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CORE RULEBOOK

Futuristic Squad-Based Warfare


BY ALESSIO CAVATORE

Credits

Contents

Games Design: Alessio Cavatore


Graphic Design: Sean Turtle
Photography: Ben Sandum,
Warwick Kinrade
and Chris Palmer

The Corporation4
The Marauders 6
The Forge Fathers 12
The Veer-myn 12

Thanks to: all of the users on the


Mantic forums, Matt Gilbert,
Stewart Gibbs, Josh Roberts,
Dylan Owen... oh yes, and Ronnie too!

The Rules20

Copyright Mantic Entertainment Ltd. 2012

Initiative Phase 24

Models and Units21


Stats22
Unit Leaders23
Line of Sight23

Activation Phase24
End Phase25
Move26
Unit Interpenetration26
Halt 26
Move 26
Move At The Double26
Charge27
Terrain28

Shoot30
Moving and Shooting30
Melee and Shooting30
Pick a Target30
Determine Firing Models30
Check Range30
Firing and Hitting the Target 30
Damaging the Target31
Take It Out! Independent Fire33

Melee34
Determine Attacking Models34
Attacking and Hitting the Target34
Damaging the Target34
Regrouping35
Disrupted 35

Nerve36
Results 36

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Armoured Units38

Fraggers66

Armour Movement 38

Jumpers67

Collisions & Overruns39

Rippers67

Shooting Against Armour40

Stunts 67

Armoured Units Shooting41

Stunt-Bots 68

Melee against Armoured Units42

Armour68

Nerve Tests for Armoured Units44

Ordnance68

Ordnance45

Heroes and Monsters69

Heroes and Monsters46


Transports46
Special Rules47
Armour Special Rules50
Weapons Special Rules51

Weapons69

Forge Fathers army list70


Army Special Rules70
Infantry 70
Steel Warriors 70
Thorgarim71

Reinforcements52

Stormrage Veterans71

Picking a Force 55

Godhammer Veterans72

Timed Games58

Valkyr72

The army lists60

Brokkr72
Forge Guard72
Ordnance73

Corporation army list60

Armour73

Army Special Rules60

Heroes And Monsters74

Infantry 60

Weapons74

Marines60

Veer-myn army list75

Marine Veterans61
Rangers61
Heavy Weapons62
Enforcers - Strike Units 62
Enforcers - Assault Units62
Striders62
Enforcers - Suppression Units63
Ordnance63
Armour64
Heroes And Monsters65
Weapons65

Army Special Rules75


Infantry 75
Night-Crawlers 75
Stalkers76
Nightmares76
Scourgers77
Ravenous Horde77
Ordnance77
Gougers 77
Shredders77
Armour78

Marauders army list66

Heroes and Monsters78

Army Special Rules66

Weapons79

Infantry 66
Grunts66

Other Races80
Contents

he galaxy is burning.
The malevolent human
Corporation is expanding
its sphere of influence, annexing
more and more star systems to
its territories, bringing every
alien civilization it can under
its control. Or, if this proves
impossible, exterminating them.

massive technological help to these planets:


new forms of power, transit, communication
and all the benefits a thousand year old
technological society can bring.
Very few peoples turn this down.
Offered membership as equal partners
in the Great Galactic Co-prosperity Sphere,
these new worlds will at first be optimistic

The Corporations strategy is to make contact

and proud of their status, but over time they

with alien civilizations and dazzle them with

discover the truth. Their societies undergo

humanitys superior technology [Note: Only

massive, traumatic change, overthrowing

27 species have so far been encountered

whatever customs and governance they

that possess higher understanding of the

once possessed in return for the bland, pan-

sciences than the Corporation]. Appearing as

galactic culture of the Corporation. Worse,

benefactors, Corporation diplomats will offer

what is initially offered free in the spirit of

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common sentient interest does not remain

most primitive culture can see through the

so for long. Soon the incorporated culture

baubles the Corporation offers to the truth.

will be dependent on Corporation goods and

Other times, a civilisation may be too savage,

services, and bled dry to pay for them.

too advanced or just too damn alien to risk


bringing in to Mans great galactic family.

puppet

In these cases, the Corporation will deploy

states, these slave-societies are drugged

its considerable military might. Full-scale

by the cheap, get-rich-quick attitudes of

invasion and subjugation has been the fate

Corporation culture, and will gladly devote all

of many, even complete annihilation if a race

of their planets resources to enriching the

proves too troublesome.

Turned

into

little

better

than

Corporation and the few local bureaucrats


that run the business for it, while the majority

Well trained and equipped with the best in

of the population plummet into a state of

military technology, Corporation Troopers

poverty and servitude.

are worth scores of the warriors of less


advanced cultures. The Troopers armour is

This form of cultural imperialism takes time,

often invulnerable to the natives weapons,

and it does not always work. Sometimes the

leaving them free to mercilessly mow down


The Corporation

Corporation Weapons Team

scores of the enemies with pulses from

From its ancient beginnings in the Solar

their laser weaponry. Indeed, a great many

System, the Corporation has spread like a

Corporation recruitment videos glory in

malignant cancer across the galaxy, covering

human troops slaughtering spear-waving

entire sectors in its tyrannical rule and

savages for the betterment of the cosmos.

suffocating any attempt to live free of its

If they encounter heavier resistance, the

clutches. Their expansion continues, but the

Troopers can bring the awesome firepower

galaxy is a big place. The Corporation is not

of their tanks and walkers to bear. In dire

the monolithic entity many think it to be, and

circumstances an expeditionary commander

suffers tensions between the great Houses

may petition Corporation Central to unleash

and Companies that comprise it. Many a

their most specialised force the feared

House has had its trading right revoked

Enforcers who will quickly dispatch even

and had to quickly move their assets out of

the most stubborn of foes.

a system they previously owned under the


supervision of an Enforcers peacekeeping

A system that has been cleared of hostile

force. And all those pampered, rich men

indigenous aliens is ripe for re-colonization

who debate and bicker in the sterile halls of

by the humans that form the largest part

Corporation Central share one, deep-seated

of the Corporations population. More often

fear: that sooner or later the Corporation will

than not they too are oppressed as they strip

meet its match in the unexplored expanses

the place of its natural resources.

of deep space

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THE ENFORCERS A SECRET ARMY


These elite warriors exist to enforce the will

Very little is actually known about the

of the government they answer solely to

Enforcers. They were first created in the

Corporation Central, meaning, in actuality,

wake of the Mandrake Marauder rebellions,

the Council of Seven. Comprised of superior

as a replacement for those treacherous

soldiers, equipped with some of the best

companies of aliens under Corporation

technology in the galaxy, the troops of the

Centrals

Enforcers are few in number, but each is

Central does its best to keep the Enforcers

worth a score of lesser men. In firepower

recruitment, equipment, disposition, overall

they are matched only by the Forge Fathers,

numbers, organisation and membership

while in combat they are as deadly as the

confidential. In a galaxy as large as ours, this

wild Marauders. Their loyalty to Corporation

is nigh on impossible, and there are certain

Central is absolute. Unmatched in the galaxy,

matters that are readily apparent to an

the Enforcers are the elite of the elite, the

observer, nevertheless the Enforcers remain

armoured right fist of Corporation Central.

shrouded in secrecy.

direct

command.

Corporation

The Corporation

herever there is war you


will find the Marauders.
Hulking, muscled alien
brutes who revel in combat,
Marauders are employed as
mercenaries by all the major
powers in the galaxy. For a
Marauder chieftain, it does not
matter who you fight or why, only
how much you can pay.

Marauder is not the name these creatures


have for themselves, in their own, simple
tongue they are Orx, but Marauder suits
them well. When peace reigns, Marauders
become a menace to civilisation, turning
to piracy and looting when they can find
no paymaster. Marauders can be found
everywhere,

from

the

most

densely

populated core systems to the depths of


interstellar space. In the wilder reaches
of the galaxy, away from the Corporation
Core Worlds, it is said that there is not an

Marauder Army

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asteroid belt or moonlet that does not house

of human civilization. Forty or so worlds of

a pirate nest of these violent creatures. It is

various classes were claimed and scheduled

not unusual for Corporation scout fleets to

for colonization by automated reconnaissance

travel to an unmapped system only to find a

drones of the Klandax Company. Signs of

Marauder pirate lord has been there before,

low level sentient life activity were recorded

and tense ship battles are often the outcome

on these planets, but this in itself was not

in these situations.

unusual. A Grand Settlement Fleet of some


300 ships, including a portion of Klandax

It was not always so. Until less than three

Companys own military, were dispatched.

centuries ago, the Orx were confined to a


cluster of twenty or so systems halfway

For Klandax, it was a great shame they had

toward the spinward end of the Sagittarius

not invested in more sophisticated drones.

arm. At the time, this was right at the very


edge of Corporation territory, and even today

Fleet

the area remains far from the bustling heart

Caprisiam IV, and began to survey sites for

scout

teams

made

landfall

The Marauders

on

an initial colony that would serve as base of

team and wiped them out. Commander

operations for further activity in the sector.

Mitrandesh had the remainder of Friers

Large numbers of natives were recorded,

exobiology staff declare the Orx hostile, and

but these appeared primitive in the extreme.

set about a campaign of extermination.

While the fleet surveyors started their work,


contact with the natives was attempted by

The genocide took six weeks and cost

renowned exobiologist Dr Jan Friers, working

Mitrandesh quarter of his fighting men. Still,

under license directly for Klandax. Friers

the planet was clear. Sector colonisation

was widely regarded as a safe pair of hands,

headquarters were established, and the fleet

having already participated in first contact

moved on to the next scheduled world.

with four alien species. He was accompanied


by a half company of Corporation Troopers,

The same thing happened there. And then

so

again. And again.

despite

the

aliens

savage

nature,

Klandaxs expeditionary commander Prakal


Mitrandesh was confident things would

What Klandaxs probes had not revealed

go smoothly.

was that this promising world cluster was


infested with these Orx. How they spread

Within half an hour of approaching the first

is unclear, although it has been surmised

native settlement, Friers was dead. The

that the Orx once possessed a higher level

natives had attacked in force, ambushing

of civilization, or were employed as another

the Corporation representatives. Although

culture as warriors their cleared worlds

they took many casualties, the natives had

exhibit extensive, ancient ruins.

killed twenty-three other men, despite


their primitive weaponry. Captain Martello,

Mitrandesh soon realized he had not

commanding,

of

enough men to pacify the entire region, and

unparalleled ferocity, simple metal blades

reluctantly applied to Corporation Central for

punched through his mens sophisticated

military aid, forfeiting Klandaxs sole claim to

armour by dint of their massive strength

the territory.

described

warriors

alone. Martello insisted they had been


tricked, that the natives had drawn them

Enter General Klimt. Named The White Devil

in to talk simply to assess them. Theyd

God by the Kathradny [extinct], Klimt wasted

learned precisely two things: One, that the

no time in extirpating the Orx from their

natives called themselves Orx, secondly,

ancient worlds. But Klimt was impressed by

that

aggressive.

his foe. Wave after wave of howling savages

Martello was disciplined for abandoning the

would literally throw themselves at his

bodies and equipment of his men, and a

lines, doing enormous damage before being

suborbital fighter was launched to destroy

gunned down.

they

were

extremely

the settlement.
By this time Corporation intelligence had

10

Four hours later, an Orx force, carrying

gained a grasp of the Orx language, and

Corporation weaponry, attacked the surveying

so Klimt hit upon an idea. He had several

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hundred Orx captured, and once they were

A century later, during the Mandrake

subdued, made them an offer.

Secession War, an entire Orx auxiliary legion


turned on their masters, seized control

And so the first battalion of Orx auxiliaries

of a flotilla of spaceships and scattered

were trained using Corporation war-doctrine.

themselves across the galaxy.

As they were as happy to fight each other


as the corporation the worlds were soon

The Marauder civilization was born, a new

cleared, and Klimt forced Klandax into an

breed of space-faring Orx. Although most

embarrassing handover of the new colonies

Orx auxiliaries were immediately liquidated

to Klimts own masters in House Antigone.

on news of the Mandrake Betrayal, the


Corporation and its enemies still make

Klimts scheme was so successful that

frequent use of these brutal but very effective

Orx were employed for decades as shock

troops as mercenaries the reasoning being,

troopers all over the Corporation.

it is better to have them fighting with you,


than against you.

But the Orx learnt their lessons well.


The Marauders

11

Forge Fathers
The

he ancient and proud


culture of the Forge
Fathers has managed to
retain its independence from
the Corporation while others
have fallen. Masters of science,
artisans beyond compare, the
Forge Fathers are the only aliens
to trade with the Corporation on
anything approaching even terms.

While they are far fewer in numbers than


humans, the Forge Fathers are renowned
across the galaxy for their grasp of advanced
technology. They are one of the only species in
known space whose weaponry and spacecraft
are more powerful than those of the Corporation.
Their battle-suits are nigh-on impregnable, the
destructive capability of their thermal guns is
of tremendous magnitude, not to mention the
incredible rate of fire and penetrative power of
their solid-shot weaponry. In the field of space
warfare, they are unsurpassed. Their ships are
much like they are: slow, massive, resilient to
damage, and armed to the teeth.

12

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The Forge Fathers are a cautious people in

know very little about them at all beyond

most matters, their technical secrets cannot

that which the Forge Fathers wish them to

be bought, and they take great pains to

know. Human spymasters can never be sure

conceal the workings of the machinery that

what they have gleaned is disinformation

they sell to others. The structure, workings

and which is truth. It is also a sad fact that

and habits of their civilization have only

there are far more corruptible individuals in

been won by the Corporation at great cost

the Co-Prosperity Sphere than in the Forge

and effort, as the torture, psychological

Fathers Star Realm. Corporation Central

conditioning

engineering

is well aware that the Forge Fathers have a

employed by the Corporation on war captives

great deal more information about mankind

work rarely on the robust psyches of the Forge

than mankind has about the Forge Fathers.

and

mental

Fathers. Were it not for the few disaffected


members of this honourable people willing

Although the core of the Forge Fathers

to sell their secrets, the Corporation would

realm lies coreward to Corporation space,

The Forge Fathers

13

they can be found throughout the galaxy.

what they are engaged to do, a Forge Father

The great fleets of the Forge Fathers have

fleet can remain in orbit around a planet for

been plying the heavens for millennia,

anything up to a century before moving on.

travelling from system to system, selling

This is but a short time for Forge Fathers;

their services. Although dubbed Trading

the longest lived in Corporation custody

fleets by the Corporation, this is something

survived one hundred and fifty years before

of a misnomer; each great Forge Father star-

contriving to take his own life. It is suspected

caravan centres on one or more Ward Ships,

their natural lifespan is at least seventy

a mountain of metal and stone bristling with

years longer than this, and has been greatly

weapons. Smaller craft cluster about it, and

extended by medical means.

these are multifarious in purpose. Besides

14

smaller warships, many are tailored to

Relations between the Corporation and the

constructive purpose: geoengineering, large-

Forge Father Star Realm are tense. Military

scale

asteroid

confrontation between the two almost always

mining or whatever else the clan they belong

go in favour of the Forge Fathers. The Forge

to happens to specialise in. Depending on

Fathers might lack the numbers or territorial

construction,

fabrication,

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ambition to exploit such victories, but any

orbit; needless to say this is of great interest

trespass into their space by Corporation

to Corporation peace contractors. There

Fleets has been ruthlessly dealt with, while

appears to be a new pattern emerging in the

every attempt to incorporate Forge Father

activities of the Forge Father trade fleets, with

worlds or clans into the Co-Prosperity

civilisations earmarked for incorporation into

Sphere have been foiled, no matter the

the Co-Prosperity Sphere suddenly gaining

means employed. The two powers will trade,

a much higher level of technology. Several

but these transactions are always done on

cultures near the borders of the Star Realm

the Forge Fathers terms.

have signed mutual protection pacts with the


Forge Fathers, or even allowing themselves

The activities of the Forge Fathers are of great

to by subsumed into the Star Realm entirely.

interest to the Corporation, not least because


they are capable of planetary engineering

All this is exceedingly irksome to Corporation

feats that make the Corporations own

Central, but while the Forge Fathers remain

efforts appear feeble. In particular the Forge

preeminent in the field of space warfare, there

Fathers possess the ability to shift a worlds

is little prospect that the situation will change.


