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Warpath
This book, Warpath, is for the upper end of the scale,
and really comes into its own in games of over 100
figures per side. Warpath focuses on teams, units, and
combined arms; it does not concern itself with the
detail of minor flesh wounds and individual soldiers.
This game is about the major casualties, the
psychological effects of warfare, and the strategies
required to win the war. The nature of the battles is
purposefully kept fairly abstract to allow you to play
out extensive campaigns, but still in a refreshingly
short amount of time.
Warpath: Firefight
For those who want to get deeper into the action,
Warpath: Firefight zooms in and allows you to play
out the fates of each individual soldier in smaller
conflicts of 30-100 figures per side. It is a game for
hobbyists who want every one of their lovinglypainted miniatures to impact the outcome of the
battle. You can find out more in the Firefight Rulebook
[insert pic].
Both Warpath and Firefight use the same miniatures
range, but take common mechanics and apply them
to two different gaming styles to give you the perfect
sci-fi gaming fix no matter your preference.
Insert photos of a typical sized army for each version.
Even smaller-scale skirmishes in the Warpath universe
are played out in Deadzone, Warpaths sister game in
Mantics sci-fi range. The miniatures are again
interchangeable, but Deadzone zooms in to capture
the intricate detail of the more delicate
reconnaissance missions, with just 5-30 figures per
side, and a campaign system where your troopers will
gain experience and improve their skills between
missions.
The Universe
Warpath recreates battles fought out across the
breadth of corporate space, from the towering cities
of Corporation Central to the unexplored planets of
the outer spheres. You can learn more about the
Warpath universe and all of its inhabitant races in the
accompanying sourcebook [insert pic].
An Opponent
Dice
Command Dice
Armies
Each player will need a collection of miniatures to
represent their troops on the battlefield. For your first
few games we recommend using the miniatures in the
Two-Player Battle Set. Once you know what youre
doing, check out the force lists starting on page XXX.
Each one lists the characteristics and abilities of a
different race or faction pick your favourite and start
collecting an army.
Battlefield
You will need something to represent the surface of
the planet that your battle is taking place on. This can
be as simple as using your dining table at home, or
you can unleash your hobby potential and have a go
at making a board yourself if you want a more realistic
looking game. The standard size for a Warpath table is
6 feet by 4 feet.
Terrain
It is rare for a battle to take place on an open field.
With the level of firepower available in the distant
future it would be foolish to make yourself such an
easy target. Therefore you will need some pieces of
scenery to place on the battlefield. In the game these
can be used for cover and be occupied by your troops,
adding another tactical angle to the game. Mantic
makes a range of modular buildings that you can use
to populate your table find out more at
www.manticgames.com.
Counters
Sometimes it can be hard to keep track of what your
units have and havent done in the rush of a battle.
Counters are used as reminders so that the players
can keep their heads clear to plan the next move.
Insert images of the following
Tape Measure
With bizarre technology and myriad alien races,
Warpath has a lot of variety in the types of troops that
you can field. All of these can move and shoot
different distances, so you will need a ruler or tape
measure to check these distances during the game.
Units
Warpath is played with groups of miniatures and
vehicles that come together to form an army or force.
This can range from a single vehicle or alien monster,
to large numbers of infantry models, to a weapons
platform and its crew. No matter what they are, all of
the miniatures used to play Warpath are referred to in
the rules as units.
Teams
Infantry units can vary in size small units can be
more manoeuvrable, but large units can bring a lot
more firepower to bear.
Units are broken down into smaller groups of
miniatures called teams, made up of a number of
miniatures mounted together on a single base, or
stand. Some units may consist of just a single team;
some are much larger.
The number of miniatures on a stand depends on its
Class:
Positioning
There are certain rules that define where the teams in
your unit can be positioned as they move across the
battlefield. They are as follows:
Dice
Command Dice
Modifiers
Some rules will allow you to modify a dice roll, which
means that you can add or subtract from the result
rolled. For example, a -1 modifier incurred by your
unit being suppressed would mean that all 4s rolled
would become 3s instead, and would therefore be
unsuccessful if trying to make a 4+ test.
Many gamers think of this the other way around, and
instead of making the result lower, the modifier
makes the test harder. So, using the above example
the dice results would remain as they are, but only
results of a 5 or more would be successful instead of a
4 or more.
Both ways of thinking have the same end result, it just
depends on your preference.
Re-Rolls
Some rules require or allow you to re-roll one or more
dice. This means that you ignore the original result,
take the dice and roll them again. The second result
always stands, even if its worse than the first. Dice
cannot be re-rolled more than once.
5
In Play
The term in play refers to any unit that is considered
to be involved in the battle at a given time. Generally
this will apply to all units that are still alive and on the
board, with units that have left the board, that are in
reserve, or that have been destroyed no longer
counting as in play. There can be exceptions to this
rule, such as units within a transport vehicle that are
not physically on the table. These exceptions will be
explored in the relevant sections.
Measuring
Warpath requires you to measure distances during
the game to determine how far your troops can move
and shoot. All distances are given in inches, so you will
need a ruler or tape measure to do this during the
game.
You can measure any distance at any time.
Due to the imprecise nature of wargaming in general,
in cases where you cannot be sure if something is
within a certain distance or not, and might well be in
or out by a tiny fraction of an inch, roll a die. On a 4+ it
is in; on a lower result it is out.
Line of Sight
There are often times in Warpath where you will need
to check whether one of your units can see another
unit or objective. This is called line of sight.
Line of sight is very important in Warpath it
determines the targets that your units can shoot at.
Other units, intervening terrain and your units chosen
positions will all have a big impact, and securing the
right vantage point will be a key part of your armys
tactics.
Height
All units and terrain areas in the game have a height,
as shown in the chart below:
Height 0
Height 1
Height 2
Height 3
Height 4+
2. Cover
Unit Statistics
Each unit in Warpath has a series of game values that determine its effectiveness on the battlefield. These are called
statistics (or stats for short) and together form the units statline or profile. These are listed below. Teams within a
unit move, shoot and fight together, using the same Speed, Accuracy, Defence, Resilience and Nerve stats, but may
have different weaponry.
