber-Mod

Pneumatic Ram Stack

Cost: R:3

Collateral Overdrive - +5 Attack to this creature. Adjacent friendly creatures get -2 Attack and -2 HP.

More punch. Neighbors rattled loose.

About

Mecha-Orks bolt hydraulic rams until the frame screams. Allies in the blast radius learn that power on this crew is never free.

Events · 20

Artillery Barrage ×2

Event · faction

Artillery Barrage

Trigger: 2 Inf

Effect - Deal 3 damage to all creatures on a target enemy board, ignoring adjacent guard defense.

About

Artillery Barrage is a mecha-orks signature play. Deal 3 damage to all creatures on a target enemy board, ignoring adjacent guard defense.

Explosive Charge ×3

Event · creature

Explosive Charge

Cost: R:2 Trigger: 2 Inf

Effect - Choose an enemy building. Deal 5 damage to it.

About

Explosive Charge is a mecha-orks signature play. Choose an enemy building. Deal 5 damage to it.

Ramming Speed ×2

Event · creature

Ramming Speed

Cost: R:2 Trigger: 2 Inf

Effect - Choose a friendly creature. It gains +1 ATK die until end of turn.

About

Ramming Speed is a mecha-orks signature play. Choose a friendly creature. It gains +1 ATK die until end of turn.

Scrap Demolition ×3

Event · faction

Scrap Demolition

Trigger: 2 Inf

Effect - Destroy 1 target friendly building or Cyber-Mod to gain 4 Currency and 2 Influence immediately.

About

Scrap Demolition is a mecha-orks signature play. Destroy 1 target friendly building or Cyber-Mod to gain 4 Currency and 2 Influence immediately.

Scrapyard Culling ×5

Event · faction

Scrapyard Culling

Trigger: 2 Inf

Effect - Destroy the enemy creature with the lowest Attack.

Recycling, Ork-style.

About

Mecha-Orks sort the scrap heap by who swings weakest. That body becomes spare parts.

Overcrank ×5

Event · creature

Overcrank

Cost: R:2 Trigger: 2 Inf

Effect - Choose a friendly creature. Add its current HP to its ATK (permanent).

Bulk becomes the punch.

About

Mecha-Orks vent hydraulic pressure through the frame until mass and murder share the same number.