The Forge Fathers

15

herever mankind has


gone, rats have shortly
followed. The Veer-myn
are the latest manifestation of
this unwitting partnership.

things made and shipped throughout space


go at much lower velocity. The bulk haulers
of the Corporation are vast, gigantic vessels
made from hollowed out asteroids that
are pulled across the cosmos by tug craft.
A haulers carrying capacity is often in the

16

The armies and dignitaries of the Corporation

hundreds of thousands of megatonnes.

fly through space at many times the speed

Each one is the size of a city; a maze of

of light. Not so the cargoes needed to keep

endless holds and storage bays connected

the Co-Prosperity Sphere trading. Shooting

by innumerable lift shafts, corridors, and

such mass past the light barrier is unfeasibly

conduits. Unless circumstances or cargo

complex and expensive, and so ore, grains,

are exceptional, carriers tend to ply the

chemicals, machines, all the many, weighty

starlanes between stars close to one another.

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Nevertheless, each voyage takes many

rat to Veer-myn took place phenomenally

months, sometimes years.

quickly; at most, so Corporation science


personnel have it, just under one thousand

A tugs crew rarely ventures back into the

years. Perhaps this huge evolutionary jump

hauler, but on occasion inspections are

occurred because of radiation leaks from

required, and so haulers all possess sections

poorly shielded reactors, or because of

where basic life support and an atmosphere

cosmic ray bombardment, or perhaps their

are maintained. At some point in history,

race was born from some chemical cocktail,

the rat crept into these cold, dark and

spilled in the transport caverns of a forgotten

inhospitable places, found some warm spot

ship. More troubling is the idea that their

in which to live and thrive, and it is here that

emergence was no accident at all, that the

it evolved.

Veer-myn were deliberately made

Who knows when the first Veer-myn stood

Whatever caused the change, it forced

upright and blinked eyes ablaze with newly

the common brown rat to walk upright

minted intelligence? The transition from

and grow many times in size. It gained

The Veer-myn

17

18

opposable thumbs, and a mind to use

There are Veer-myn everywhere in the galaxy

them. Language and a vicious society came

today. They live deep within the settlements

quickly, both crude mirrors of mankinds

of many races, from airless colony moons

own. A new race of space scavengers was

to

born. With an intelligence close to that of a

infest the depths of spacecraft. Wherever

man married with the survival instincts and

they are, they cause serious problems. Their

astounding reproductive rate of the rat, they

spade-like teeth are iron-hard and grow

quickly spread.

constantly. They are vital tools to the rat-

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continent-spanning

mega-cities,

and

men, but a Veer-myn must gnaw at hard

rudimentary understanding of more advanced

materials lest their teeth outgrow their

technologies, and an enthusiastic if somewhat

jaws, causing agonising pain; a Veer-myn

haphazard approach to experimentation. They

can chew through reinforced carbons given

strip the machines of others to get to the

time. Their bodies are host to numerous

raw materials they require for their devices,

unpleasant diseases that they spread from

crippling city sectors or ships, sometimes

world to world, the purple pox of Indraxia,

with fatal results. To prevent these mishaps,

a supposedly quarantined world, somehow

Corporation spacecraft are routinely scoured

managed to break out from its point of origin

for Veer-myn nests, and there are certain units

and infect fifteen systems, killing up 25% of

of Corporation troopers who spend entire tours

the population of each. The Veer-myn were

of duty as rat catchers aboard those warships

duly blamed, and with good reason.

large enough to warrant it. On occasion,


humans cower in reinforced crew quarters

Most problematically, Veer-myn steal whatever

while a ships atmosphere is vented into space.

they can. They take food and water, despoiling

A drastic measure, and not always successful.

what they leave behind, ruining vital supply

There are rare cases of Veer-myn tribes being

shipments. They have an almost preternatural

bought off to watch over their ship, but in the

understanding of chemistry,

main they are regarded as unsophisticated


pests and exterminated.
This attitude greatly underestimates the
complexity of Veer-myn society. They are
naturally secretive and appear to possess a
great deal of native cunning, so much so that
rumours of hidden cities of Veer-myn are just
about credible. Less believable are stories of
worlds overwhelmed by masses of verminous
warriors boiling up out of the ground, armed
with bizarre weapons that spit fire and searing
chemicals, or those tales told of the giant,
mutant monsters that fight beside them.
Co-Prosperity Sphere citizens should rest
assured that these are just stories, furthermore
stories that are likely to earn their teller a latenight call from Corporation Intelligence.

The Veer-myn

19

The Rules
Warpath is a sci-fi small-action wargame
set in Mantics fictional galaxy at war.
Warpath is a game that is easy to learn
and fast to play, yet will take time and
experience to master. With few and
simple rules, there is little to get in the
way of the fun and slaughter.
The game system uses an intriguing
unit activation system that will keep
both players on their toes and force
them to make some difficult choices
to outwit their opponent. And thats not
all like all Mantic wargames, Warpath
has been designed to allow you to use
a stopwatch or a chess clock to time
your moves. As the seconds tick away,

Measuring Distances
You can measure distances at any time.
The distance between two models is
measured to/from the closest point of
their bases. If a model has no base,
use the closest part of its hull or torso.
The distance between two units is
measured to/from the closest models
in the two units. To avoid confusion,
keep your units more than 1 away from
enemy units at all times.

20

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the pressure and excitement build


up, giving you an extra dimension of
gameplay and an extra resource to
manage during the battle.
Following the same successful
development pattern we employed
with Kings of War, we have decided to
release Warpath at a very early stage
of development. The system, and
particularly the army lists, are still
in need of accurate balancing and
thats where you can help. Please play
as many games as you can and give us
your feedback at:
www.manticgames.com/Forum.html

In exchange well keep the rules of


Warpath up to date for free, while we
continue with the development of our
apocalyptic mass-battle system, which
we will unleash upon you in the notso-distant future!

Models and Units


The models used to play Warpath must
be glued on the bases provided with
them or identically-sized alternatives.
Most models in the game fight together
in groups which we call units. Each unit
belongs to one of the following types:

Infantry (Inf)
Infantry units normally consist of five to
twenty models, as shown in Diagram A.
The number of models that make up a unit
is specified in its Stats (Stats are explained
later) and will normally correspond to the
number of models you get in the boxes
supplied by Mantic. Models in a unit must
at all times be in formation, by which we
mean within 5 of the units Leader and
within 1 of another member of that unit,
forming an uninterrupted chain of models
(see Diagram A).

Heroes & Monsters


(Hero, Monster)
A Hero or Monster is a unit consisting of
a single model: either a mighty leader or
other officer (Hero), a large alien beast or
armoured combat walker or exoskeleton
(Monster) or even a combination of the
two - like a commander mounted on a
great war-beast (often treated as a Hero,
but see individual entries).

Ordnance (Ord)
Each Ordnance unit consists of a single
large gun and sometimes a number of
crew models too. Any crew models are
purely decorative and should be arranged
around the machine, and within 1 of it, in
a suitably realistic fashion.

Armour (Arm)
Each Armoured unit consists of a
single model. They range in size
from mighty battle tanks to smaller
armoured personnel carriers and
include armoured cars and other
lighter vehicles.

Leader

Trooper

L
t

1" t
5 Infantry

t
t
t
t

20 Infantry

L
L
t

t
t

t
t

5"

10 Infantry
t

t
t
t

t
t

Diagram A Units

The Rules

21

Dice
In these rules, when we refer to a die or dice, we mean a six-sided die, which
we call D6. Sometimes we also use terms like D3 (the result of a D6 divided by
2 (rounding up)), or D6+1 (roll a D6 and adding 1 to the result), or 2D6 (roll two
dice and add them together).
Also, if a rule tells you that you need to roll 4+, it means you need to roll a number
equal to or higher than 4.

Re-rolls
When you are allowed a re-roll, simply pick up the number of dice you are
allowed to re-roll and roll them again. The second result stands, even if its
worse than the first.

Roll-off
When called to roll-off, both players roll a die, and then compare their results.
The highest scorer wins the roll-off. Re-roll in the event of a tie.

Stats
Each model in Warpath has a name
and a series of statistics (for short,
we call them Stats) which define how
powerful it is in the game. These are:
Speed (Spd). How fast the model
moves, in inches.
To Hit (Hit). The score needed by
the model to hit, both with ranged
attacks and in melee.
Attacks (Att). The number of dice
the model rolls when attacking
in melee.
Defence (Def). The score the enemy
requires to damage the model.
Nerve (Ner). A combination of
the models courage, training
and discipline.

22

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Special. A units entry will also list any


unusual equipment and special rules
that apply to its models.
The Stats are presented in a profile as
in the following example:

Forge Fathers, Steel Warriors



Steel Warrior

Spd Hit Att Def Ner


4

Special: Headstrong.

4+

5+ 9/11

Unit Leaders
A units Leader is very important, and
should be represented by a suitably
imposing model so that he clearly stands
out from the rest of the unit. The Leader
is the commander of the unit, the one
making the decisions and issuing orders
to his subordinates and is often used as
a point of reference. If a unit consists of a
single model (such as an Armoured unit,
a Hero or Monster), that model obviously
counts as the Leader.

Line of Sight
During the game, you will at times
need to determine whether one of your
models can see another one - normally
an enemy model that your model (and
the unit it belongs to) intends to charge
or shoot. Unless stated otherwise,
models can see all around regardless
of the direction they are actually facing.

Of course, terrain and other models


can still get in the way and hide targets
from sight. To determine whether
your model can see a target, simply
lean down on the table and peek from
behind the head of the model. If you
can see the torso or head of the target
model (ignore weapons, banners or
other decorations, limbs, tails, wings,
etc.) then your model can see it.
When checking a models line of sight,
ignore the other models in its own unit.
You can even lie them down temporarily
if you need to (as in reality they might
be kneeling or even lying prone on the
ground a safe habit on the battlefield).
If youre not sure whether a model can
see a target or not, roll a die. On a 4+ it
can see it, on 3 or less it cannot.

The Rules

23

The Turn
A game of Warpath is played in turns.
During each turn, players first roll to see
whos going to go first, and then alternate
activating their units until all of the units
in the game have been activated. This
concludes the turn and then the next one
begins and is played through, and so on
and so forth until an agreed time limit or
turn limit is reached.
At the end of the game the players will
then work out the victory conditions as

described in the Game Scenario section


(see page 56).
More formally, a turn is divided into the
following phases:
1) Initiative phase
2) Activation phase
3) End phase
Lets examine each of these phases
in detail.

Initiative Phase

First unit.

Activates automatically.

The players execute an Initiative roll they


roll-off and the winner will decide which
player has the Initiative in the ensuing
activation phase.

Second
unit.

Activates on 3+.

Third unit.

Activates on 5+.

Final
activations.

All units activate on 3+.

Activation Phase
The player currently with the Initiative
must pick any one of his units and take
an Activation Test for it. He can activate
one to three units in a row before the
Initiative passes to his opponent, as
described below.
To take an Activation Test, roll a die
and consult the chart below. Note that
in the case of the first unit to activate
every time you have Initiative, the test is
automatically successful.

If the test is successful, the unit is activated


normally and can move and/or attack as
described in the rules. The unit then
receives a Done marker to show that it
has been activated for this turn.
If the test is failed, the unit simply mills
around in confusion or fails to understand
the command and can do nothing for
the turn. The unit still receives a Done
marker and retains a Suppressed marker
if it has one.

The required numbers are as follows:


Once one of his units fails an Activation
Test or the player activates the third
unit, or decides that he does not wish

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to attempt a further Activation Test, the


Initiative passes to his opponent. The
opponent must then activate a unit as
described above and can continue to do
so until he too fails an Activation Test, or
activates all three units, or decides that
he is not going to attempt another. At this
point the Initiative reverts back to the first
player, and so on and so forth.

Final Activations
Once a player has finished activating all
of the units in his army, their opponent
retains the Initiative and can try to activate
all of his remaining units. This is called
Final activations.
During these Final activations, all
remaining units (including the first
one!) activate on 3+. In other words, all
remaining units count as a Second unit.
It is very importnat to note that during
Final Activations, the player can keep going
and try to activate units even if he fails an
Activation Test. He keeps doing this until
he has tried to activate all of the remaining
units in his army and they have all received
a Done marker.

Activating Suppressed Units


You will see later than units can become
Suppressed if they receive fire from the
enemy and fail a Nerve test (see page
36). A Suppressed unit is less likely to
react to your activation, and might just
ignore their leaders orders and stay put.
Every time you pass a successful Activation
Test for a Suppressed unit (including an
automatic pass for a first unit, and during

Final Activations), you must immediately


roll a die for that unit to see if it shakes
off the effects of Suppression. If the result
is one, two or three, the unit remains
Suppressed and the Activation Test counts
as failed instead the Initiative passes
to the enemy as normal. If the result is
four, five or six, the unit shakes off the
Suppression and activates as normal.
Remove its Suppressed marker.

End Phase
Once all units have been activated,
the players remove all of the Done
markers from the table and do some
general tidy-up of the field - removing
stranded casualties, dice, markers, tape
measures, teacups and all other debris
of battle. Then youre ready to begin the
next turn, starting with the Initiative
Phase.

Game End
At the end of turn 5 of the game, either
player rolls a die: on a 3 or less, the
game ends. On a 4+ a final extra turn is
played (Turn 6) and then the game ends.
It is of course possible for the players to
agree at the beginning of the game to
play for a different amount of turns. In
either case, when the agreed number
of turns is reached, always roll for an
extra turn in the End Phase of the last
turn. You can instead decide that you
are going to play for a set amount of
time we suggest half an hour per 500
points being used (e.g. two hours for a
2000pts game). Lastly, you could also
play a Timed Game, as explained in the
Timed Games section.
The Rules

25

Movement
When a unit is activated, it can execute
one of the movement actions described
below (Halt, Move, Move At The Double
or Charge) and then, where permitted,
fire their weapons as described in the
Shooting section.

Halt
The unit does not move at all.

Move
Move each of the units models in any
direction up to a number of inches
equal to their Speed. Models must end
their move in formation (i.e. within 5
of the units Leader and within 1 of
another member of that unit, forming
an uninterrupted chain of models, as
shown in Diagram A on page 21).
During this move, the models can make
any number of changes of direction, as long
as no model moves further than its Speed.
See Diagram B. This is often refered to as a
normal Move or normal speed. Usually
the unit can still fire after moving like this
but some heavy or cumbersome weapons
require a model to stay still in order to fire.

Unit Interpenetration
Infantry, Heroes and Ordnance models
can move through friendly Infantry,
Heroes and Ordnance models. They
cannot however end their move on top
of other models, so youll have to be
sure that they have enough movement
to end up clear of their friends. Enemy
Infantry, Heroes and Ordnance on the
other hand, block movement, as do all
Armoured units (friend and foe).

Move At The Double


The models in the unit can move as
described above, but up to double
their Speed. See Diagram C. This

Diagram C At The Double


t
t
L

2) Leader moves 2" in


another direction, completing
its At The Double move

t
L
t

New Position
of Unit

2) Each other model in the unit is moved up to 4"


(their Speed stat), ending their move no further
than 5" from the Leader within 1" from
another model in the unit.

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L
t

t
t

1) Leader (Spd 4) makes


a move of 3"

t Trooper

Leader

1) Leader (Spd 4)
moves 6" of its
At The Double
move.

Diagram B Move
Original
Position of Unit

t
t

3) Each other model in the unit is moved up to 8"


(double their Speed stat), ending their move no
further than 5" from the Leader within 1" from
another model in the unit.

normally means that the unit will be


unable to fire.

Diagram D Charge
t

Charge
This is the most exciting type of
movement but is also the most
complex. A charge is the only way your
models can move into contact with
the enemy. A unit can charge a single
enemy unit (the target) as long as the
following conditions are met:
at least one model in the charging
unit can see at least one model in
the target unit
at least one of the charging units
models can reach one model in the
target unit, as described below
it is actually possible for the
charging unit to damage the target
in the ensuing melee

Moving Chargers
If a charging model can make a double
move and, going around Blocking
Terrain and enemy units, it can reach
the closest model in the target unit, the
Charge is successful. Otherwise the
unit cannot Charge (and it must choose
another movement action instead).
Note that during a Charge, models
move through obstacles and areas of
Difficult Terrain without reducing their
movement as they would when not
charging (see the terrain rules below).
However, if any of a units models
must go through these types of terrain
in order to reach their targets by the
shortest route possible, the entire
unit will suffer a slight penalty in the
ensuing melee (more on this later).

t
t

t
L

1) Unit A (Marauders Spd 5)


is within 10" of enemy unit B,
which it wants to charge. Its
charge is therefore successful.

t
t

8"

Unit A

L
t
t

Unit B

t
t

t
L

t
t

t
t

t
t
t
L t
t t
t

2) Unit A charges into


t t L
base contact with
t
t t
models in the target unit.
t
Charging models try to make
t
it into base contact with
enemy models and are spread as evenly as
possible amongst the enemies they can reach.
Note that no charging models could reach the
enemy model furthest away (too far!), and two
chargers could not make it into base contact
with any enemy (no more space!), so they are
left at the back.