Double-page spread - Insert image of Enforcer Unit Profile in centre of page, with each of the following in a caption
with an arrow pointing to the appropriate stat.
Res
4
Infantry
Ner
3
Points: 90
Special
Points: 15
Special
Points: 125
Special
Anti-Tank, Heavy Firepower
Blast (D3+1), Heavy Firepower
Points: 30
+1 Nerve
Command
Unit
Unit Size
Speed (Spd)
Unit Name
The name given to the unit. When you write out your
own army list you can always come up with your own
unit names.
Accuracy (Acc)
This is the dice roll required for the unit to hit the
enemy with a Shoot action.
Defence (Def)
Command (Cmd)
Resilience (Res)
This value represents how much damage a unit can
withstand before a team is destroyed.
Nerve (Ner)
This represents the units morale, and is used to
determine the point at which a unit can no longer
fight at full effectiveness, or even flee the battle
completely.
Class
Weaponry
Most teams will have multiple types of weapon and
will have more than one value in this section.
Range
The distance in inches that each weapon can fire.
Teams
Each unit entry will list a number of teams for each
unit. These can be selected in various combinations
depending on the battlefield role that the player
wants them to fulfil.
Points
This determines each teams value within the army,
and is used when calculating the size of your force.
See Building a Force on page XXX.
Restrictions
The number of each type of team than can be taken
within a unit. This may list minimums and/or
maximums. If there is no number listed, any number
of that team type can be taken.
Special Rules
This section will list any equipment or ability
possessed by the team that bestow special rules upon
the unit. These rules will be in effect for the entire
unit while the team remains in play. Definitions for
these special rules can be found on pages XXX.
Alternative Weapons
Some weapons will have this symbol: [insert
symbol, written as > in the Forces Section], and are
classed as alternative. This means that the unit
carries multiple weapons or ammunition types but
can only fire one at a time. Each time the unit
shoots it must choose only one weapon with the >
symbol to use.
Dice
The number of dice rolled when the team attacks with
this weapon.
AP (Armour Penetration)
How easily the weapon can pass through enemy
armour. This will modify an opponents Defence roll in
an attack.
Special
Some weapons will also have special rules. These rules
apply only to the weapon they are listed for, not to
Unit Upgrades
Some units will allow certain teams to be upgraded
with additional personnel that grant the unit
additional rules or improved stats. As with the team
special rules, these rules will be in effect for the entire
unit while the team containing the upgrade remains in
play.
10
Setting up a Game
Before you play a game there are certain steps you
must follow. The Warpath universe is huge and
diverse and the set-up process will carry this through
into your games no two will play out the same!
You will need to select which soldiers are going to be
fighting for you, who youre going to be fighting
against, why youre going to be fighting them, and
where youre going to be fighting. Many players like
to build a narrative around their army where each
unit commander has a name and a history, and each
battle is a part of a long campaign with a goal wider
than occupying a single objective. For more on
building a story around your games, see the
Campaigns section on page XXX.
Of course, many players prefer to play one-off games,
at home or at a local gaming club with friends, or
competitively in tournaments. Whichever type of
game you prefer, the process is as follows.
2: Select Mission
With such a wide range of unusual species, theres an
equally wide range of motives for warfare. Some
battles are fought over seemingly trivial political
matters, some to claim a valuable asset, and some
just because the troops are hungry!
Warpath has a set of missions that represent the
varying objectives that a force may be given by their
commander, and each one has a different way to win,
forcing you to use all manner of different tactics. For
more information on Missions, see page XXX.
3: Place Terrain
Terrain is integral to Warpath. With such advanced
weaponry and equipment, battles across open ground
would be over in seconds the victor would be the
one quickest to the draw. Instead, the terrain on the
table is as important as your opponent youll often
find you need to go through the terrain to get to your
11
5. Deploy
During this phase the players will take it in turns to
place their units onto the battlefield one at a time,
starting with the player who has Initiative, and
continuing until all units are deployed. If one player
has more units than the other, once one player has no
units left to deploy his opponent may then deploy all
remaining units at once.
All units must be placed fully within the deployment
zones shown on the map for the mission (see page
XXX), unless a special rule states otherwise.
Important: Units following the normal deployment
rules may not be placed in terrain pieces that are even
partially outside the deployment zone.
Diagram
Some players may choose to place units in reserve
using the Orders rules on page XXX, should the
mission allow it. This counts as deploying a unit, but it
is placed off of the table and the player must tell his
opponent that the unit is starting the game in reserve.
6. Play!
12
Missions
Game Length
Forces
Some missions will impose certain restrictions on the
forces chosen for the game, such as not allowing
certain troop types, or selecting a larger force for one
player than the other.
Terrain
Some missions will have specific requirements for
placing terrain onto the board, and these should be
taken into account before you use the terrain
placement rules on page XXX.
Deployment
Each mission briefing will incorporate a map of the
battlefield. As well as showing the placement of any
terrain pieces, this will also highlight the areas in
which the forces should be deployed at the start of
the game.
First Activation
Some missions will specify which player takes the first
Activation. Otherwise, the player with the Initiative
may choose who goes first.
13
Victory
Each mission will have different victory conditions.
This section will outline what the players have to do to
win.
Victory Points
Special Rules
Some missions will specify additional special rules that
apply to the troops on the battlefield during the
game.
1. Violent Encounter
Game Length
Forces
Victory
Terrain
There is no specific terrain requirement for this
mission.
Deployment
Insert map deployment zones are within 12 of the
two long edges of the board.
First Activation
The player with the Initiative may choose who goes
first.
14
Sequence of Play
The game is played in a series of Turns, during which
each unit on the table has the opportunity to activate.
Each Turn is broken down into a number of
Activations, one for each unit.
Your mission briefing will tell you which player takes
the first Activation in the first Turn. In the second and
subsequent Turns, the player who finished first in the
previous Turn will take the first Activation.
During each Turn the players will alternate activating
their units. During each Activation a player must
activate a single unit that is not marked as activated.
After a player has activated their chosen unit, play
then passes to the opponent who may take his
Activation in the same way. This continues back and
forth until all units are marked as activated.
If a player has no units left to activate, his opponent
may then activate all remaining units, one at a time as
usual.
Short Actions
Move
Shoot
Assault
Overwatch
Regroup
Long Actions
Enter/Leave Terrain
Double Move
Disengage
Rally
Activations
A units Activation is its opportunity to move, shoot
and fight, and each unit may only be activated once in
a Turn unless a special rule says otherwise. Each
Activation allows a unit to make up to two different
short actions, or a single long action.
Before you choose which actions to take with a unit,
you should always check the number of suppression
tokens assigned to it, as they may affect what it can
do. For more on Suppression, see page XXX.
You should declare to your opponent which action
you are taking before you move the miniatures, so
that they can react if necessary.
15
Actions
The following section describes the common actions available to most units. Some units may have other actions
available to them, and these will be listed in their unit entry in the forces section.
Important: Each unit may only perform each type of action once during its Activation, unless a special rule states
otherwise.
16
*
**
Move
Blaze Away
Regroup
Remove activation token*
Shoot**
only when in defensible terrain
only when on Overwatch or in fortified terrain
18
4: Fire!
2: Line of Sight
As described on page XXX, you will need to determine
if your unit can see their target before you are able to
shoot at them. If you cant see them, you must pick a
different target, or a different action (which can
include changing a previous Move action into a
Double Move).
3: Range
Different teams will have different ranges depending
on their weaponry, and this will be detailed in the
units weapon statlines.
Note: Weapons with a range of A or R are for use in
Assault and cannot be used to shoot.
Distances can be measured at any time during the
game. Measure the distance from any point on the
edge of each teams stand to any point on the target
unit and compare to this value.
Unless specified otherwise, a unit may fire all of its
weapons that are in range.
Dont forget that some teams in a unit may be in
range while others are not.
Note that some weapons have a minimum range.
Insert diagram measuring range from one unit to
another, showing that you measure from the edge of
each stand to any part of the target.
19
A unit of Corporation Marines is shooting at a unit of
Steel Warriors. The Corporation player checks line of
sight to ensure that the Marines can see the Forge
Fathers advancing toward them, and they can.
The Corporation unit has three teams of Marines, and
one Ranged Support team. The closest point of their
target is 19 away, and so all of their weaponry is in
range. This gives a total Power of 24. However, as the
Autocannon has a different AP value, the dice for this
weapon should be rolled separately.
Corporation Marines usually require 4s or more to hit
their target. They are not suppressed, but there is a
barricade partially blocking their view so the Cover
modifier will apply. 1 will be subtracted from each roll,
and so the Marines will now need 5s or more to hit.
The dice are rolled the Marines have scored 7 hits
with their rifles and 2 hits with the Autocannon. These 9
dice can then be rolled again to see if they damage the
Forge Fathers.
As a hit has been scored, a suppression token is added
to the Forge Father unit. A second is added due to the
Suppressive Fire rule on the Marines Autocannon.
5: Roll to Damage
Once you have rolled your dice to hit and applied all
appropriate modifiers, take all of the dice that were
successful and roll them again.
This time you will be rolling against the Defence value
of the target unit, with all successes dealing a point of
damage.
Important: When rolling to damage, any dice that roll
a 1 always fail, regardless of modifiers.
Some units will have a Defence value of higher than
6+. In these cases it will be impossible to damage
them without modifiers.
There is only one common modifier on rolls to
damage:
+X Armour Piercing
6: Remove Casualties
Compare the damage dealt to the units Resilience.
For every amount of damage equal to the Resilience:
20
7: Suppression Check
After resolving any casualties, compare any leftover
damage to the units Nerve value. If the amount of
damage equals or exceeds the Nerve value, add an
additional suppression token to the unit.
Note: This means that units with a Nerve equal to or
higher than their Resilience will never take additional
suppression from this check.
After all suppression checks have been completed you
no longer need to keep a record of the damage on the
unit only suppression tokens added from the attack
will remain in place.
Blaze Away
Blaze Away is an alternate type of Shoot action that
represents spraying an area with bullets in order to
keep their enemies heads down. This is done by
making a shooting attack as normal, but using an
Accuracy value of 6+ to represent most of the shots
going astray. No modifiers of any kind are applied to
the roll.
No dice are rolled to damage. Instead, all hits rolled
are applied to the target unit as suppression tokens
(see page XXX). This is cumulative with any added by
the Suppressive Fire special rule.
21
-1 Suppression
2: Remove Casualties
1: Roll to Damage
3: Determine Winner
Once casualties have been removed you will need to
determine the winner of the assault this is the unit
that has taken the least damage, provided that it is
still alive! If the unit that took the least damage has
been destroyed, the surviving unit is the winner by
default.
22
4: Suppression Check
After resolving any casualties, compare any leftover
damage to the losing units Nerve value. If the
amount of damage equals or exceeds the Nerve value,
add an additional suppression token to the unit. If at
this point the loser has accumulated enough
suppression to be grounded, they will be overrun and
the unit is destroyed and removed from the table.
The winner of an Assault never takes additional
suppression from this check and is not removed even
if they are grounded.
Note: This means that with a Nerve equal to or higher
than their Resilience will never take additional
suppression from this check.
After all suppression checks have been completed you
no longer need to keep a record of the damage on the
5: Gaining Ground
If the loser of an Assault is not completely destroyed,
the winner will push them back. The owner of the
winning unit may make a Move action with the
opponents losing unit in any direction. This move
cannot be used to engage another unit.
Provided they were not grounded during the Assault,
the winning unit may choose to also make a Move
action. This cannot be used to engage any unit other
than the one they had just been engaged with. It is
not a charge any further Assault actions will take
place in the following Turn.