After moving the first model, move all


remaining chargers into base contact
with models in the target unit by the
shortest route possible. This follows
the rules for an At The Double move
(other than Difficult Terrain not slowing
them down) and these models must
end their move in formation. As you
move into contact with the enemy, you
must spread your models as evenly as
possible amongst the enemies they can
reach, trying to get as many models in
base contact as possible. If there is no
space for all of your models to make it
into base contact with an enemy in the
The Rules

27

target unit, or if some of the charging


models cannot reach any enemy,
simply place them as close as possible
behind the rest of their comrades,
and of course still in formation. The
models in the target enemy unit are not
moved, as they brace themselves for
the impact.
When charging, models can move to
within 1 of any enemies, though they
can only move into base contact with
the enemies they charged. This means
that sometimes a charging unit may
end up very close to one or more enemy
units it has not charged (e.g. when
charging tightly packed enemies).

Charging Suppressed Enemies


Lying down in cover is not very useful if
someone is right on top of you trying to
stab you with a bayonet. If a Suppressed
unit is charged, it automatically loses
the Suppressed marker, as the soldiers
stand up and prepare to desperately
defend themselves.

Terrain
Elements of terrain make your table
look more impressive, and also help
hiding your troops from the enemys
long-range firepower, making the game
more interesting as troops manoeuvre
around looking for cover or a better line
of fire. In wargames, terrain is normally
one of two types: a single terrain piece
or an area of terrain. The rules for both
are given below. Before the game, you
should agree with your opponent how
you are going to treat each of the pieces
of terrain on the table.

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Single Terrain Pieces


These are individual pieces like a
lone tree, a boulder, a fence, a hedge
or a wall. They are going to either
be Blocking Terrain, an Obstacle or
Decorative Terrain.
Blocking Terrain. We recommend
treating solid areas of rock, high walls
and other large pieces as Blocking
Terrain. Units cannot move across
Blocking Terrain and must go around it.
Obstacles. Obstacles are long
and narrow pieces of terrain,
like a low wall, fence, hedge, a
stream, etc. something that a
man-sized creature could see
over and clamber across easily.

Units can move over obstacles


normally (even ending halfway
over them) but cannot cross them
while moving At The Double.
Decorative Terrain. This category
groups small terrain pieces
like individual bushes or trees,
lampposts, street signs, etc. A unit
can move over Decorative Terrain
pieces as it pleases, ignoring them
altogether. However, it is best if
you still make sure your models
dont end up on top of them, so you
dont have to move these pieces of
terrain, which could be important
if they are big enough to influence
line of sight.

Areas of Difficult Terrain


This type of terrain consists of things
like single-storey ruined buildings, alien
jungles, scattered mining or colonial
infrastructures, cratered areas or
broken, rocky terrain, scree, and so on.
These are normally made by gluing a
number of pieces of terrain onto a large
base. This conveniently demarcates the
area of the terrain the entire area of the
base counts as Difficult Terrain. Models
can move through these areas, but all
distances travelled through these areas
are doubled (e.g. every inch of Difficult
Terrain they cross counts as two inches).

Buildings
Buildings are complex terrain that
deserves its own section see page 53.
The Rules

29

Shoot
After moving an activated unit, you can
choose a target for them and open fire!

Moving and Shooting


Units that have just moved At The
Double are too busy moving and cannot
shoot. Some cumbersome weapons
can fire only if the unit called a Halt.
When thats the case, it will be specified
in the weapons rules.

Melee and Shooting


Units that have any models in base
contact with enemies cannot shoot, nor
be chosen as a target for shooting.

Pick a Target
The firing unit can pick a single enemy
unit as a target for its ranged attacks. In
order to do so, at least one of its models
must be able to see at least one of the
models in the target unit.

Determine Firing Models


Once the firing unit has picked a target,
any model that can see at least one
model in the target unit can open fire
with one (and only one!) of its ranged
weapons. Its a good idea to turn all
firing models towards the target, and
any models that are not firing away
from it to make the distinction clear.

Check Range
Each weapon has a range in inches shown in
its profile (see examples below). Measure the
distance between the firing model and any of
the models it can see in the target unit. If the
distance is equal to or less than the weapons
range, the entire enemy unit is in range (not
just the model you measured to).

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Ranged Weapon Profiles


Each ranged weapon has its own profile
specifying its Firepower (Fire), Range
(Ran) and any other special rules it
might have. For example:

Fire Ran

Special

Laser rifle

24

Light Laser Cannon

48 Piercing (6)

For some common ranged weapons


special rules, see page 51.

Firing and Hitting the Target


Each weapon being fired has a
Firepower (Fire) value that shows you
how many dice you roll when firing it.
Roll that many dice for each weapon
that has been determined to be in range
of the enemy unit. Your firing models
dice rolls, after applying any modifiers
that apply, must score a number equal
to or higher than their To Hit (Hit) value
in order to hit their targets. Discard any
dice that score less than that.

Modifiers
A number of factors can make a hit less
likely to happen. The most common are:
-1 extreme range. The target is over
half of the weapons range away.
-1 Suppressed target. The target
is Suppressed.
-1 soft cover. The target is in soft
cover (see below).
-2 hard cover. The target is in hard
cover (see below).

For each of these factors, deduct the


modifier from the score rolled by the
dice. For example, if your models
normally need a 4+ to hit, but are
shooting at a target in soft cover, you
will need to score 5 or more to hit
instead and achieve the required 4+
result. If the target was at extreme
range as well, you would need 6s.
It can happen that the range modifier only
applies to some of the firing models, as
some are in extreme range and some are
not. If this is the case, roll to hit separately
for the various groups of weapons, but then
put all hits caused back together before
rolling to damage (see below).
Any dice that rolls a 1 is always a miss,
regardless of modifiers. However, if
modifiers to the roll mean that the firers
would need more than 6 to hit, they can
still shoot. In order to hit, however, you
need to first roll a 6 and then roll again
and score a 4 or more (no modifiers or
re-rolls apply to this second roll).

Cover
To decide whether the target unit is in
cover, take a look at it from behind the
heads of the firing units models. Always
ignore other models in the firing unit
theyre trained to keep out of the way. Also
ignore other models in the target unit you
cannot use your team mates as cover!
If at least half of the models in
the target unit have no cover
whatsoever from the point of view
of at least half of the firing models,
the target is not in cover.

If at least half of the models in the


target unit are completely or partially
obscured by intervening terrain or
other units (friend or foe), from the
point of view of at least half of the
firing unit, the target is in cover.
If the majority of the target units
models are on, or in base contact
with, an area of Difficult Terrain that
the players have agreed offers cover,
the target is in cover.
If the majority of the firing units
shots have to go through 3 or more
of an area of Difficult Terrain that the
players have agreed offers cover, the
target is in cover.
If the majority of the cover is made of
things that in reality would partially hide
the unit from sight, but not provide much
physical protection against bullets or
shrapnel use the soft cover modifier (e.g.
woods, bushes, camouflage nets, as well
as infantry units and heroes). Otherwise,
use hard cover (e.g. walls, ruins, craters,
rocky areas, as well as other units except
for infantry and heroes). It is important
that you and your opponent discuss and
agree before the game which terrain is
going to count as hard and soft cover.
If youre not sure if the target is in cover,
roll a die. On a 4+ it is not, on 3 or less it is.

Damaging the Target


After discarding any dice that missed,
pick up the remaining dice and roll
them again to try to damage the enemy
models. The number your firers need to
roll to damage their targets is equal to, or
higher than, the targets Defence value.
The Rules

31

This roll can sometimes be modified by


special rules. For example, some units
(like most Armoured units) have a Defence
value of 7 or more, so they cannot be
damaged unless the firer has some positive
modifiers to this roll. As before, there may
be some weapons which have different
modifiers than others. You should roll
these separately or perhaps use different
coloured dice to distinguish them.
Any dice that rolls a 1 always fails to
damage, regardless of modifiers.

Effects of Damage Casualties


For each hit that scores damage, you
remove one of the models in the target
unit. This is done in a strict sequence,
following the rules below. Note that the
rules are given in order of importance.
You cannot take the units Leader
until there are no other models
left hes always the last to die.
In reality this represents other
troopers in the unit taking on the
role (and gear) of the Leader if he
is killed.
You cannot take any models
that stand out from the normal
troopers (e.g. models carrying
support weapons, etc.) until all
of the normal troopers have been
removed. This represents other
troopers in the unit picking up the
weapons of the specially armed
trooper if he is killed.
You must try as much as possible not
to break the target units formation.
First you must take any models
in the open (i.e. visible and not in

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cover from the point of view of any


firing model), then you must take
any models that are visible to the
firers but in cover. Finally, you can
take casualties from models that
are completely out of sight of all
of the firing models shrapnel,
ricochets and bullets going through
walls ensure that nobody is safe.

Testing Nerve
After firing with all models in a unit, and
removing casualties, you immediately test
the Nerve of any enemy unit(s) that your unit
inflicted enough damage on (see the Nerve
section). This test will determine whether
the enemy will stand or be destroyed.

Take It Out! Independent Fire


Sometimes, units can be upgraded by giving one or more of their models a
very powerful man-portable weapon, whose nature varies enormously between
armies. In general, they are used to take on enemy tanks and other heavily
armoured targets.
When a unit fires, any model firing a weapon with a Piercing value of (4) or more
can target any visible enemy, regardless of what his teammates are shooting at.
You can resolve the shots from independent firing weapons before or after firing
the rest of the unit, but you must declare all targets before rolling any dice.
When resolving the independent fire, always determine line of sight and cover by
looking from the viewpoint of the independent firing model, ignoring models from
its own unit (basically, imagine that the rest of the unit does not exist).

Warpath: The Rules

33

Melee
If your activating unit has charged an
enemy unit, then your warriors must now
strike against the enemies that they have
charged we call this Melee, but we
we also refer to it as combat or close
combat. In reality the enemy warriors
would also be fighting back against
yours, but for the sake of playability, we
imagine that the impetus of the charge
means your men are doing most of the
attacking. If the enemy is not destroyed,
your men will fall back and brace
themselves, because their foes are very
likely to soon charge back in to avenge
their fallen comrades.

Determine Attacking Models


Any model that is in base contact with at
least one model in the target unit must
attack with its close combat weapons.

Attacking and
Hitting the Target
Each attacking model has an Attacks (Att)
value that shows you how many dice you
roll when it attacks in Melee. Roll that
many dice for each attacking model. Your
attacking models dice rolls, after applying
any modifiers that apply, must score a
number equal to or higher than their To
Hit (Hit) value in order to hit their targets.
Discard any dice that score less than that.

Modifiers
A number of factors can make a hit
more or less likely to happen. The most
common are:
-1 defensive positions/disrupted
charge. The majority of the models
in the target unit are behind an

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obstacle and/or the chargers move


meant that one or more models
moved through any areas of difficult
terrain or over obstacles.
+1 target suppressed. The target unit
was Suppressed when it was charged.
For each of these factors, add or
deduct the modifier from the score
rolled by the dice. For example, if your
models normally need a 4+ to hit,
but are attacking an enemy that was
Suppressed when it was charged, they
hit on 3+ instead. Any dice that rolls a 1
is always a miss, regardless of modifiers.
However, if modifiers to the roll mean
that the attackers would need more than
6 to hit, they can still attack. In order to
hit, however, you need to first roll a six
and then roll again and score a 4 or more
(no modifiers apply to this second roll).

Damaging the Target


After discarding any dice that missed,
pick up the remaining dice and roll
them again, to try to damage the enemy
models. The number your attackers need
to damage their targets is equal to, or
higher than, the targets Defence value.
This roll can sometimes be modified
by special rules. For example, some
units (like most Armoured units) have
a Defence value of 7 or more, so they
cannot be damaged unless the attacker
has some positive modifiers to this roll.
There may be some weapons which
have different modifiers than others. You
should roll these separately or perhaps
use different coloured dice to distinguish
them. Any dice that rolls a 1 always fails
to damage, regardless of modifiers.

Effects of Damage
Casualties
For each hit that scores damage, you
remove one of the models in the target
unit. This is done in a strict sequence,
following the rules below. Note that the
rules are given in order of importance.
You cannot take the units Leader
until there are no other models left
hes always the last to die. This
represents other troopers in the
unit taking on the role (and gear) of
the Leader if he is killed.
You cannot take any models
that stand out from the normal
troopers (e.g. models carrying
support weapons, etc.) until all
of the normal troopers have been
removed. This represents other
troopers in the unit picking up the
weapons of the specially armed
trooper if he is killed.
You must try as much as possible not
to break the target units formation.
First you must take any models
that are in contact with your own
models, then you must take any
models not in base contact with
your models.

Testing Nerve
At the end of each Melee, once all
models have attacked and casualties
have been removed, you immediately
test the Nerve of the enemy unit that
your unit inflicted enough damage on
(see the Nerve section). This test will
determine whether the enemies will
stand or be destroyed; see Regrouping
below. Note that in Melee, results of

Suppressed count as Destroyed


instead, as described below.

Regrouping
At the end of the Melee and after any
Nerve tests have been resolved, if your
unit managed to destroy the enemy it was
fighting, it can either stay where it is or
move up to D6 in any direction, following
all of the rules for a normal move. If, on
the other hand, your unit did not manage
to destroy its enemies, you must pull
back. Immediately execute a full D6
move following all of the normal rules,
except that your models must attempt to
return towards the position they started
the charge from. As you do this, you
must ensure that your models end up in
formation and more than 1 away from
any enemy model (you might occasionally
have to move them further than the dice
roll would allow to clear the enemy unit).
The enemy models are left in place.

Disordered
If a unit is not destroyed by a charging
enemy, it is automatically Disordered.
Place a Disordered marker next to it.
In its next activation, the unit cannot
shoot or use any other ranged attack.
After their next Activation Test, whether
it is successful or failed, the Disordered
marker is automatically discarded.

Melee Weapons
Unlike ranged weapons, melee weapons
do not have a profile, but normally
confer a special rule to the model
wielding them. For some common melee
weapons special rules, see the Special
Rules section on page 51.
The Rules

35

Nerve

As a unit accumulates damage, it will


become more and more likely to lose
cohesion, until eventually it will turn tail
and run from the field, never to return.

When to Test
If the unit you are activating shoots
or charges an enemy unit and kills at
least 50% of their current numbers
(calculated at the point your unit first
activated), you have inflicted a serious
amount of damage and can now test
their Nerve. This of course means that
it gets increasingly easier to cause
Nerve tests on enemies units as they
reduce in size.

For example, an enemy unit that


consists of ten warriors suffers
four casualties from the fire of one
of your units. That is not enough to
make them test. However, there are
now only six warriors in the enemy
unit, which means that your next unit
to attack them only needs to inflict
three casualties (i.e. 50% of six) to
force a Nerve test.

How to Test
Each unit has two numbers under its
Nerve value. The first number is the
units Suppression limit, the second
number is its Destruction limit.
To test the Nerve of an enemy unit, roll
2D6 and add to the result any modifiers
that apply (from Special rules, etc.).
This is the total youre using to attack
the enemy units Nerve. This total is
then compared with the Nerve values
of the enemy unit.

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Results
If the total is equal to or higher than
the enemy units Destruction limit,
the unit suffers a Destroyed! result
(see below).
If the total is lower than the Destruction
limit, but equal to or higher than the
Suppression limit, the unit suffers from
a Suppressed result (see below).
If the total is lower than the units
Suppression limit, the unit is Steady,
which means it is completely unaffected
and continues to fight on as normal.
Do remember that if the Steady result
is caused by a melee attack, the
Steady unit still needs to be marked
as Disordered, as explained in the
Melee section.

For example, lets say you are testing


against the Nerve of an enemy unit
that has a Nerve of 8/10. If you roll
a seven or less, the enemy unit will
be Steady. If you roll an eight or nine,
the enemy unit will be Suppressed. If
you roll a ten or more, the enemy unit
is Destroyed.