If the loser of an Assault had been completely
removed, and was occupying a terrain piece, the
winner of the Assault may instead make an Enter
Terrain action into the terrain piece and occupy it in
the losers place.
If there was no loser, no unit may move. The surviving
units remain in place and the action is over. Starting
with the winning side, all surviving teams not already
in base contact must be moved as close to the enemy
as possible by the shortest possible distance.
A unit of 2 teams of Plague 2nd Gens has charged a unit
of Corporation Marines, 3 teams strong. The Marines
have 1 suppression token, but are not yet marked as
activated, and can therefore retaliate in the Assault.
The 2nd Gens have a total Power of 16, and the Marines
a Power of 12. Both players roll their dice.
The 2nd Gens are rolling against the Marines Defence
value of 4+, with an AP of 1. They have also charged in
this Activation, and so have a total modifier of +2. This
means that all results of a 2 or more will cause damage!
The Marines are rolling against the 2nd Gens Defence
value of 5+, with no modifiers.
The 2nd Gens score a total of 12 points of damage, and
the Marines score 5. Comparing to the respective
Resilience values, the 2nd Gens have entirely wiped out
the Marines, but have lost a team in return, and will
accrue a suppression token because of it. A ferocious
attack!
As the winners of the Assault, the leftover damage on
the 2nd Gens wont have any effect, and they can make
a follow up Move action if they wish.
23
Other Actions
Overwatch Short Action
It is not always the right time to act, and you may
want to hold your units back to react to your
opponents movements.
You may use this action to delay part of your
Activation to later in the Turn by putting the unit on
Overwatch. You may place an Overwatch counter
[insert pic of counter] next to the unit, and play passes
to your opponent without you making any other
actions or marking the unit as activated.
You can then activate this unit later in the Turn as a
separate Activation, but you will only have a single
short action left to make. Once the unit has
completed its Activation, turn the Overwatch counter
over to mark the unit as activated as normal.
In addition, units on Overwatch may make a Shoot
action as a charge reaction (see page XXX).
If the only units left to activate in your force are on
Overwatch and your opponent has regular Activations
left to make, you may choose to pass your Activation
without doing anything.
Once only units on Overwatch remain available to
activate on both sides, both players must resume
alternately activating their Overwatching units until
everything has been activated.
24
Suppression
Going to Ground
Removing Suppression
Suppression tokens can be removed with the Regroup
and Rally actions, and with various Orders (see page
XXX).
25
Recovery
Grounded units are at risk the troops may turn and
flee the battlefield or succumb to their wounds. When
a grounded unit is activated it must try to recover
before it takes any actions.
To do this it must roll one die for each team in the
unit and compare the result to the units Nerve value.
For every roll greater than the units Nerve, a team
has died of its injuries or fled the battle one team of
the owners choice is removed. No further
suppression is added for the teams removed. Any
remaining teams have recovered, and the unit must
carry on with its Activation and make a Rally action as
normal.
Terrain
We refer to the (relatively) flat and featureless gaming
surface which normally constitutes the majority of the
battlefield as open ground. No extra rules or
exceptions apply to open ground.
Any terrain feature on the gaming surface should have
a clearly defined area that shows the space it takes up
on the table. This can either be the edges of the piece
itself in the case of a building, or the edge of a larger
base around the terrain pieces in the case of a forest
the entire base area is considered to be the terrain.
These terrain areas can block line of sight and can
affect movement. Players should agree on the details
of each terrain piece before each game.
Impassable Terrain
Examples of impassable terrain could be cliff faces,
lakes or large rocks. These are the simplest to handle
no unit can enter or move through these areas, and
moving units must move around them in the same
way as enemy units. The primary purpose of these
pieces in the game is to limit movement and block line
of sight.
Decorative Terrain
Any small terrain piece that does not have a defined
area is decorative terrain and has little effect on the
game, other than making your table look more
realistic. Example of this can be: raised platforms, tiny
buildings, crop fields, lampposts, isolated pylons,
individual trees, power generators, etc. Units can
move and attack over and around these without
penalty, although they may partially block line of
sight.
Height
All terrain that is higher than ground level must be
assigned a height at the beginning of the game. See
page XXX.
If the piece of terrain is a building with multiple floors,
you will need to define the height of the highest floor
that figures can be placed on (the same height as the
building if figures can be placed on the roof, or a level
or two lower if not). This will determine what a unit
occupying the building can see.
26
Defensible Terrain
Defensible terrain is anything considered large and
sturdy enough for troops to take cover in buildings,
woods, low rocky outcrops, etc. These terrain pieces
are impassable to Tanks (see page XXX), but can be
occupied by other units using the Enter/Leave Terrain
action. The entire unit will enter the terrain piece; it is
not possible to have a unit half in terrain and half not.
It is not necessary to physically place the unit on or
into the terrain piece if it will be awkward to fit units
within an area of terrain are still considered to be in
play, even though the models may be off of the table.
It is assumed that the troops will adapt a defensive
formation around the perimeter, and effectively the
edges of the terrain piece become the edges of the
unit. A unit can leave terrain by measuring its
movement from any point on the edge of the terrain
area. All ranges and line of sight can be drawn from
any point at the edge of the terrain in the same way.
Units in defensible terrain are always in cover.
A terrain area that is already occupied cannot be
entered. If it is occupied by a friendly unit you will
need to move the occupiers out before any other unit
can move in. If it is occupied by an enemy unit then
moving into contact with the terrain will result in an
Assault action against that unit.
27
Terrain Capacity
At the beginning of the game you will need to agree
with your opponent how many units can occupy each
piece of terrain, and divide it into that number of
similarly sized segments. A general rule is that a
terrain area can hold one unit for every 6-12 square
space it occupies, but there may sometimes be a more
obvious way to split a terrain piece, such as different
wings or floors of a building. This will ultimately
depend on the designs available in your terrain
collection.
These segments are regarded as separate pieces of
terrain for the purposes of gameplay. A unit occupying
one such area can make a Move action to cross from
one terrain area to any adjacent unoccupied terrain
area (or a Double Move to cross into two adjacent
terrain areas).
Units in adjacent terrain areas may also make Shoot
and Blaze Away actions against each other (with the
cover modifier as normal), and can also make Assault
actions against each other.
No charge reactions can be made against units
assaulting from an adjacent terrain piece.
Insert photo examples of different sized terrain
pieces, broken down into areas. Caption
You may also wish to define terrain sizes in more
detail, by agreeing a number of teams that can fit into
a specified terrain piece, so that only units of a certain
size can enter it. Mantics Battlezones Scenery range
is made up of modular 3 cubes if using it, a good
guideline would be to say that each 3 cube can hold a
single team.
In addition, you may choose to say that certain terrain
pieces have a maximum height, so that a height 3
Strider cannot enter a height 2 building for example.
Fortified Terrain
Some terrain pieces such as bunkers are so thick and
impregnable that they are classed as fortified terrain.
Fortified terrain is a type of defensible terrain and will
benefit from all the same rules and bonuses. It also
grants extra protection to its occupants from shooting
in the form of an additional modifier, and through a
greater range of reactions to being charged (see page
XXX).
28
Anti-Grav
This unit has jump packs, thrusters, wings or mystical
powers that allow it to move off of the ground. It may
move over terrain, vehicles and enemy units without
needing a clear path around or between them. It must
still have enough space to end its move in the chosen
position.
Anti-Tank
Area Effect
This weapon sprays its ammunition over a wide area.
After it has made a Shoot or Blaze Away action against
an enemy unit, it may immediately make a second
action of the same type against any other enemy unit
within 6 of the first.
Both of these attacks are part of the same action, and
will only count as a single use on a Limited (X)
weapon.
Blast (X)
If this unit hits with a shooting attack, any hits are
multiplied by X before rolling to damage. In Assault,
the Dice value of the weapon is simply multiplied by X.
If X is a dice roll (e.g. Blast (D3)), roll dice for each hit.
Blast weapons also ignore cover penalties (but not
fortified terrain penalties) when shooting.
Bulky
This unit cannot enter a Transport Vehicle (see page
XXX).
Camouflage
This unit has a distortion field or patterned markings
that make it hard to see. The unit counts as being in
cover even when in the open. This rule has no further
benefit when the unit is in cover.
In addition, enemies targeting this unit have trouble
drawing a bead on it. Any Shoot action against this
unit is a long action rather than a short action.
Shooting actions that are already long, such as those
made at full power with the Heavy Firepower rule,
may not be made against this unit.
Communications
Experimental
Headstrong
At the beginning of its Activation, before any Recovery
rolls, this unit may remove 1 suppression token.
Heavy Firepower
Shooting at full power is a long action for this weapon.
The weapon may be fired as a regular short action,
but it will roll half the number of dice (rounding up).
The weapon may not be used to Blaze Away.
Indirect
This weapon may be used to fire at any target within
range, regardless of line of sight, but will suffer a
further -1 penalty to hit when targeting a unit that it
cannot see.
Inspiring
This unit drives those around it to perform at a higher
level. The Nerve of all friendly units within 8 of the
unit with this rule is 1 higher than it would normally
be. If a unit moves outside of this radius its Nerve will
revert to normal.
Leadership
A unit with this rule gains +1 to the number of
suppression tokens removed with a Regroup or Rally
action.
Limited (X)
This weapon may only be used X times in a game.
Medic
After an enemy has rolled to damage against the
Medics unit with a shooting attack, remove D3
damage points from the unit before determining
casualties.
30
Mobile Defences
This unit counts as being in cover even when in the
open. The ability has no further benefit when the unit
is in cover.
Orbital Command
This unit is not placed on the board and does not need
to be deployed it represents a general or other highranking officer directing the battle from orbit. It is still
considered to be in play and must be activated once
each Turn like every other unit (although in most
cases will not make an action as part of its activation).
All units on the board count as being within 12 of this
unit, provided they have the Communications special
rule. This unit can always draw range and line of sight
to everything on the board, and is not affected by any
modifiers when shooting.
The unit cannot be targeted, and for victory purposes
is not considered to be a part of the force. For
example, in a 2000pt game with a 100pt Orbital
Commander, the force will count as 1900pts for
determining the victor. Therefore killing 10% of the
force would only require the opponent to destroy
190pts worth of units rather than 200.
Although not strictly necessary, it is a good idea to
have a model to represent Orbital Commanders in the
game. These models can be placed in a corner of the
board as a reminder of their presence and can have
activation markers placed next to them when
appropriate.
Insert pic of Orbital Commander model
Protection (X)
This unit inspires fierce protection from the units
around it, who will leap to its defence with no care for
their own lives.
Friendly units cannot be grounded while they are
within 8 of this unit.
In addition, all units of type X will leap to the defence
of any unit with this rule. If a unit with this rule is
charged by an enemy unit, any other unit of type X of
the owning players choice that is not activated,
engaged or grounded within 12 may make a charge
reaction on the protected units behalf.
Recon
This unit may start the game inside any terrain piece
outside the opponents deployment zone.
Reckless Advance
This unit has no use for clearing protocols and no
need for caution as it charges into the unknown. This
unit may Enter and Leave Terrain as a short action.
Remember that a unit cannot make the same action
twice in an Activation.
Shredder
When rolling to damage with this weapon, for any
dice that roll a 6 to damage you may take an
additional die and roll to damage again, with any
subsequent damage added to the original total. Any
6s rolled on this second roll (or indeed any further
rolls) also grant additional dice this continues until
no 6s are rolled.
There is no additional effect against Vehicles as all
attacks against Vehicles have the Shredder rule
already.
Stun
Saturation
This weapon fires gouts of flame or toxic gas that fill
an area, so accuracy is far less important! This weapon
always hits on a 3+, regardless of modifiers.
Shield (X)
Every time you Shoot or Blaze Away at this unit, you
must discard the first X hits to overcome the shields
defences (starting with those with the lowest AP value
and working up). Only the hits remaining afterwards
will cause any suppression and can be rolled to
damage.