Suppressed
The unit continues to fight, but drops to
the ground and takes cover. This makes
the unit more difficult to activate, as
explained in the Activation section.
If the Nerve test is caused by melee
attacks, the unit treats Suppressed
results as Destroyed! instead lying
flat on the ground is not a great

defence against melee opponents,


so the unit surrenders instead and is
either slaughtered on the spot or taken
prisoner (or devoured, depending on
the enemy).

Destroyed!
The unit is scattered and runs for the
hills or surrenders to the enemy. To all
intents and purposes it is Destroyed remove it from the game.

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37

Armoured Units

Armoured units (or Armour for short)


follow the rules as given previously,
except that they consist of a single
model and use the exceptions listed
here below.

Diagram F Manoeuvre
Armour with
Speed 12
moves 7",
pivots, then
moves
another 5".

Armour Movement
Armoured units move in a very different
way from other units. So when moving
an Armoured unit, you can give do one
of the following:

Halt
This is just the same as any other unit
the Armoured unit remains stationary.

Hard Turn
The Armoured unit moves by simply
pivoting around its centre to face any
direction. See Diagram E.

Diagram E Hard Turn

Manoeuvre
The Armoured unit moves at normal
speed this is always straight forward
or straight backwards up to its Speed
in inches. At any point during this move
(i.e. before or after moving, or anywhere
along the move), the Armoured unit
can also make a single pivot around
its centre of up to 90 degrees from its
original facing. See Diagram F.

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Full Speed
The Armoured unit advances straight
forward, without any pivot, up to double
its Speed in inches. See Diagram G.
This prevents it from shooting that
turn, just like moving At The Double for
non-armoured units.

Diagram G Full Speed


Armour with Speed 12 can move
Full Speed forward up to 24".
12"

24"

Collisions & Overruns


You will have noticed that Armoured
units cannot charge. Just as normal,
they cannot move into contact with
other units, friends and foe, as this is
simply too dangerous. However, when
they are moving at Full Speed, they
are allowed to move into contact with
enemy Armoured units (smash!). They
are also allowed to move right through
Infantry and other units (squash!), and
they have a Crushing Strength value
specifically for this purpose... read on.

Collisions
In a Collision, an Armoured unit
moves at Full Speed into contact with
another Armoured unit and then stops.
A Collision causes D6 automatic hits
on both vehicles. Roll a separate die
for each vehicle and roll for damage
against both your and the enemys
Armoured unit using the appropriate
Crushing Strength value for each
vehicle. If any unit is damaged in the
process, take a Nerve test for them,
including against your own unit!

When doing so, you must ensure that


they can clear the entire unit and end
their move at least 1 away from any
enemy unit, just as normal. If this is
impossible and your Armoured unit stops
over enemy models, move these models
as little as possible to make room for
your Armoured unit. See Diagram H.
Immediately after finishing the
move, the Armoured unit makes D6
Melee attacks against every enemy
unit it moved over, representing a
combination of soldiers being run
over and the demoralising effect of
having to run away from an armoured
behemoth. These attacks always hit
on a 4+, regardless of any modifier.
Roll to damage as normal for any hits
caused, using the Crushing Strength
value of the armoured unit. Test
the Nerve of any enemy unit taking
enough damage as described in the
Nerve section (and remember, these
are Melee attacks!).

Diagram H Overrun

It goes without saying that its much


better to launch your hardest vehicles
against flimsy low-Defence enemy
Armoured units than the other way
around, otherwise you risk inflicting more
damage against yourself than the enemy.

t
t
L
t
t

Overruns

Terrain and Armour

When moving at Full Speed, Armoured


units are allowed to move through
enemy Infantry, Heroes and Ordnance
units (but not other Armoured units,
see Collisions).

Armoured units move at normal speed


across any type of terrain other than
Blocking Terrain. However, if they move
at Full Speed across an Obstacle or into
an area of Difficult Terrain, roll a die
The Rules

39

as soon as they come into contact with


the Obstacle or as soon as they are fully
inside the area of Difficult Terrain. On
the roll of a 1, the unit is Immobilised
(see Damaged Immobilised, opposite).

Shooting Against
Armour
Armoured units are normally more
vulnerable to enemy fire coming from
their flanks and rear, as their armour
is normally thicker at the front and
their more delicate parts, like the
engine, tracks, fuel tanks, are more
exposed to fire coming from the side
and especially the back. When shooting
against an Armoured unit, work out if
the shots are coming from the front,
flank or posterior arc of the target. In
order to determine where these arcs
lie, use two imaginary lines crossing
perpendicularly on the centre of your
vehicle, as shown in Diagram I.

Diagram I Armoured Unit Arcs


Front Arc
90
Left Arc

Right Arc

Posterior Arc

Prolong these imaginary lines until


its clear which direction the shots
are coming from. In the case of units
comprising of several models, you will
have to resolve their fire in separate
batches according to which facing they
are targeting.
Any weapon and unit that has the
Piercing special rule (i.e. very powerful
weapons) will count its Piercing bonus
as one higher (+1) if its shots are
coming from the flank of the target,
or two higher (+2) if coming from the
posterior arc.
Weapons and units without the Piercing
special rule NEVER get these bonuses
as they are simply too weak to penetrate
armour, regardless of the direction
their shots come from.

Obvious Targets
As they are very large and not very good
at making use of cover, any units firing
at an Armoured unit benefit from an
additional +1 modifier to hit.
For the same reason, Armoured units
never benefit from the Suppressed 1
modifier to be hit. A suppressed tank is
just as big as one that isnt.
Finally, Armoured units only count as
in cover if at least 50% of the model is
in cover from the point of view of the
majority of the firers.

Tough to Kill!
All Armoured units have the Tough (n)
special rule, as described on page 49).

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This basically means they are not


removed when they suffer the first point
of damage, but only when they have
accumulated an amount of damage
equal to (n).

dagage or from a failed Nerve test), roll


a die. On a 4+, the model is removed as
normal. On a 3 or less, the model is left
in place as a blazing/smoking hulk and
becomes Blocking Terrain for the rest
of the game.

All Armoured units are Tough (3),


except if their entry specifies otherwise.

Armoured Units Shooting

Damaged Immobilised

Independent Fire

If an Armoured unit has the Tough (n)


special rule, every time you score a
point of damage on it, roll a die. On a 4+,
the vehicle is Immobilised. Whatever
the result, you should now also make
a Nerve test against the damaged unit
see page 36.

Thanks to their advanced fire control


systems (or numerous crew), Armoured
units can split their fire against
different targets. This means that you
fire each weapon carried by the vehicle
separately and in any order you like
just declare all of the targets before
starting to fire any weapon.

If a vehicle is Immobilised for any


reason, it must remain stationary for
the rest of the game and can only Halt.

Destroyed
When you destroy an enemy Armoured
unit (either by removing its last point of

The Rules

41

Arc of Fire
Each weapon on an Armoured unit can
only be fired at targets that lie at least
partially in one or more of the units arcs
(see Diagram I). Each of an Armoured
units weapons has a notation showing
in which arc it can be fired. These can
be [F] for the Front arc, [L] for the Left
arc, [R] for the Right arc, [P] for the
Posterior arc. Some weapons can be
fired in multiple arcs, and this will be
indicated as, for example, [F/L/R], or
even [A] for weapons that can be fired
All Around (so 360 degrees).

Line of Sight
Work out the line of sight of each
weapon (and cover of its target) by
looking along its barrel.

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When working out the line of sight of


a vehicles guns, always assume that
they are free to swivel, traverse and
otherwise move as much as the design
of the model indicates. If you have glued
your tanks turret in a fixed position, for
example, still assume that it can rotate
all around.

Melee Against
Armoured Units
Hitting Armoured units
When rolling to hit an Armoured unit
in Melee, the following to hit modifiers
apply instead of the normal ones:
2 fast moving target. The target
is not Immobilised and moved over
12 in its previous activation.

+2 stationary target. The target


performed a Halt or Hard Turn
in its previous activation or is
Immobilised.
If the target moved up to 12, including
performing a Hard Turn, no modifiers
apply and the attacker rolls to hit
as normal.

Damaging Armoured Units


In Melee, there are no bonuses for
attacking an Armoured unit in the flank
or posterior arcs, as the attackers are
clambering all over the enemy vehicle.

However, it is much easier to find weak


spots in a vehicles armour at point blank
range, so any weapon and unit that has
the Crushing Strength special rule (i.e.
very powerful attacks) will count its
damage bonus as two higher (+2) when
attacking a stationary armoured unit (as
defined above). For example, a model
with Crushing Strength (2) counts as
Crushing Strength (4).

No Disorder
Unlike other units, if an Armoured unit
survives a melee, it is not Disordered
and it is free to act normally in its
following activation.

Warpath: The Rules

43

Nerve Tests for Armoured Units


If you inflict one or more points of
damage on a Tough (n) armoured
unit, and the unit is not destroyed, you
immediately test its Nerve, just like
when you inflict 50% casualties on an
infantry unit.

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All Armoured units are Steadfast,


unless otherwise noted.
If an Armoured unit is Destroyed by
a Nerve test, roll as normal to see
whether the model is left in place (i.e.
the crew have abandoned it) or not (i.e.
the crew have hurriedly driven it off the
field, or abandoned it and blown it up).

Ordnance
Ordnance units follow the main Infantry
rules as given earlier, but have a few
exceptions. We thought it convenient
to sum up all such unique rules in
a separate section, so that they are
easier to find.

Movement
All Ordnance units have the Lumbering
special rule, and therefore cannot move
At The Double. In addition, they are not
allowed to Charge.
Ordnance units treat all type of terrain
as Blocking Terrain. They can be
deployed in areas of difficult terrain, but
in that case they can only Halt for the
rest of the game.

Shooting
As they are so bulky, Ordnance units
have the Reload! rule.
When an Ordnance unit fires, first pivot
the gun around its centre to face its
intended target (this does not count as
moving), and then check its line of sight
along the barrel of the gun.

Tough to Kill!
All Ordnance units are Tough (3), except
if their entry specifies otherwise.

Melee
When attacking an Ordnance unit,
models always receive an additional
+1 to hit, as artillery crew are not well
equipped for close combat.
As they cannot move At The Double or
Charge, Ordnance units must move at
normal Speed when they are Disordered
they are attempting to redeploy under
cover from friendly units. If they cannot
move when Disordered (they could
have been deployed inside an area of
terrain, for example), they become
Suppressed instead.
Note that Ordnance units are not
very good at getting out of the way
of Overrunning armoured units. The
player rolls two dice to determine how
many attack his overrunning vehicle
gets against the Ordnance unit and
chooses the highest of the two results
crunch!

Nerve
If you inflict one or more points of
damage on a Tough (n) Ordnance unit,
and the unit is not Destroyed, you
immediately test its Nerve, just like
when you inflict at least 50% casualties
on an Infantry unit.

The Rules

45

Heroes and Monsters


Heroes and Monsters follow the main
Infantry rules as given previously, except
that they consist of a single model and
use the exceptions listed below.

Shooting
Monsters (and not Heroes!) are Obvious
Targets as described for Armoured units.

Tough to Kill!
All Heroes and Monsters are Tough (3),
except if their entry specifies otherwise.

Nerve
If you inflict one or more points of
damage on a Tough (n) Hero or Monster,
and it is not Destroyed, immediately test
its Nerve, just like when inflicting at
least 50% casualties on an Infantry unit.

Transports
Some units (normally Armour or
Monsters) have the ability of carrying
squads of infantry into battle. If a unit
has the Transport (n) special rule, it
can transport any number of units of
Infantry, and/or Heroes, up to a total
number of models equal to (n).

Mounting Up
Units can be deployed directly inside a
Transport during Deployment, when its
their turn to be deployed. Otherwise a
unit can mount up by being activated and
then move to within 1 of a Transport.
Transported units are removed from the
table clearly mark which unit is inside
which transport for your opponent to
see (sometimes, players like to leave the
Leader model on top of, or next to the
vehicle as a reminder).
Transported units cease to exist from
the point of view of the game until they
Dismount. While they are transported,
they can do nothing and cannot suffer
any damage. However, if their Transport
is destroyed, each unit on board at the

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time immediately suffers D6 hits with


Piercing (1). If it survives the damage
(and possible Nerve test), it then receives
a Done! marker. If the Transport model
is removed as a result, the transported
units are placed in the Transports place.
If the Transport model remains (as a
blazing hulk) the transported units are
immediately placed around it and, as
much as possible, with all of their models
within 1 of the hulk, and in formation.

Dismounting
Transported units cannot be activated
while transported, unless you want
them to Dismount from the transport.
Transported units cannot Dismount from
a transport that moved at Full Speed
that same Turn. For a transported unit to
Dismount, you must attempt to activate
it. If successful, the unit is placed so
that all of its models are in formation
and within 3 of the Transport. The unit
must then make a normal Move (no
Charging or moving At The Double), and
counts as moving even if they decide
not to move any further.

Special Rules
Units, or entire armies, sometimes possess
what we call Special Rules. Each of these
special rules is an exception to the normal
rules. The most common of them are listed
here, but we will undoubtedly add more to
this list at a later date.
Bulky
Size matters.
The unit cannot be transported.
Craven
Not everyone is cut out to be a warrior...
If the unit wants to Charge, roll a die. On a result
2+ the Charge proceeds as normal. On a 1, the unit
misunderstands the order and Halts instead.

Crushing Strength (n)


This rule is used to represent the
devastating effects of Melee hits from
creatures of terrible strength, or equipped
with specialised close combat weaponry.
All Melee hits inflicted by the unit have
a +(n) modifier when rolling to damage.
Elite
Elite creatures are true masters of the
art of war.
Whenever the unit rolls to hit, it can reroll one of the dice that failed to hit.
Fast
Zooooooooooommmmm!!!
When moving At The Double or at Full
Speed, this unit trebles its Speed rather
than doubling it.
Headstrong
Ive got no time to bleed.
When you are trying to activate
this unit when it is Suppressed,

you can re-roll the die for shaking


off the effects of Suppression and
successfully activating.
Immobile
The unit is so heavy that it cannot move
under its own power, or it is simply built
into a defensive position.
This unit must always Halt when
activated and cannot move. If forced to
move by any reason, it is destroyed.
Infiltration
The unit is extremely adept at infiltrating
and acting behind enemy lines.
During your Deployment, you can place
this unit up anywhere on the table
outside of the enemys Deployment
area and more than 12 from any
enemy unit that has already deployed.
Inspiring
The bravery of a heroic individual, the
presence of a feared superior officer or
indeed the mind-link of some controlling
alien creature, are all factors that
contribute to make troops fight that
much harder and helps them retain
momentum during an attack.
If the unit itself, or any friendly unit
within 6 of it, fails an Activation Test,
you can choose to immediately re-roll
the die. The second result stands. This
ability can only be used once per Turn
though, so choose wisely!
Note that this re-roll is
initial Activation test only,
a Suppressed unit still has
an additional roll to pass
as normal.

for the
and that
to make
the test,

The Rules

47

48

Jump Troops
Some troops use anti-grav personal
systems, jump jets, short-range
teleporters and other more exotic gear
allowing them to cross the battlefield
at speed.
The unit can move normally on the ground
using its Speed value, or can activate its
jump jets. If it does so, its Speed changes
to 9 (so, 18 when moving At The Double
or when Charging), and it can move
over anything without penalties (enemy
units, Blocking Terrain, areas of Difficult
Terrain, etc.), but still cannot land on top
of Blocking Terrain or within 1 of another
unit. If it Charges using its jump jets, in
the ensuing Melee it does not suffer the
-1 to hit penalty for charging a defensive
position or for a disrupted charge.

Lumbering
Some machineries of war are not built
for speed, but more than compensate
for it with firepower.
The unit cannot move At The Double or at
Full Speed. When Charging, it does so at
normal speed and not at double speed.

When mounting and dismounting from


a transport, Jump Troops must move
on the ground using their normal
Speed value and cannot do so and use
their jump jets.

Recon
This unit is trained to range ahead of
the main force, scouting the terrain
and gathering information.
The unit can make a single At The
Double or Full Speed move after all
Deployment is finished, but before the
players roll for the Initiative on Turn 1.

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Steadfast
No retreat! No surrender!
The unit treats Suppressed results on
Nerve tests as Steady instead, including
in Melee.
Stealthy
The unit is extremely adept at hiding, or
benefits from thermo-optical screening.
Enemies shooting against the unit
suffer an additional -1 to hit modifier.