If a single attack inflicts twice as many hits as X
(before discarding any dice), the shield has been
overloaded and will not work for the rest of the
battle. It will affect the Shoot action that overloaded it
as normal.
Weapons with an AP of X or more ignore the effects of
the shield, and will still count towards overloading it.
Shield tokens [insert pic] can be used to show that a
units shield is still in place.
Subterranean Deployment
This rule is the same as the Aerial Deployment rule,
except that the unit comes from underneath instead
of above!
The units entry point may not be inside a terrain
piece, but it may be in base contact with another unit
(friend or foe!) treat it as if the emerging unit has
charged the unit it has come into contact with, with
no charge reaction possible.
Tag
This weapons ammunition is fitted with geo-trackers
that will alert friendly troops to the location of their
31
Tenacious
This unit is able to hold enemies in position, whether
by surrounding their prey, gripping them with
tentacles, or using some kind of alien weaponry.
Enemy units may not make a Disengage action while
in contact with a unit with this rule.
Unflinching
At the beginning of its Activation, before any Recovery
rolls, this unit may remove 1 Suppression Token.
Furthermore, this unit does not suffer the single
suppression Tokens added by regular shooting, but
will still suffer Suppression from all other sources,
such as Blaze Away, the Suppressive Fire (X) rule and
taking casualties.
32
Vehicles
In Warpath, Vehicles work in the same way as Infantry
units in most cases, but youll find that they tend to
have more firepower and heavier armour. There are
some other minor changes to their rules as detailed
below.
Vehicle Formations
Although each Vehicle is a unit in its own right,
vehicles do not always fight alone. Some can be
grouped into formations consisting of multiple units,
and this will be detailed in their unit entry, where X is
the number of Vehicles that can be grouped together.
If you choose to do this, all units in a formation will be
activated together as a single Activation, and must
remain within 6 of each other at all times.
In addition, if one unit in a formation is destroyed, any
others in that formation accrue a suppression token.
Tanks
Suppression
Although Vehicles do not suffer pain or duck for cover,
they can still be suppressed like every other unit. In
the case of a Vehicle, the suppression tokens
represent the crew being shaken up, the vehicle being
knocked off course, temporary damage to computer
systems and so on.
33
Tank Movement
Tanks cannot enter defensible terrain, nor can they
engage enemy units in defensible terrain. They can
however move into and through enemy Infantry units.
This is a charge and the Vehicle will make an Assault
action against the unit moved through (see below),
even if it ends its move out of contact. This represents
the tank ramming and running over the enemy.
Tanks can charge other vehicles as well, but may not
move through them.
Tanks are never considered engaged they may move
freely out of base contact with an enemy, and the
enemy may do the same to them.
Tanks in an Assault
Some Tanks have a ramming value to represent the
damage they do when running over enemy Infantry or
ramming an enemy vehicle this is shown in their
statline as a weapon with a range of R. If a Tank with
such a value charges an enemy unit (not the other
way around) it will make an Assault action as normal.
When being charged by the enemy, Tanks may make
charge reactions as if they were inside fortified
terrain, i.e. they can always react, and can shoot as a
reaction.
Tanks cannot retaliate in Assault unless the attacking
unit is also using a ramming value, to represent the
damage caused to the engaging vehicle by the
collision. This retaliation roll may be made with the
full number of dice regardless of whether or not the
Tank has been activated this Turn, and it will not be
marked as activated after the Assault if it wasnt
already.
34
Flyer
This Vehicle flies high above the battlefield. It is not
deployed with other units at the start of a game.
Instead, it can use its Activation to arrive on the board
from any edge using a Move or Double Move action,
and the Flyer and any troops on-board are not in play
until it has moved onto the table.
Smokescreen
This airborne vehicle drops grenades to form a curtain
of smoke, obscuring the ground below. Any unit that
disembarks from this vehicle benefits from the
Camouflage rule until the end of the turn.
Transport (X)
Some Vehicles are able to carry Infantry into battle.
The Vehicle is able to carry up to X teams, and these
teams can be from different units. Transported
infantry units can enter and exit a Vehicle exactly as if
it were a defensible terrain piece (albeit one that
moves), with the exception that they cannot exit if the
Vehicle has performed a Double Move action that
Turn. Units can also choose to start a game inside a
Transport, and placing the Vehicle containing the unit
only counts as placing one unit during deployment.
While a unit is inside a Vehicle, it cannot be targeted
by enemy fire (unless the Vehicle is Open-Topped
see below), and it may only make Leave Terrain (to
exit the vehicle) or Regroup and Rally actions. It may
not make any kind of attack, and if the vehicle
becomes engaged with an enemy unit the occupants
of the vehicle do not participate in the Assault. They
may however choose to exit the vehicle as a charge
reaction if the Transport is charged.
If they choose to exit the vehicle while it is engaged,
they are placed in contact with the engaged enemy
unit, as close to the Transport as possible. They
become instantly engaged with the same enemy unit,
and do not count as charging. Units inside a Vehicle
are still in play.
Flyers that also have the Transport rule cannot safely
land on the battlefield to deliver their troops units
inside a flying Transport can only exit the vehicle if
they have the Anti-Grav rule.
If a Vehicle with the Transport rule is destroyed while
there is a unit inside it, they suffer a number of hits
equal to the Vehicles Resilience value plus the roll of
a D6. These will roll to damage with AP 2 and are
marked as activated if they werent already. Survivors
are placed as close to the Vehicle as possible if it
36
Command
Commanders of a force are able to influence their
troops to go above and beyond, and to do this you will
find that some units in the game have an additional
value in their unit entry: Command.
Command
The Command value indicates a units ability to
control the troops around it, and contributes to
the army Command Pool, granting special abilities
during the battle. Teams with a Command value
are referred to as Commanders in the rules.
Command can vary between teams in a unit.
Command will be listed under the special rules
section of a unit/teams entry, and can also be
granted by certain unit upgrades.