If both armies have units with this rule,


roll a die. The highest scorer decides who
begins to move one of his Recon units
first, then the players alternate until all
Recon units have been moved.
Tough (n)
Some models that form a unit of their own,
like armoured vehicles, heroes, monsters
and artillery pieces, can take quite some
punishment and keep fighting.
Models with this rule are not removed
when they suffer their first point of
damage, but rather when they have taken
a number of points of damage equal to
the number in the brackets. This means
that you must keep track of the amount of
damage they suffer during the game, by
writing it down or using damage counters.

an activation, the enemy will test its


Nerve, as described on page 36.
Vicious
The units attacks are lethal poisoned,
corrosive or infected with a highly virulent
pathogen.
Whenever the unit rolls to damage, it
can re-roll one of the dice that failed
to damage.
Zap! (n)
This represents all sort of assorted
alien mind-burning powers and other
exoteric modes of attack.
The model has a ranged attack.
This attack has a Firepower equal
to (n), a range of 24, always hits on
4+ (regardless of modifiers) and is
Piercing (1).

Whenever one of these models suffers


one or more points of damage during

The Rules

49

Armour Special Rules


The following special rules are normally
given to armoured units.
Hoverer
Used for vehicles that can fly at low
altitude, hover in stationary flight and land
vertically at will, much like a helicopter or
anti-grav gunship.
The unit moves over anything without
penalties (Blocking Terrain, Difficult
Terrain, enemy units, etc.), but cannot
land on top of them. In addition the unit
cannot Overrun enemy units, and it can
only initiate a Collision against enemy
units that also have this rule. The unit can
be charged only if its already Immobilised.
The unit also has the Nimble special
rule.
Nimble
Used for vehicles with little or no armour,
this rule makes the unit much more
manoeuvrable.
If moving at normal speed, the unit can
make a single extra Hard Turn move at
any point during its movement.
Open Top
Used for vehicles that have soft skin
and/or have no cover at all, so that the
crew are exposed to enemy fire.
Open Top armoured units have a
considerably lower Def value, and are
not Steadfast, as the enemy attacks can
easily cut down the crew or force them
to duck for cover inside their vehicle.
This does make them very vulnerable
in melee, where a Suppressed result
would destroy them as normal.

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Units transported aboard Open Top


transports can be activated even when
they dont Dismount. If you do that, up
to three transported models can fire
temporarily place the models on the
transporting model in order to work out
their line of sight and range.
If the transport has already been activated
and has moved at normal speed, the
passengers can shoot as normal.
However, if the transport has already
been activated and has moved at Full
Speed, the passengers cannot shoot.
In addition, transported units can
move At The Double and even Charge
after Dismounting from an Open Top
unit instead of being forced to make
a normal Move. However, they charge
at their normal Speed, rather than
doubling it.
Stabilised
This vehicle is designed to fire its
weapons on the move.
If this unit moves at Full Speed, it can
still fire one of its weapons (except for
weapons with the Reload! special rule).

Weapons Special Rules


The following special rules represent a
variety of weapon effects and capabilities.
Blast (n)
Booooooommmmm!!!
Roll to hit normally. Then, any hit
caused is multiplied by the number
indicated in the bracket before rolling
to damage.
Howitzer
Some flexible weapons can either be
fired directly at the enemy or used to
bombard very distant targets.
The weapon may either be fired
normally or by using the Indirect Fire
special rule. Declare before you fire.
Indirect fire
The weapon fires its shots in high arcing
trajectories. Receiving coordinates
from observers in orbit, the operator
can engage targets it cannot see.
However, he cannot fire at enemies
who get too close.
The weapons shots never suffer any
to hit modifiers for range or cover.
However, it can never target units
within 12.
In addition, the weapon may be fired at
targets that the operator cannot see, but
in this case it will suffer an additional -1
To Hit modifier.
Piercing (n)
This rule is given to high-powered
ranged attacks that have a better
chance of penetrating the armour of
enemy units.

All hits inflicted by the weapon have a


+(n) modifier when rolling to damage.
Pistol
Pistols have the great advantage that
they can be used both at a range and
in melee, making them extremely
flexible weapons.
A model armed with a pistol has one
extra Attack in Melee.
In addition, if the pistol has a Piercing
value, it confers an equivalent Crushing
Strength to all of the models Melee
attacks. If the model already has
Crushing Strength, it will use the
highest value available either its
own or the pistols for all of its Melee
attacks.
Reload!
Some powerful weapons need a long
time to prepare for firing or to reload
once they have fired.
The weapon can only be fired if the unit
has Halted during this activation.
Saturation
This rule is used for flame throwers
and other attacks where a great gout
of incendiary liquid or toxic gas fills
an area.
This weapon always hits on 4+,
regardless of any modifiers.
Sniper
A weapon designed to hunt and kill
enemy Leaders.
If the unit remains stationary and fires,
this weapons shots ignore any cover
modifiers and the Stealthy special rule.
The Rules

51

Reinforcements
During Deployment, you can leave up
to half of the units in your army behind
and not deploy them on the table. These
units are your Reinforcements and will
be able to arrive later during the game.
You dont need to activate these units
during your turn. If you do attempt to
activate them, however, you must first
take an Activation test as normal and
then confirm the activation exactly
as you would when activating a
Suppressed unit (see page 25).
If the Activation test is failed, or
you fail to Shake off the effects of
Suppression, the unit will not enter the
game that turn and the Initiative passes
to the opponent as normal (unless of
course this is done during the Final
Activations). If at the end of the game
the unit is still off the table, it does not
count as Destroyed.
When a Reinforcing unit is activated,
immediately choose an entry point for

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the unit. This can be anywhere on your


long table edge or on either short table
edge, a number of feet away from your
long edge equal to the current turn
number (so up to 12 in on Turn 1, up to
24 in on Turn 2 etc.).
For example, on your third turn the
entry point can be on your long table
edge or on either short table edge
within three feet of your long edge.
If the unit arrives on your fifth turn, it
can also enter from the enemy long
edge, but within a foot of either corner,
or within two feet of the corners if it
arrives on your sixth turn (the unit has
obviously encircled the enemy position).
Place the units Leader in contact
with the entry point and position
the remaining models in formation
around him as normal. Then you must
immediately move the unit at normal
speed, in the same way as units
Dismounting from a transport.

Buildings
The way buildings are represented on
a wargames table varies enormously,
but roughly they can be divided into
two categories which we will analyse
separately: Devastated Multi-floor
Buildings and Solid Buildings. Keep in
mind that these are quick rules, to be
replaced in the future by a supplement
covering the details of fighting in
ruined cities.

Devastated Multi-floor Buildings


These are the simplest type of buildings,
no more than three-dimensional areas
of Difficult Terrain, with several floors
still reachable by your models. Of
course, we assume that you are able
to reach inside this type of building and
move your models.
As we said, these treacherous placers
are Difficult Terrain, unless the players
agree otherwise, so movement across
them is slow.
In addition, any Infantry and Hero
models can move up or down a floor
by making a move at the double, as
we assume there are ruined stairs or
ladders, or other climbing implements,
or even just piles of rubble, connecting
each floor. Always ensure that a unit is
completely on one of the floors, as units
stretching two or more floors are way
too complicated for these quick rules.
A unit can declare that it is Charging
an enemy that is occupying a floor
immediately above or below its present
position. The chargers are moved so that
they are as close as possible underneath

or above the target, and then the Charge


is resolved applying the -1 defensive
positions/disrupted charge modifier. If
the enemy is destroyed in Melee, the
charging unit is moved in their place.

Solid Buildings
These are buildings that are still intact
and we assume that you are not able
to open them and move your models
inside them.
The simplest solution is to treat these
buildings as Blocking Terrain.
Otherwise, if you prefer to use them
in your games and decide that your
models can enter them, you need to
treat them as Immobilised Transport
vehicles. Before the game you must
therefore decide what Defence value
and what Transport value to assign to
each solid building on the table.
Listed below are some guidelines for
Defence values.
Wooden hut

7+

Log cabin

8+

Brick house

9+

Concrete building

10+

Bunker

11+ or better

As for Transport capacity, our guideline


is to say that a building has a Transport
value of 10 per 6 square section.
When Mounting (i.e. entering) and
Dismounting (i.e. leaving) from a
building, units can only use facings
The Rules

53

that have opening large enough for the


models to move through doors, gates,
large windows, etc. This means that
models must be within 2 of the side
of the building that has such openings
when entering/leaving buildings.
Once inside a building, the unit is
assumed to occupy the entire building
all of its floors. Other friendly units
can enter the same building up to the
Transport value, but enemy units can
no longer enter it and must instead
attack the building itself in other
words the building has now turned into
one of your Transport vehicles.
Units inside buildings can be activated
to get out of them and can also be
activated to shoot out of them, as

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described in the Open Top special rule


(note that buildings do not otherwise
have the Open Top rule). When shooting
out of a building, draw line of sight from
any obvious opening.
All the rules for attacking Immobilised
Armoured units apply, except that
any unit shooting at a building always
counts as in its front arc. If a building
is destroyed, replace it with an area
of rubble (Difficult Terrain) and then
resolve damage against any unit inside
it as you would for transported units
if their transport is destroyed. Finally,
place any surviving models that were
inside the building within this area
these models are automatically
Suppressed.

Picking a Force
You can play Warpath with just a few
units per side, without worrying about
the two sides being equally matched.
This is great for learning the game, but
after youve become familiar with the
rules and amassed a large collection of
models, you might want to try a game
where the forces are balanced, so that
both players have an equal chance of
winning the game.

includes. We call these Irregular units,


and they are not Solid units because
they are not representative of the core,
or mainstay force, of their army.

To achieve this, you and your opponent must


pick an army before the game. First, agree
a maximum total of points, say 2,000 points.
Then start picking units from the army lists
provided by Mantic. Each unit costs a certain
amount of points as listed in its entry in the
appropriate army list (including any options
like additional weapons). For example, a
squad might cost around 100 points.

Allied Armies

As you pick units and include them in your


army, keep adding their cost until you have
reached the total you agreed. You can of
course spend less than the agreed total.
The only limit we set to stop ruthless
gamers from concocting absurd armies is
that for every Solid unit in your army (i.e.
units of at least 10 infantry models), you can
include 1 Ordnance unit, 1 Armoured unit
and 1 Hero or Monster. So, for example,
including 3 Solid units gives you access to
up to 3 Ordnance units, 3 Armoured units
and up to 3 Heroes or Monsters.

In addition, if a unit has [1] after its


name in the list, it is a Living Legend
and this means that only one such unit
exists and can therefore be only be
included in a players army once.

You are free to mix units from different


races in your army, as long as you always
keep in mind that you need a Solid unit of
a specific race to include each Ordnance
unit, Armoured unit and Hero or Monster
of that race.
You can also join forces with your
friends and play with several allied
armies on either or both sides, as
long as the points values are balanced
(unless you agree otherwise).
However, alliances between races
that are hated enemies in the Warpath
background are not very realistic, so
we have given a specific list of Possible
Allies to each army.
So please try to follow these guidelines
and dont include units of an army that
is not a Possible Ally in your army,
unless your opponent agrees, of course.

Note that some units have an asterisk


next to their name (for example:
Stunts*). This indicates that the unit
is never counted as a Solid unit,
regardless of the number of models it
The Rules

55

Game Scenario
1) Prepare your Forces
First of all you and your opponent need
to pick armies to an agreed total of
points, using the process described in
Picking a Force.

2) Choose a Gaming Area


We assume that games of Warpath
will be played on a 6x4 foot area,
either on a table or another flat
surface, like the floor.

3) Terrain Alien Worlds


Before the game, you should place
some terrain on the battlefield. Try to
recreate an evocative landscape of the
futuristic/alien world your armies are
battling on and always keep in mind
that Warpath plays better if there is a
good amount of terrain on the table.
Ideally, you need a few large pieces of
terrain completely blocking the models
line of sight, so that units have to move
around to engage targets. Also, you
need a fair amount of smaller terrain
that gives your units some cover from
enemy fire. Without enough terrain
on the table, units might just sit on
the edge blasting away at each other,
which is not much fun, especially on the
receiving side. A good solution is to find
a third (and neutral!) person to lay out
the terrain for you. As a rule of thumb,
try to cover around a third of the table
with a mixture of terrain types.
During this stage its vital that you
agree what each piece of terrain is
going to count as during the game
is it Blocking Terrain, an Obstacle, a
piece of Decorative terrain, or an area

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of Difficult or Impassable terrain? If you


are using buildings, agree how you will
treat them during the game.

4) Set Time
The game lasts 5 turns. At the end of
turn 5, the player rolls a die. On a 1-3
the game ends. On a 4-6 an extra turn
is played and then the game ends. Of
course you can agree to change the
number of turns you are going to play
for, or instead that you are going to play
for a set amount of time (we suggest
two hours), after which the game
continues until the current turn ends.
Alternatively, you could also play a
Timed Game, as explained in the Timed
Games section of the main rulebook.

5) Engagement Brief
So, when the game ends, who is going
to be the winner? In order to determine
that, roll a die now to see what type of
game you will be playing:
D6

Type of Game

1-2

Meat Grinder

3-4

Scorched Earth

5-6

Total Global Domination

Meat Grinder
At the end of the game, add up the cost
of all of enemy units you Destroyed.
That is your score. Your opponent does
the same and you compare scores.
If the difference between the scores
in favour of a player is at least 20% of
the total cost of the armies, that player
wins. Otherwise the game is a draw.

For example, in a game where


armies are 2,000 points, you
need at least 400 points more
than the opponent to win.
Scorched Earth
Place D3+4 Objectives on
the battlefield. For objective
markers, you should use
25mm round bases, but
two pence coins or items
of similar size are also fine.
Both players roll a die. Whoever scores
highest places the first marker, and
then players take turns placing the
markers. Objective markers must be
placed more than 12 from one another,
and not in Impassable terrain.
If, at the end of the game you have a unit
within 1 of an Objective Marker and
no enemies within 1 of it, you control
that Objective. A unit can only control a
single Objective. If you control two more
Objectives than your opponent, you win,
otherwise the game is a draw. If you
play on a smaller or larger surface,
adjust the number of Objectives as
follows: add/remove one Objective for
each 2x2 section you add/remove from
the normal 6x4 area. For example,
that means using D3+2 Objectives if
your surface is 4x4, or it means D3+6
Objectives on a 8x4 area.
Total Global Domination
Proceed as for Scorched Earth above
but at the end of the game count the
points just like in a Meat Grinder game.
In addition to points for killing units,
any Objective you control at the end of

Player A Set-up Area


12
Middle Line

12

Player B Set-up Area


the game (as described above) is worth
an amount of points equal to 10% of the
cost of the armies. For example, in a
game where each army is 2,000 points,
each Objective is worth 200 points.

6) Deployment
Both you and your opponent first place
all of your units next to the playing
surface for the other player to see. You
can also have a look at each others
army list, to ensure you both understand
what force you are going to face. Then
both players roll a die. The highest
scorer chooses one long edge of the
battlefield as his own and then places
(or deploys) one of his units on that side
of the battlefield, more than 12 from
the middle line (see the diagram above).
His opponent then does the same on the
opposite side of the table.
The players keep alternating in doing this
until they have deployed all of their units
onto the table. You can leave up to half of
the units in your army off the table, and
any undeployed unit will be treated as a
Reinforcement (see page 52).

7) Begin the Game!


The Rules

57

Timed Games
We really enjoy playing a game of
Warpath in a relaxed atmosphere,
along with the accompaniment of epic
music, beer, pizza and the unavoidable
truculent banter. However, the game is
designed so that you can also decide
to introduce another dimension to
the fight: time. This way youll be able
to experience some of the pressure
of real battle, when snap decisions
make the difference between victory or
defeat, life or death!

Chess Clocks
The best tool for timed games is a chess
clock, a clever device that ensures time
is equally divided amongst the players,
thus creating the ultimate fair and
balanced wargame.
Simply agree a number of turns for the
game and an amount of time per player,
and set the chess clock accordingly.
For a 2,000 points game, we suggest
sticking to the recommended five turns
(plus roll for a sixth) and one hour
per player, but its up you to find the
pace you prefer for your games. Then,
after deciding which player begins to
Deploy, start that players clock. Once
hes finished deploying the first unit,
he stops his clock and activates the
opponents clock, and so on.
Once Deployment is finished, stop both
clocks and begin the game by rolling
the first Initiative phase.
Once the winner of the roll has chosen
who has the Initiative, re-start that
players clock. That player plays until

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he loses the Initiative and then stops


his clock and activates the opponents
clock, and so on.
The game ends at the agreed number
of turns and victory conditions are
worked out as normal. However, if a
player runs out of time during any one
of his turns, the game ends instantly
and his entire army routs immediately
remove all of his remaining units, as
if they suffered a Destroyed result,
and work out the victory conditions
as normal. However, in an Objectivebased game the opponent is allowed to
keep moving his units for as many turns
as there are left in the game in order
to grab Objectives before the victory
conditions are worked out.

Other Timers
If you dont have a chess clock at hand,
dont worry the stopwatch in your
phone or watch, or even an hourglass
or egg timer will do fine.
If you use one of these, then each player
gets an agreed amount of time per
Initiative segment (i.e. from the moment
he receives the Initiative to the moment
he surrenders it to the opponent). We
suggest that each Initiative segment
should take five minutes.

If a player runs out of time during his


Initiative segment, he can finish the
activation of the unit he was in the middle
of activating, but his Initiative then ends.
Make sure that you also set a time limit
for Deployment (30 seconds per unit
works fine).

Be Nice!
Of course, its only fair to stop the chess
clock or timer if one of the players is
distracted from the game (by a phone call
or the like), or if the players need to check

a rule, an unclear line of sight, etc.


It is also best if any unit you Destroy is
removed by your opponent, together
with any Suppressed, Done or other
markers the unit had.
By all means, you and your opponent
can vary the amount of time you have
for your game or your turns according to
your own taste, but if youre like us, you
are going to love the pressure created by
timed games after all, in real war one
rarely has the luxury of time...

Warpath: The Rules

59

The Corporation
Army Special Rules

unit entry. Note that a solid that is upgraded


to include a heavy weapon team is still solid.

Command & Control


For all models in this list, the Inspiring

In addition, any weapon carried by the heavy

special rule has a range of 12 instead of

weapon team counts as having the Reload! rule.

the usual 6.

Allies

Heavy Weapon Teams

Marauders, Forge Fathers, Veer-myn,

A heavy weapon team counts as a single

Asterians.

INFANTRY

model armed with the weapon stated in the

INFANTRY
Marines

The Marines are well trained and well equipped they form the true core of any Corporation force.

Marines Team

Cost: 50pts
Spd Hit Att Def Ner

Marine

4+

4+ 8/10

Marines Section

Cost: 120pts

Spd Hit Att Def Ner

Marine

4+

4+ 8/10

Unit: 4 Marines (laser rifles) and 1 Corporal

Unit: 9 Marines (laser rifles) and 1 Sergeant

(laser rifle).

(laser pistol and energy gauntlet).

Options: One Marine can replace his rifle with

Options: Up to two Marines can replace their

a heavy laser rifle for +5pts. One Marine can

rifle with a heavy laser rifle for +5pts each.

replace his rifle with a tactical flame unit for

One Marine can replace his rifle with a tactical

+25pts. The Corporal may be replaced by a

flame unit for +25pts.

Sergeant (laser pistol and energy gauntlet) for


+20pts.

Marines Platoon

Marine

Cost: 240pts

Spd Hit Att Def Ner


5

4+

4+ 8/10

Unit: 18 Marines (laser rifles), 1 Corporal


(laser pistol and energy gauntlet) and 1
Sergeant (laser pistol and energy gauntlet).
The Sergeant is the units leader.
Options: Up to four Marines can replace their
rifle with a heavy laser rifle for +5pts each. Up
to two Marines can replace their rifle with a
tactical flame unit for +25pts each.

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INFANTRY

Marine Veterans

Marine Veterans are stubborn experts in point defence and have access to heavy weaponry.

Veterans Team

Cost: 60pts
Spd Hit Att Def Ner

Veteran

4+

4+ 9/11

Veterans Section

Cost: 145pts

Spd Hit Att Def Ner

Veteran

4+

4+ 9/11

Unit: 4 Veterans (laser rifles) and 1 Corporal

Unit: 7 Veterans (laser rifles), one weapon

(laser rifle).

team (burst laser) and 1 Sergeant (laser pistol

Options: Up to two Veterans can replace their

and energy gauntlet).

rifle with a heavy laser rifle for +5pts each. One

Options: Up to four Veterans can replace their

Veteran can replace his rifle with a tactical flame

rifle with a heavy laser rifle for +5pts each.

unit for +25pts. The Corporal may be replaced

Up to two Veterans can replace their rifle with

by a Sergeant (pistol and energy gauntlet) for

a tactical flame unit for +25pts each. The

+20pts. Two Veterans can be replaced by a single

weapon team can replace their burst laser

heavy weapon team (burst laser) for +5pts. The

with a light laser cannon for +10pts.

heavy weapon team can replace their burst laser


with a light laser cannon for +10pts.

Rangers

Heavy Weapons

With drop-packs and high-powered rifles, Rangers

These tripod-mounted weapons support the

specialise in operating behind enemy lines.

Marines with their whithering firepower.

Rangers Team

Cost: 90pts
Spd Hit Att Def Ner

Ranger

4+

4+ 9/11

Heavy Weapon Section



Marine

Cost: 75pts

Spd Hit Att Def Ner


5

4+

4+ 8/10

Unit: 4 Veterans (heavy laser rifles) and 1

Unit: 3 heavy weapon teams (burst lasers).

Corporal (heavy laser rifle).

Options: Replace all burst lasers with light

Special: Elite, Infiltration, Magnetic charges.

laser cannons for +30pts in total.

Options: Up to two Rangers can replace their


rifle with a tactical flame unit for +20pts each.
The Corporal may be replaced by a Sergeant
(pistol and energy gauntlet) for +15pts.

Rangers Section

Ranger

Cost: 200pts

Spd Hit Att Def Ner


5

4+

4+ 9/11

Unit: 9 Rangers (heavy laser rifles) and 1


Sergeant (laser pistol and energy gauntlet).
Special: Elite, Infiltration, Magnetic charges.
Options: Up to three Rangers can replace their
rifle with a tactical flame unit for +20pts each.
Corporation army list

61

INFANTRY

Striders

These lightly armoured scout walkers form the vanguard of the Corporation spearheads.

Strider Section

Cost: 180pts
Spd Hit Att Def Ner

Strider

4+

6+ 8/10

Unit: 3 striders (burst lasers).


Special: Recon, Fast, Crushing Strength (1),
Bulky.
Options: Replace all burst lasers with tactical
flame units for free, or with light laser
cannons for +30pts in total.

Enforcers - Strike Units


Fast, tough and lethal, the Enforcers are the ultimate human fighting force.

Strike Team

Cost: 120pts
Spd Hit Att Def Ner

Enforcer

3+

5+ 9/11

Strike Section 

Cost: 240pts
Spd Hit Att Def Ner

Enforcer

3+

5+ 9/11

Unit: 4 Enforcers (heavy laser rifle) and 1

Unit: 9 Enforcers (heavy laser rifle) and 1

Sergeant (heavy laser pistol).

Sergeant (heavy laser pistol).

Special: Jump Troops, Crushing Strength (1),

Special: Jump Troops, Crushing Strength (1),

Magnetic charges.

Magnetic charges.

Options: One Enforcer can replace his rifle

Options: Up to two Enforcers can replace

with a tactical flame unit or a burst laser for

their rifle with a tactical flame unit or a burst

+20pts, or a rocket launcher for +30pts in total.

laser for +20pts each, or a rocket launcher for


+30pts each.

Enforcers - Assault Units


Enforcers assault units favour pistol and combat blades, for close-in work.

Assault Team

Enforcer

62

Cost: 120pts
Spd Hit Att Def Ner
5

3+

5+ 9/11

Assault Section

Enforcer

Cost: 240pts

Spd Hit Att Def Ner


5

3+

5+ 9/11

Unit: 4 Enforcers (heavy laser pistol) and 1

Unit: 9 Enforcers (heavy laser pistol) and 1

Sergeant (heavy laser pistol).

Sergeant (heavy laser pistol).

Special: Jump Troops, Crushing Strength (1),

Special: Jump Troops, Crushing Strength (1),

Magnetic charges.

Magnetic charges.

Options: One Enforcer can replace his pistol

Options: Up to two Enforcers can replace their

with a tactical flame unit for +20pts.

pistol with a tactical flame unit for +20pts each.

www.manticgames.com

INFANTRY Ordnance

Enforcers - Suppression Units

Mobile firepower without equal, the multiple heavy weapons of a single Suppression unit
are a match for large enemy forces.

Suppression Team

Enforcer

Cost: 120pts

Spd Hit Att Def Ner


5

3+

5+ 9/11

Suppression Section 

Enforcer

Cost: 240pts

Spd Hit Att Def Ner


5

3+

5+ 9/11

Unit: 4 Enforcers (heavy laser rifle) and 1

Unit: 9 Enforcers (heavy laser rifle) and 1

Sergeant (heavy laser pistol).

Sergeant (heavy laser pistol).

Special: Jump Troops, Crushing Strength (1),

Special: Jump Troops, Crushing Strength (1),

Magnetic charges.

Magnetic charges.

Options: Two Enforcers must replace their

Options: Four Enforcers must replace their

rifle with a burst laser for +20pts each, or a

rifle with a burst laser for +20pts each, or a

rocket launcher for +30pts each. A further two

rocket launcher for +30pts each. A further five

Enforcers can replace their rifle with a burst

Enforcers can replace their rifle with a burst

laser for +20pts each, or a rocket launcher for

laser for +20pts each, or a rocket launcher for

+30pts each.

+30pts each.

Ordnance
Field Artillery

Cost: 95pts

These really big guns can bombard enemy


troops or take out their armour.

Field Artillery

Spd Hit Att Def Ner


5

4+

5+ 8/10

Unit: 1 artillery piece (field howitzer).


Options: Can replace the field howitzer with a
heavy laser cannon for +20pts.

Corporation army list

63

Armour

Armour

Apc-13 Warrior

Cost: 130pts

Cost: 145pts

Batteries of lightly armoured Pounders sit at

Corporation, safely delivering the Marines

the back and shell the enemy positions.

where they are most neeed.

Pounder

Spd Hit Att Def Ner

Warrior

12 4+

9+ /10

Spd Hit Att Def Ner


12 4+

7+ 8/10

Unit: 1 Blaster SPA one field howitzer [F],

Unit: 1 Warrior APC one burst laser [A], one

one burst laser [F].

burst laser [F].

Special: Open Top, Crushing Strength (2).

Special: Stabilised, Transport (10), Crushing

Options: Can replace the field howitzer with a

Strength (4).

multiple rocket launcher for +35pts.

Main Battle Tank


mbt-01 Pulverizer

Cost: 260pts

Flame-Thrower Light Tank


Flt-8 Firestorm
Cost: 130pts

Sporting the thickest armour and an

These much feared vehicles rush forward at

impressive array of large guns, the Pulverizer

top speed to drench the enemy positions in

is the main battle tank of the Corporation.

highly volatile flaming liquids.

Spd Hit Att Def Ner

Pulverizer

12 4+

11+ /10


Firestorm

Spd Hit Att Def Ner


12 4+

9+ /10

Unit: 1 Pulverizer MBT one heavy laser

Unit: 1 Firestorm FLT one tactical flame

cannon or close assault gun [A], one burst

weapon [A], one burst laser or tactical flame

laser or tactical flame weapon [F].

weapon [F].

Special: Stabilised, Crushing Strength (6),

Special: Stabilised, Fast, Crushing Strength (4).

Tough (4).
Options: Can replace the burst laser with a
light laser cannon for +10pts. Can buy two
burst lasers or two tactical flame weapons
(one [R] and one [L]) for +50pts, or two light
laser cannons (one [R] and one [L]) for +70pts.

64

SPA-7 pounder

The Warrior is the workhorse of the

www.manticgames.com

Heroes

Commander (Hero)

Cost: 60pts

Weapons

Weapons

Heroes And Monsters

Fire Ran

Special

These charismatic individuals are the nodes in

Laser rifle

24

the complex tactical net that coordinates the

Laser pistol

12

Pistol

efforts of any Corporation force.

Heavy laser rifle

18

Piercing (1)

Heavy laser pistol

12 Piercing (1),

Sniper rifle

36 Piercing (3),

Support Grid Relay.

Tactical flame unit

10

12

Saturation

Options: Can have an energy gauntlet for +20pts.

Burst laser

36

Piercing (1)

Light laser cannon

36

Piercing (6)

Rocket launcher

36 Piercing (5)

Spd Hit Att Def Ner

Commander

4+

Pistol

4+ 10/12

Unit: 1 Commander (heavy laser pistol).


Special: Inspiring (not for Enforcers), Stealthy,

Sniper (Hero)

Cost: 50pts

Sudden death!

Sniper

Spd Hit Att Def Ner


5

3+

4+ 9/11

Sniper, Reload!

Heavy laser cannon 1

72

Close assault gun

24

Blast (D6),
Piercing (5)

Field howitzer

Unit: 1 Sniper (sniper rifle, laser pistol).

Special: Stealthy, Infiltration.

Multiple rocket launcher 2

Options: Can have magnetic charges for +5pts.

Piercing (6)

72

Howitzer,

Blast (D6), Piercing (2), Reload!


72 Indirect Fire,

Blast (D6), Piercing (1), Reload!

Energy gauntlet
Enforcer Captain (Hero)

Cost: 60pts

This weapon confers Crushing Strength (5)

The Captains of the Enforcers combine

to all of the models Attacks. It cannot be

great leadership qualities with awesome

used in conjunction with a pistol though, so

combat ability.

a model equipped with both must choose


Captain

Spd Hit Att Def Ner


5

3+

which one to use before he attacks in melee.

6+ 10/12

Unit: 1 Captain (heavy laser pistol).

Magnetic charges

Special: Inspiring, Jump Troops, Crushing

If in melee against an Armoured unit, instead

Strength (2), Magnetic charges.

of attacking normally, the model can make a

Options: Can have an energy gauntlet for +20pts.

single special attack. If this attack hits, the hit is


resolved at Crushing Strength (3), or Crushing
Strength (5) if the target is stationary.

Support Grid Relay


The model counts as armed with a Multiple
Rocket Launcher, which he can use only once per
game. This represents artillery barrages from offmap artillery, high level bombers or ships in orbit.
Army Lists: Corporation

65

The Marauders
Army Special Rules

Allies
Corporation, Forge Fathers, Veer-myn,

Melee Specialists

Asterians, Rebs.

All units in this list have the Crushing


Strength (1) special rule, unless otherwise
stated in their entry.

INFANTRY

Infantry
Grunts

Lethal close combat fighters, Marauder Grunts are the best mercenaries money can hire.

Grunts Team

Cost: 50pts
Spd Hit Att Def Ner

Grunt

4+

4+ 8/10

Grunts Platoon

Grunt

Cost: 200pts
Spd Hit Att Def Ner
5

4+

4+ 8/10

Unit: 4 Grunts (pistol) and 1 Leader (pistol).

Unit: 19 Grunts (pistol) and 1 Leader (pistol).

Options: The Leader can have a ripper talon

Options: The Leader can have a ripper talon

for +25pts.

for +25pts. One Grunt can have a ripper talon


for +25pts. Up to two Grunts can replace their

Grunts Section

Cost: 100pts
Spd Hit Att Def Ner

Grunt

4+

pistol with a machine gun, flamethrower or an


anti-tank gun for +25pts each.

4+ 8/10

Unit: 9 Grunts (pistol) and 1 Leader (pistol).


Options: The Leader can have a ripper talon

for +25pts. One Grunt can replace his pistol


with a machine gun, flamethrower or an antitank gun for +25pts.

Fraggers

Their role is to cover the Grunts advance with the whithering fire of their assault rifles.

Fraggers Team

Fragger

66

Cost: 50pts
Spd Hit Att Def Ner
5

4+

4+ 8/10

Fraggers Section

Fragger

Cost: 100pts

Spd Hit Att Def Ner


5

4+

4+ 8/10

Unit: 4 Fraggers (rifle) and 1 Leader (rifle).

Unit: 9 Fraggers (rifle) and 1 Leader (rifle).