[insert pic showing where to find the stat]
Command Pool
All Commanders contribute to the forces Command
Pool. This is a pool of special dice that represent
strategic planning and tactical communication within
the force, and allow Commanders to direct their
troops in ways over and above those granted by the
standard rules. These abilities can turn the tide of a
battle, so use them wisely!
At the beginning of a game, add together all of the
Command values in your force, and take that number
of Command dice and place them at the side of the
board.
Giving Orders
Unless stated otherwise, Orders are always used
when it is your turn to activate a unit, and only before
or after the Activation, not during. The Order itself
does not count as your Activation, although any units
activated as part of the Orders will.
Each Order must be centred on one of your
Commanders when declared this determines who
can be affected by it. Every Commander has a range of
influence of 12 unless listed otherwise, and all units
within that radius can be affected by their Orders.
Grounded Commanders cannot issue Orders.
To give an Order, declare which Order you are giving,
which Commander is giving it, and to which unit, and
decide how many Command dice you want to roll for
the Order. Roll the dice, and check your result.
Every O [to be replaced with a symbol] icon that you
roll counts as a single success.
Every blank face rolled is a failure the Order has
been misunderstood or didnt get through to your
troops.
Every + [to be replaced with a symbol] icon means
that the die can be returned to your pool after
determining the result of the roll, even if the Order
was unsuccessful.
Orders
During the game, you may use these dice to give
Orders. Orders are special abilities that will allow units
to do things that they otherwise couldnt have done,
such as activating multiple times in a turn, activating
simultaneously with another unit, or making special
actions. The list of standard Orders can be found on
37
38
1: Blank
2: O
3: O
4: O
5: O+
6: OO
7: OO+
8: OOO
Level 1 Orders
Bounding Overwatch
Choose two friendly units within range. One unit may
make a single Move action and then be placed on
Overwatch. The other may then make its Activation as
normal.
Counter Attack
This Order may be given to any unit about to make a
charge reaction. That unit may instead charge the unit
that was charging it (provided that it can reach the
target with a Double Move or Leave Terrain action),
and will gain the charging bonus in the ensuing
Assault.
Firestorm
Flanking Manoeuvre
This Order may be given whenever you are about to
make a charge reaction with a unit within range of a
Commander. Any other unit within range of the same
Commander may choose to make a charge reaction
instead. Like the Counter Attack order, this reaction
may be used to charge the original charging unit
(provided that it can reach the target with a Double
Move or Leave Terrain action), and will gain the
charging bonus in the ensuing Assault.
Combined Attack
Two of your units may be activated simultaneously.
Both target units must be within range of the same
Commander. This ability counts as a single Activation,
and marks both units as activated. The units must, as
part of their Activation, either:
i.
ii.
Level 2 Orders
Refresh
Call to Arms
39
Reserves
You may choose not to deploy some of your units at
the start of a game, unless the mission you are playing
states otherwise. You may use an Order to bring these
units on from any board edge during your Activation.
They must arrive on the board with either a Move or
Double Move from a chosen entry point. If the unit
has a Commander within it, this entry point can be
anywhere. Otherwise, the entry point must be within
range of a Commander that is already on the table.
They may not engage with the enemy as part of this
Activation.
This counts as your Activation.
Level 3 Orders
Comms Interference
Each opposing Commanders range of influence is
reduced to zero until the end of the Turn. Your
opponents units may only have Orders used on them
by Commanders within the units themselves. The
Orbital Command rule has no effect for your
opponent while Comms Interference is in play.
Last Stand
This Order may only be given in the last Turn of the
game (listed in the mission briefing). It is not played
on a particular unit. Instead, it will extend the length
of the game for an additional Turn. It cannot be used
in the newly created Turn to extend the game even
further.
40
Specialised Orders
Level 1 Repair
A friendly vehicle within range may immediately
remove D3+1 Suppression Tokens. This does not
count as the vehicles Activation.
41
Picking a Force
So, now you know how to play, youll surely want to
build up your own army. People like to play the game
in many different ways so the forces are fully
customisable. You can choose whether to overwhelm
your opponent with hordes of basic troops, or destroy
them piece by piece with a smaller elite force.
Which Force?
Certain armies are suited to certain playstyles. There
is flexibility in every army, but a Veer-myn force will
be at its best in large numbers, whereas an Enforcer
force will be smaller but more adaptable, focusing its
power in just the right places.
Of course, the way an army plays isnt the only reason
to take it into battle. Have a read through this section
and see which force takes your fancy it may be a
particular backstory that you can best identify with, or
you may want to pick your favourite miniature range.
Note: Building a force of your own will require a
little knowledge of how the game works in
practice, and which units are best in which
situations. For your first few games, we
recommend you use the pre-designed starter
forces in the Two-Player Battle Set. Once you
know what youre doing, read on!
Building 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 have
amassed a large collection of models, you might want
to try a game where the forces facing one another
across the battlefield are balanced, so that both
players have an equal chance of winning the game.
In order to achieve this, you and your opponent must
pick a force from your chosen army list before the
game. First agree a total of points, say for example
1,000 points. Then start picking units from the force
lists provided in this book.
Selecting Units
Each force will be made up of a number of units, each
with its own entry in the force list. There are no
restrictions on which units may or may not be taken
42
Unit Upgrades
Each force list will have a set of available upgrades to
your units. The majority of these will be the unit
leaders, listed under each unit entry, and there is no
restriction on how many of these can be taken across
the army. In addition there will be further upgrades
listed separately. These can be distributed across your
force as you wish, although they will be a limited
resource.
Force Limits
To be written after playtesting. I would like to restrict
the forces as little, with the points values doing their
job, but if there is something that can be spammed
and break the game, well limit it here.
No requirement to take any Commanders, but note
that you wont be able to use any Orders if you dont.
In addition, if a unit has the [* - symbol to be created]
symbol after its name in the list, it is a unique unit.
Only one such unit exists and can therefore only be
taken once in the force.