Options: The Leader can replace his rifle with

Options: The Leader can replace his rifle with

pistol and ripper talon for +25pts. One Grunt

pistol and ripper talon for +25pts. Up to two

can replace his rifle with a machine gun or an

Grunts can replace their rifle with a machine

anti-tank gun for +25pts.

gun or an anti-tank gun for +25pts each.

www.manticgames.com

Jumpers Team

Cost: 75pts
Spd Hit Att Def Ner

Jumper

4+

4+ 8/10

Jumpers Platoon

INFANTRY

Jumpers
Whats scarier than Grunts coming at you? Flying Grunts coming at you!

Cost: 300pts

Spd Hit Att Def Ner

Jumper

4+

4+ 8/10

Unit: 4 Jumpers (pistol) and 1 Leader (pistol).

Unit: 19 Jumpers (pistol) and 1 Leader (pistol).

Special: Jump troops

Special: Jump troops

Options: The Leader can have a ripper talon

Options: The Leader can have a ripper talon

for +25pts. One Grunt can have a ripper talon

for +25pts. Up to five Grunts can have a ripper

for +25pts.

talon for +25pts each. Up to two Grunts can


replace their pistol with a flamethrower for

Jumpers Section

Cost: 150pts

+25pts each.

Spd Hit Att Def Ner

Jumper

4+

4+ 8/10

Unit: 9 Jumpers (pistol) and 1 Leader (pistol).


Special: Jump troops
Options: The Leader can have a ripper talon
for +25pts. Up to two Grunts can have a ripper
talon for +25pts each. One Grunt can replace
his pistol with a flamethrower for +25pts.

Rippers

Stunts*

The Rippers wear armoured battlesuits with

A sub-species of the Orx race, the smaller

lethal powered claws for close encounters.

Stunts are perfect for all dangerous jobs

Ripper Team

Ripper

Cost: 100pts
Spd Hit Att Def Ner
4

4+

6+ 8/10

Stunts Section

Stunt

Cost: 35pts
Spd Hit Att Def Ner
5

5+

3+ 7/9

Unit: 4 Rippers (ripper pistol and ripper talon)

Unit: 9 Stunts (stunt gun) and 1 Runt (stunt gun).

and 1 Leader (ripper pistol and ripper talon).

Special: Puny (Stunts do not have any


Crushing Strength and are Craven).

Ripper Section

Ripper

Cost: 200pts
Spd Hit Att Def Ner
4

4+

6+ 8/10

Stunts Platoon

Cost: 70pts
Spd Hit Att Def Ner

Unit: 9 Rippers (ripper pistol and ripper talon)

Stunt

and 1 Leader (ripper pistol and ripper talon).

Unit: 19 Stunts (stunt gun) and 1 Runt (stunt gun).

5+

3+ 7/9

Special: Puny (as above).

Marauders army list

67

Armour INFANTRY

Stunt-Bot Team

Ordnance
Cost: 150pts

Cannon

Cost: 95pts

Only the most intelligent and bravest of the

This versatile artillery can be used with HE

Stunts are given powered exoscheletons to pilot.

shells against infantry or anti-tank rounds.

Spd Hit Att Def Ner

Stunt-bot

5+

7+ 8/10

Cannon

Spd Hit Att Def Ner


5

4+

5+ 8/10

Unit: 3 stunt bots (machine gun).

Unit: 1 artillery piece (big shells cannon).

Special: Crushing Strength (5), Bulky.

Options: Can replace the big shells cannon

Options: Replace all machine guns with

with a tank killer cannon for +20pts.

flamethrowers or with anti-tank guns for free.

Armour

Raptor

Cost: 105pts

Juggernaut

Cost: 160pts

This light buggy can quickly deliver a small

Crawling with guns and with Grunts ready to

group of Grunts right where theyre needed.

jump at the enemys throats, the Juggernaut is

the ultimate Marauder transport.

Spd Hit Att Def Ner

Raptor

16 4+

7+ 8/10

Spd Hit Att Def Ner

Unit: 1 Raptor one anti-tank gun, machine

Arm

gun or flamethrower [F].

Unit: 1 Juggernaut one anti-tank gun,

Special: Nimble, Open Top, Transport (10),

machine gun or flame thrower [F].

Crushing Strength (2).

Special: Open Top, Crushing Strength (5),

Options: Can have a Quad upgrade for free

Tough (4), Transport (20). A Juggernaut can

(losing Nimble, but gaining Fast).

transport a single Ordnance unit (which counts

12 4+

9+ 8/10

as 20 models).

Bull

Cost: 120pts

Options: Can buy up to two machine guns,

The Bull was designed to offer better

antitank guns or flamethrowers (in any

protection to crew and passengers, at the

combination) [A], for +15pts each, each

expense of speed.

weapon reducing its transport capacity by (5).

Spd Hit Att Def Ner

Bull

14 4+

8+ /10

Can buy a big shells cannon [A] for +20pts,


reducing its transport capacity by (10). Can

Unit: 1 Bull one anti-tank gun, machine gun

upgrade the big shells cannon to a tank killer

or flamethrower [A].

cannon for +20pts.

Special: Nimble, Transport (10), Crushing


Strength (3).
Options: Can have a Quad upgrade for free
(losing Nimble, but gaining Fast).

68

Ordnance

Stunt-Bots

www.manticgames.com

Heroes

Warlord (Hero)

Cost: 50pts

Weapons

Fire Ran

Not many creatures in the galaxy can stand in

Rifle

24

single combat against a Marauder Warlord.

Pistol

12

Spd Hit Att Def Ner

INFANTRY Ordnance
Weapons

Heroes and Monsters

Special

Pistol

Stunt gun

12

Ripper Pistol

12

Special: Inspiring, Crushing Strength (2),

Machine gun

36

Piercing (1)

Tough (3).

Anti-tank gun

36

Piercing (5)

Options: Add a ripper talon for +30pts. Replace

Flamethrower

10

12

Saturation

his pistol with a machine gun or an anti-tank gun

Tank killer cannon

72

Piercing (6

for +25pts. Can wear a jump harness, gaining

Big shells cannon

72

the Jump Troops rule, for +25pts.

Warlord

3+

5+ 10/12

Unit: 1 Warlord (pistol).

Pistol,
Piercing (1)

Howitzer,

Blast (D6),
Piercing (2)

Ripper Warlord (Hero)

Cost: 85pts

Ripper Talon

When the going gets really tough, the Warlords

This weapon confers Crushing Strength (5) to

wear their powered suits into battle.

all of the models Attacks, as well as the Vicious


Ripper Warlord

Spd Hit Att Def Ner


4

3+

6+ 10/12

special rule. It cannot be used in conjunction


with a pistol though, so a model equipped with

Unit: 1 Ripper Warlord (ripper pistol and ripper

both must choose which one to use before he

talon).

attacks in melee.

Special: Inspiring, Crushing Strength (2),


Tough (3).
Options: Can replace his ripper pistol with a
machine gun or an anti-tank gun for +25pts.

Battlebot (Monster)

Cost: 110pts

This clanking, devastating monstrosity is


piloted by an especially trained Stunt.

Battlebot

Spd Hit Att Def Ner


5

4+

9+ 9/11

Unit: 1 Battlebot.
Special: Crushing Strength (7).
Options: Can buy up to two machine guns,
antitank guns or flamethrowers (in any
combination), for +15pts each, each weapon
reducing its Attacks by 1.

Marauders army list

69

The Forge Fathers


Army Special Rules

Allies
Corporation, Rebs, Marauders, Asterians.

Legendary stubborness
All units are Headstrong (except for Steadfast

INFANTRY

units, of course).

Infantry
Steel Warriors
Steel Warriors are reliable, heavily armoured and armed with some of the
best standard-issue rifles in the galaxy.

Steel Warriors Team


Cost: 75 pts

Spd Hit Att Def Ner

Steel Warrior

4+

5+ 9/11


Steel Warrior

Cost: 300 pts

Spd Hit Att Def Ner


4

4+

5+ 9/11

Unit: 4 Steel Warriors (hailstorm rifle) and 1

Unit: 19 Steel Warriors (hailstorm rifle) and 1

Thane (hailstorm pistol).

Thane (hailstorm pistol).

Options: The Thane can have a heat hammer

Options: The Thane can have a heat hammer

for +25pts. One Steel Warrior can replace his

for +25pts. Up to two Steel Warriors can

rifle with a dragon breath for +25pts.

replace their rifle with a dragon breath for


+25pts each. Up to two Steel Warriors can

Steel Warriors Section

Cost: 150 pts

Spd Hit Att Def Ner

Steel Warrior

4+

5+ 9/11

Unit: 9 Steel Warriors (hailstorm rifle) and 1


Thane (hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts. One Steel Warrior can replace
his rifle with a dragon breath for +25pts.
One Steel Warrior can replace his rifle with a
mjolnir missile launcher for +25pts.

70

Steel Warriors Platoon

www.manticgames.com

replace their rifle with a mjolnir missile


launcher for +25pts each.

specialised close-range training and weaponry.

Drakkarim Team

Cost: 125 pts

Spd Hit Att Def Ner

Drakkarim

4+

5+ 9/11

Drakkarim Section

INFANTRY

Drakkarim
The Drakkarim are young Steel Warriors that have received

Cost: 250 pts

Spd Hit Att Def Ner

Drakkarim

4+

5+ 9/11

Unit: 2 Drakkarim (dragon breath), 2

Unit: 4 Drakkarim (dragon breath), 5

Drakkarim (hailstorm rifle or hailstorm pistol)

Drakkarim (hailstorm rifle or hailstorm pistol)

and 1 Thane (hailstorm pistol).

and 1 Thane (hailstorm pistol).

Options: The Thane can have a heat hammer

Options: The Thane can have a heat hammer

for +25pts. Up to two Drakkarim can replace

for +25pts. Up to five Drakkarim can replace

their rifle/pistol with a dragon breath for

their rifle/pistol with a dragon breath for

+25pts each.

+25pts each.

Thorgarim
The mighty heat-hammers of the Thorgarim are the bane of enemy heavy armour.

Thorgarim Team

Cost: 155 pts

Spd Hit Att Def Ner

Thorgarim

3+

5+ 9/11

Thorgarim Section

Cost: 330 pts

Spd Hit Att Def Ner

Thorgarim

3+

5+ 9/11

Unit: 4 Thorgarim (heat hammer) and 1 Thane

Unit: 9 Thorgarim (heat hammer) and 1 Thane

(hailstorm pistol).

(hailstorm pistol).

Options: The Thane can have a heat hammer

Options: The Thane can have a heat hammer

for +25pts.

for +25pts.

Stormrage Veterans
These elite veterans are entrusted with an awesome amount of firepower.

Stormrage Veterans Team Cost: 185 pts

Stormrage Vet Section

Spd Hit Att Def Ner

Stormrage Veteran 4

3+

5+ 9/11

Cost: 395 pts

Spd Hit Att Def Ner

Stormrage Veteran 4

3+

5+ 9/11

Unit: 4 Veterans (hailstorm autocannon or

Unit: 8 Veterans (hailstorm autocannon or

heat cannon, in any combination) and 1 Thane

heat cannon, in any combination), 1 Veteran

(hailstorm pistol).

(mjolnir missile launcher) and 1 Thane

Options: The Thane can have a heat hammer

(hailstorm pistol).

for +25pts.

Options: The Thane can have a heat hammer


for +25pts.
Forge Fathers army list

71

Forge Guard
Equipped with heavy combat exoskeletons,

use of the Mjolnir missile launcher.

the Forge Guards are unstoppable.

INFANTRY

Godhammer Veterans

Stormrage veterans that specialise in the

Godhammer Vet Team


Cost: 185 pts

Spd Hit Att Def Ner

Storm

3+

5+ 9/11

Forge Guard Team


Cost: 220 pts

Spd Hit Att Def Ner

Forge Guard

3+

6+ 9/11

Unit: 4 Thunders (mjolnir missile launcher)

Unit: 4 Forge Guards (heat hammer and

and 1 Thane (hailstorm pistol).

hailstorm rifle) and 1 Thane (heat hammer

Options: The Thane can have a heat hammer

and hailstorm rifle).

for +25pts.

Options: One Forge Guard can replace his rifle


with a hailstorm autocannon or heat cannon
for +25pts.

Valkyr*
The wealthiest and most deranged Brokkr ride loud, custom motorbikes into battle.

Valkyr Team

Cost: 110 pts


Spd Hit Att Def Ner

Valkyr

10 4+

4+ /12

Valkyr Section

Valkyr

Cost: 220 pts


Spd Hit Att Def Ner
10 4+

4+ /12

Unit: 4 Valkyrs (hailstorm pistol) and 1 Thane

Unit: 9 Valkyrs (hailstorm pistol) and 1 Thane

(hailstorm pistol).

(hailstorm pistol).

Special: Fast, Recon, Steadfast.

Special: Fast, Recon, Steadfast.

Options: The Thane can have a heat Hammer

Options: The Thane can have a heat Hammer

for +25pts.

for +25pts.

Brokkr*
The hard-working miners of Forge Fathers society take to battle with reckless ferocity.

Brokkr Team

Cost: 75 pts
Spd Hit Att Def Ner

Brokkr

4+

4+ /12


Brokkr

Cost: 150 pts


Spd Hit Att Def Ner
5

4+

4+ /12

Unit: 4 Brokkr (hailstorm pistol) and 1 Thane

Unit: 9 Brokkr (hailstorm pistol) and 1 Thane

(hailstorm pistol).

(hailstorm pistol).

Special: Steadfast.

Special: Steadfast.

Options: The Thane can have a heat Hammer

Options: The Thane can have a heat Hammer

for +25pts.

for +25pts.

Brokkr Platoon

Cost: 300 pts

Spd Hit Att Def Ner

Brokkr

4+

4+ /12

Unit: 19 Brokkr (hailstorm pistol) and 1 Thane

72

Brokkr Section

www.manticgames.com

(hailstorm pistol).
Special: Steadfast.
Options: The Thane can have a heat Hammer
for +25pts.

Ordnance

Ordnance
Jotun
Heavy Hailstorm Cannon

Cost: 110pts

Surtr
Heavy Heat Cannon

Cost: 110pts

The four barrels of the Jotun unleash a

Arguably the most powerful anti-tank

veritable storm of explosive bullets against

weapon in the galaxy!

the enemy.

Spd Hit Att Def Ner

Jotun

4+

6+ 9/11

Spd Hit Att Def Ner

Surtr

4+

6+ 9/11

Unit: 1 artillery piece (Surtr).

Unit: 1 artillery piece (Jotun).

Special: Immobile.

Special: Immobile.

Options: Can be upgraded to a self-propelled

Options: Can be upgraded to a self-propelled

gun, losing the Immobile rule and gaining

gun, losing the Immobile rule and gaining

Speed 4, for +10pts.

Speed 4, for +10pts.

Light Drakkar

Cost: 70 pts

a double hailstorm autocannon for + 20pts.

Armour

Armour

A buggy-like vehicle with little armour and

Can have two hailstorm autocannons, dragon

minimal weaponry, used for scouting.

breaths or heat cannons (one [R] and one [L])

for +50pts.

Spd Hit Att Def Ner

Light
Drakkar

12 4+

7+ 9/11

Unit: 1 Light Drakkar one hailstorm

Heavy Drakkar

autocannon, heatcannon or mjolnir missile

The units transported by this mobile fortress

launcher [F].

are more than safe.

Special: Stabilised, Fast, Open Top, Crushing

Strength (2).

Heavy Drakkar

Cost: 220 pts

Spd Hit Att Def Ner


10 4+

11+ /11

Unit: 1 Heavy Drakkar one hailstorm

autocannon [F]. Two hailstorm autocannons,

Fyrewyrm

Cost: 125 pts

dragon breaths or heat cannons (one [R] and

The mainstay battle tank of the Forge

one [L]).

Fathers combining good armour, mobility

Special: Stabilised, Transport (10), Crushing

and firepower.

Strength (6), Tough (4).


Firewyrm

Spd Hit Att Def Ner


10 4+

10+ /11

Options: Can have an additional hailstorm


autocannon or heat cannon [A] for +30pts.

Unit: 1 Fyrewyrm one heat cannon [A].


Special: Stabilised, Crushing Strength (5).
Options: Can upgrade the heat cannon to
Forge Fathers army list

73

Huscarl (Hero)

Cost: 60 pts

Iron Ancestor (Monster)

Heroes

Heroes And Monsters

Cost: 160 pts

The heroes of the Forge Fathers are renowned

A walking tank, with armour, weaponry and

for their courage and stubborness.

attitude to match.

Spd Hit Att Def Ner

Huscarl

3+

5+ 10/12


Iron Ancestor

Spd Hit Att Def Ner


4

4+

2 10+ 10/12

Unit: 1 Huscarl (hailstorm pistol).

Unit: 1 Iron Ancestor (double hailstorm

Special: Inspiring.

autocannon).

Options: Can have a heat hammer for +25pts.

Special: Crushing Strength (7).

Can upgrade his pistol to a brace of hailstorm

Options: Can replace the double hailstorm

pistols for +10pts (counts as a double

autocannon with a double heat cannon,

hailstorm pistol). Can have a Force Dome for

double dragon breath or double mjolnir

+25pts. Can wear a Forge Guard battlesuit

missile launcher for free. Can have a Force

(which includes a heat hammer and hailstorm

Dome for +40pts.

rifle, and increases his Def to 6+) for +35pts.

Thor pattern. The Iron Ancestor can freely


replace the double hailstorm autocannon with a
second melee arm, increasing its Attacks to 4.

Chief Brokkr (Hero)

Cost: 60 pts

Doomstorm pattern. The Iron Ancestor can

Only the meanest, toughest, craziest Brokkr

freely replace the melee arm with a second

can aspire to the title of Chief Brokkr.

double hailstorm cannon, lowering its

Crushing Strength to (1).

Spd Hit Att Def Ner

Chief Brokkr

3+

4+ /12

Unit: 1 Chief Brokkr (hailstorm pistol).

Special: Inspiring (Brokkrs only), Steadfast.

Hailstorm rifle

24

Options: Can have a heat hammer for +25pts.

Hailstorm pistol

12 Piercing (1),

Dragon breath

10

12 Piercing (1),

Fire Ran

Can ride a Valkyr bike (gaining Speed 10 and


the Recon and Fast rules) for +40pts.

Special
Piercing (1)
Pistol
Saturation

Weapons
Double Weapon
A Double version of one of the weapons
above counts as a single weapon with double
the Firepower shown.

Force Dome
The enemy must reroll all successful rolls to
damage for ranged attacks that hit this unit.

74

www.manticgames.com

Hailstorm autocannon 3

36

Piercing (2)

Heat cannon

24

Piercing (7)

Mjolnir missile launcher 1

48

Piercing (5)

Surtr

36

Blast (D3),
Piercing (7)

Jotun

12

48

Piercing (2)

Heat Hammer
This weapon confers Crushing Strength (6) to
all of the models Attacks. It cannot be used in
conjunction with a pistol, so a model equipped
with both must choose which one to use before
he attacks in melee.

Veer-myn
Army Special Rules

They came from below!


The unit is always left behind as a Reinforcement,

The Rat Pack

together with any transported unit. When it

All units in this list have the following rule,

arrives, it emerges from the ground (this counts

unless their entry specifies otherwise. Veer-

as a Manoeuvre). The unit is placed anywhere

myn units benefit from a +1 modifier to their

on the table, except for Impassable Terrain. If

Nerve (both values) for each friendly Veer-myn

that space is occupied by other units (including

unit within 6, up to a maximum of +4. Note that

immobile units), move them as little as possible

transported units do count for this purpose

to make space for the emerging unit, until

measure the range from their vehicle.

they are 1 away from it, and then immediately


resolve this either as a Collision, leaving the

For example, a unit of Night-crawlers on its

dislodged armoured unit(s) in contact with the

own is a pretty unimpressive Nerve 6/8, but

emerging unit, or an Overrun, as appropriate.

if it had two other friendly Veer-myn units


within 6, it would count as Nerve 8/10.

Allies
Corporation, Marauders, Rebs, Asterians.

Night-Crawlers

INFANTRY

Infantry

Vicious ratmen equipped with scavenged armour, they form the bulk of the Veer-myn armies.

Night-Crawlers Team

Night-crawler

Cost: 50pts

Spd Hit Att Def Ner


6

4+

4+ 6/8

Night-Crawlers Section

Night-crawler

Cost: 130pts

Spd Hit Att Def Ner


6

4+

4+ 6/8

Unit: 4 Night-Crawlers (ray-gun) and 1 Master

Unit: 8 Night-Crawlers (ray-gun), 1

(ray-pistol).

Exterminator (chem-thrower) and 1 Master

Options: The Master can have a combat drill

(ray-pistol). The Master is the units leader.

for +10pts. The Master can be replaced by an

Options: The Master can have a combat

Exterminator with a super-drill (unit leader)

drill for +10pts. The Exterminator can freely

for +30pts. The Exterminator can freely

replace his chem-thrower with a super-drill.

replace his super-drill with a chem-thrower.

Exterminators (chem-thrower) and 2 Masters

Night-Crawlers Platoon

Night-crawler

Cost: 260pts

Spd Hit Att Def Ner


6

4+

4+ 6/8

Unit: 16 Night-Crawlers (ray-gun), 2

(ray-pistol). One Master is the units leader.


Options: The Masters can have a combat drill
for +10pts each. The Exterminators can freely
replace their chem-thrower with a super-drill.
Veer-myn army list

75

INFANTRY

Stalkers
These assault troops surrender their ray-guns for pistols and blades.

Stalkers Team

Cost: 50pts

Spd Hit Att Def Ner

Stalker

4+

4+ 6/8

Stalkers Section

Stalker

Cost: 130pts

Spd Hit Att Def Ner


6

4+

4+ 6/8

Unit: 4 Stalkers (ray-pistol) and 1 Master

Unit: 8 Stalkers (ray-pistol), 1 Exterminator

(ray-pistol).

(super-drill) and 1 Master (ray-pistol). The

Options: The Master can have a combat drill

Master is the units leader.

for +10pts. The Master can be replaced by an

Options: The Master can have a combat

Exterminator with a super-drill (unit leader)

drill for +10pts. The Exterminator can freely

for +30pts. The Exterminator can freely

replace his super-drill with a chem-thrower.

replace his super-drill with a chem-thrower.

Stalkers Platoon

Stalker

Cost: 260pts

Spd Hit Att Def Ner


6

4+

4+ 6/8

Unit: 16 Stalkers (ray-pistol), 2 Exterminators


(super-drill) and 2 Masters (ray-pistol). One
Master is the units leader.
Options: The Masters can have a combat drill
for +10pts each. The Exterminators can freely
replace their super-drill with a chem-thrower.

Nightmares
The elite troops of the Veer-myn, the Nightmares excel at short-range firepower.

Nightmares Team

Nightmare

76

Cost: 140pts

Spd Hit Att Def Ner


6

4+

4+ 6/8

Nightmares Section

Nightmare

Cost: 280pts

Spd Hit Att Def Ner


6

4+

4+ 6/8

Unit: 3 Nightmares (chem-burner and combat

Unit: 7 Nightmares (chem-burner and combat

drill), 1 Exterminator (chem-thrower) and 1

drill), 2 Exterminators (chem-thrower) and 1

Master (chem-burner and combat drill).

Master (chem-burner and combat drill).

Options: The Exterminator can freely replace

Options: The Exterminator can freely replace

his chem-thrower with a super-drill.

his chem-thrower with a super-drill.

www.manticgames.com

Gougers

Gougers super-drills are possibly the deadliest

work of enemy vehicles and heavy infantry.

close combat weapons known to the Corporation.

Scourgers Team

Cost: 190pts

Spd Hit Att Def Ner

Scourger

4+

4+ 6/8

Gougers Team

INFANTRY

Scourgers
The chem-lasers of the Scourgers make short

Cost: 175pts

Spd Hit Att Def Ner

Gouger

4+

4+ 6/8

Unit: 4 Scougers (chem-lasers), 1

Unit: 4 Gougers (super-drills), 1 Exterminator

Exterminator (chem-thrower).

(chem-thrower).

Options: The Exterminator can freely replace

Options: The Exterminator can freely replace

his chem-thrower with a super-drill.

his chem-thrower with a super-drill.

Ravenous Horde

Shredders

These chittering, frenzied masses of dog-sized

Huge, mutated, insane rat-humanoids whose

super-rats devour the wounded of both sides.

hands have been replaced with super-drills.

Ravenous Horde

Shredders Team


Super-rats

Cost: 105pts

Spd Hit Att Def Ner


8

4+

3+ 6/8


Shredder

Cost: 180pts

Spd Hit Att Def Ner


6

4+

4+ 6/8

Unit: 20 super-rats, 1 Master (ray-pistol, uses

Unit: 3 Shredders (paired super-drills).

the same profile as the super-rats).

Special: Crushing Strength (5), Bulky.

Blaster

Cost: 90pts

The sheer amount of toxic chemicals that


this wicked weapon can unleash is enough to
vaporize entire enemy regiments.

Blaster

Spd Hit Att Def Ner


6

4+

5+ 6/8

Unit: 1 Blaster (heavy chem-thrower).


Options: Can replace the heavy chem-thrower
with a heavy chem-laser for +20pts.

Veer-myn army list

ORDNANCE

Ordnance

77

ARMOUR

Armour

Driller

Tunneller

Cost: 260pts

This drilling machine emerges from the

bizarre drilling vehicle moves across

ground and opens up with its deadly

the battlefield, driving at high speed into

chem-throwers as it disgorges the best

infantry and tanks alike.

Veer-myn assault troops.

Spd Hit Att Def Ner

Driller

78

Cost: 80pts

Also known as land torpedo, this

8+

-/8


Tunneller

Spd Hit Att Def Ner


4+

9+

-/8

Unit: 1 Driller.

Unit: 1 Tunneller four chem-throwers [one F,

Special: Nimble, Crushing Strength (6), They

one L, one R, one P]. One chem-laser [A].

came from below!

Special: Transport (20), Crushing Strength (6),


Immobile, Tough (4), They came from below!

www.manticgames.com

HEROES

Night Spawn (Hero)

Cost: 95pts

The largest, fattest rat-men have access to the

Weapons

Ray-gun

Fire Ran

Weapons

Heroes And Monsters

Special

1 18

Piercing (1)
Piercing (1)

best weapons and armour the Veer-myn can

Ray-pistol

1 12

lay their hands on.

Chem-burner

4 12 Piercing (2),

Spd Hit Att Def Ner

Night Spawn

3+

5+ 6/8


Chem-thrower

Unit: 1 Night Spawn (chem-burner and

super-drill).

Chem-laser

Special: Inspiring, Crushing Strength (1).

1 12

Heavy chem-laser
Cost: 120pts

Saturation
Piercing (6)

Heavy chem-thrower 16 24 Piercing (2),


Night Terror (Monster)

Saturation

8 12 Piercing (2),

Saturation

1 24 Piercing (6),

Blast (D3)

This tragic monster is no more than a


mountain of flesh, whrithing with grasping

Combat Drill

tentacles, snarling heads and malformed

A combat drill confers the Crushing Strength

limbs its behavior is utterly unpredictable.

(1) and Vicious special rules to the model

using it in melee.

Spd Hit Att Def Ner

Night Terror

4+ 3D6* 5+ 6/8

Unit: 1 Night Terror.

Super-drill

Special: Crushing Strength (4), Tough (5),

In melee, instead of attacking normally, the

Craven, Headstrong.

model can make a single special attack. If

*roll for the number of attacks before rolling

this attack hits, the hit is resolved at Crushing

to hit each time it attacks.

Strength (5). If the roll to damage is a 6, the


drill inflcits a point of damage and you can
roll to damage again. Keep inflicting damage
and rolling to damage until you fail to roll a
6 to damage.

Paired Super-drills
These work like a super-drill (see above),
except that the model makes 2 special
attacks to begin with, rolling to hit as normal
for both.

Veer-myn army list

79

Other Races
Rebs
The absolute and iron-fisted imperialism of

other, a small but effective rebel armed

the Corporation has turned humanity into the

force has recently initiated a campaign

arch-enemy of many of the other intelligent

of ambitious hit-and-run actions against

races that populate the galaxy. A secret

Corporation outposts.

Resistance movement has formed; its ranks


swelled by vengeful freedom fighters, survivors

Calling

of races whose worlds have been annihilated,

originally was a disparaging term used by

themselves

The

Rebs

(which

disenchanted Corporation personnel, and

Corporation troops), these heterogeneous

everybody else that has grown to resent the

volunteers form an army that is as eclectic

Corporations expansionism.

in weaponry, fighting style and technological


level as in the number of different races that

After only a few centuries, this organization

compose its ranks. What the Rebs lack in

has grown to encompass two different

cohesion, however, they more than make up

levels. On one hand, it has a vast network

in motivation, as they are convinced they are

of operatives that attempt to undermine the

fighting a long war of liberation to eventually

authority of the Corporation from the inside

rid the galaxy from the Corporation, or the

through sabotage and propaganda. On the

Evil Empire, as they often call it.

Zzor
Not long ago, Corporation explorer-ships

proving fruitless. This is an enemy that is

made contact with a new race inhabiting the

different from anything the Corporation or

furthest reaches of the galaxy. To say that

indeed any of the other races has faced

they have disturbed a hornets nest is a major

before much like bees that are defending

understatement, but its nevertheless a quite

their colony, the immense swarms of the

accurate description of the events that followed.

insect-like Zzor never stop their attacks


until they have eliminated the enemy or

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The vessels themselves were attacked with

have been themselves completely wiped out.

a fury without precedent and destroyed

They cannot be reasoned or bargained with,

and so was the military rescue fleet sent by

nor can they be bribed. In fact all attempts

the Corporation and so were the adjoining

at communication have been ignored and

systems, whose population paid the ultimate

the unfortunate envoys and their escorting

price for the Corporations insatiable desire

troops had to fight desperate battles against

to expand its domains.

an apparently endless mass of enemies.

Now a massive containment operation

And yet, these are no mindless beasts. In

is in place, but all attempts at cordoning

many occasions they have shown signs of

and blockading the Zzor homeworlds are

cunning and intelligence in both the grand

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strategy of their
invasion plans and
the battlefield
reactions of
their many
and differently
specialised
fighting creatures.
And dumb animals
dont build spacecraft

Other Races

81

Asterians
Even before Man began its space age, there

analyzing it, they have managed to prove the

had been reports of mysterious beings and

existence of an alien race using a technology

fey creatures appearing to a few individuals.

so advanced that they can easily appear to

Such sightings are common in the culture of

have supernatural powers.

all of the races that inhabit the galaxy, not


just the human race.

Any attempt at capturing them, or merely


communicate with them has led to hopeless

Stories abound in the entire Milky Way

chases, where the pursuing Corporation craft

about abductions of single persons or entire

have quickly lost trace of their elusive quarry,

communities, the disappearance of ships

and always in regions of space surrounding

into some sectors of space, or even strange

a black hole. This has led to believe that the

incidents where a ship has arrived to a

so-called Asterians must make use of these

spaceport on autopilot, without its crew.

singularities to travel across the galaxy,


possibly inhabiting a different dimension on

The most extreme cases have seen the

the other side. Innumerable probes have

populace of entire planets or even the

been launched into these black holes, but

personnel of military outposts and bases

no useful data has ever been retrieved. The

vanish, leaving behind only the tiniest signs of

mystery of the Asterians remains unsolved,

resistance. The Corporations best scientists

as more and more systems report attacks

have studied this evidence on a galactic scale.

by unidentified aliens that hit and disappear

Compiling this information for centuries and

before reinforcements can be brought to bear.

*** CLASSIFIED MESSAGE TO CORPORATION CENTRAL ***


FAO HEAD OF BIO-WEAPONS RESEARCH New Czechia
Source: Intelligence Unit Tau Eridani en route to Bio-Weapons Research Outpost 51.
Mission: investigating sudden loss of all communication from maximum-security laboratory.
As we approached system 51, we had a report that an escape shuttle from the laboratory had
reached the headquarters of the 35th Marines Batallion stationed on Tallaxia. Two days later
we lost contact with the Marines and soon the entire planet went silent.
We changed course and are now orbiting Tallaxia in stealth mode. Information from the
surface is confused and contradictory. All settlements on the planets surface show sign of
conflict. Several ships have left the main starports and are heading for nearby systems.
Suspected outbreak. We will continue to monitor the situation. We advise interception and
quarantine or destruction of all vessels leaving Tallaxia. We request an Enforcers Long
Patrol detachment to blockade the system. If the outbreak is confirmed, we will be forced to
Disinfect the planet and its moons. Awaiting authorization to deploy Disinfection assets...
End of transmission

82

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