43
Asterians
NOTE ALL POINTS VALUES ARE ROUGH ESTIMATES
AND WILL NOT BE FULLY BALANCED UNTIL
EXTENSIVE BETA TESTING HAS TAKEN PLACE.
Army Background
Orders
Asterians have access to the following Orders in
addition to the standard ones.
Level 1 Hologram
The Asterians can use holographic projection to trick
their opponent into thinking a unit is somewhere
other than its actual location.
44
Res
4
AP
1
-
Special
Points: 20
AP
-
Special
Stun
Points: 5
Points: 10
45
Infantry
Ner
2
Points: 90
Points: 20
Dice
6
AP
1
Special
Suppressive Fire (1)
AP
1
-
Weapon
Stun Grenades
Lightblade
Range
8
A
Dice
4
4
Infantry
Ner
3
Points: XXX
Special
Points: XXX
AP
2
2
Special
Blast (D3)
Blast (D3)
Points: XXX
AP
2
Special
Blast (D3)
Points: XXX
AP
6
Special
Anti-Tank
Points: XXX
AP
4
Special
Blast (D3+2), Shredder
Points: XXX
Leadership
Additional
Weaponry
46
Res
3
AP
2
Special
Stun
Anti-Tank
Weapon
Stun Grenades
Lightblade
Range
8
A
Dice
4
4
AP
2
Special
Stun
Anti-Tank
Res
4
Weapon
Stun Grenades
Lightblade
Range
8
A
Dice
4
4
AP
2
Large Infantry
Ner
3
Points: XXX
Special
Points: XXX
Leadership
Additional
Weaponry
47
Points: XXX
Leadership
Additional
Weaponry
Infantry
Ner
3
Points: XXX
Special
Stun
Anti-Tank
Acc
3+
Def
2+
Dice
6
8
Res
4
AP
2
2
Special
Points: 30
Leadership
Command
Acc
-
Def
6+
Res
1
Vehicle
Height 2
Ner
4
Points: XXX
48
Infantry
Ner
2
Points: 80
Res
1
AP
6
Vehicle
Height 2
Ner
4
Points: XXX
Special
Anti-Tank
Points: XXX
AP
2
Special
Blast (2D3), Shredder
Points: XXX
AP
4
Special
Blast (D6+2), Indirect
Enforcers
NOTE ALL POINTS VALUES ARE ROUGH ESTIMATES
AND WILL NOT BE FULLY BALANCED UNTIL
EXTENSIVE BETA TESTING HAS TAKEN PLACE.
Army Background
Orders
Enforcers have access to the following Orders in
addition to the standard ones.
49
Level 3 - Fusillade
Choose a target. Any unactivated units within range of
the Commander with line of sight to that target may
immediately perform a Blaze Away action at that
target. In addition, any hits may be rolled to damage
as if a Shoot action were being performed. Roll to hit
and damage with all units before determining
casualties. None of the participating units are marked
as activated, although giving this order does count as
your Activation.
50
Points: 15
Points: 90
Points: 25
Additional
Weapon
Range
Dice
Weaponry
Incinerator
12
2
Enforcer Heavy Support Team
Special Rules: Anti-Grav, Communications
Weapon
Range
Dice
>Missile Launchers (AT)
6-48
4
Weaponry
>Missile Launchers
6-48
4
>Pistols
12
6
Assault Weaponry
A
4
Enforcer Defender Team
Special Rules: Anti-Grav, Communications, Mobile Defences
Weapon
Range
Dice
Weaponry
Shotguns
12
4
Assault Weaponry
A
8
Enforcer Breach and Eradicate Team
Special Rules: Anti-Grav, Communications
Weapon
Range
Dice
Pistols
12
6
Weaponry
Thermal Rifle
18
4
Wristblades & Mines
A
8
Enforcer Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
Infantry
Ner
3
Points: 90
Leadership
Command
AP
1
Special
Blast (2D3), Saturation
Points: 125
AP
4
1
1
-
Special
Anti-Tank, Heavy Firepower
Blast (D3+1), Heavy Firepower
Points: 100
AP
-
Special
Blast (D3)
Points: 110
AP
1
5
5
Special
Anti-Tank
Anti-Tank
Points: 30
Dice
4
6
6
Res
4
AP
2
1
-
Infantry
Ner
3
Points: 95
Special
Suppressive Fire (1), Tag
Points: 30
Additional
Weapon
Range
Weaponry
Burst Laser
36
Enforcer Pathfinder Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
Def
4+
Dice
4
AP
1
Special
Points: 40
Leadership
Command
Precision Fire Order
51
Acc
3+
Anti-Grav, Communications
Weapon
Range
Twin Genling 45 Laser
Weaponry
24
Assault Rifles
Assault Weaponry
A
Jetbike Ranged Support Team
Special Rules: Anti-Grav, Communications
Weapon
Range
Twin Genling 45 Laser
24
Weaponry
Assault Rifles
Heavy Burst Laser
36
Assault Weaponry
A
Jetbike Heavy Support Team
Special Rules: Anti-Grav, Communications
Weapon
Range
Twin Genling 45 Laser
24
Assault Rifles
Weaponry
>Missile Launcher (AT)
6-48
>Missile Launcher
6-48
Assault Weaponry
A
Jetbike Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
52
Leadership
Command
Def
6+
Res
3
Dice
AP
Large Infantry
Ner
3
Points: 110
Special
Points: 140
Dice
AP
6
4
2
-
Special
Dice
AP
4
4
4
4
1
-
Special
Anti-Tank
Blast (D3+1)
Points: 30
Points: 15
Points: 25
Additional
Weapon
Range
Dice
Weaponry
Incinerator
12
2
Peacekeeper Defender Support Team
Special Rules: Anti-Grav, Communications, Mobile Defences
Weapon
Range
Dice
Twin Genling 45 Laser
Weaponry
24
8
Assault Rifles
Assault Weaponry
A
6
Peacekeeper Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
Infantry
Ner
3
Points: 130
AP
1
Special
Blast (2D3), Saturation
Points: 150
AP
Special
1
Points: 30
Leadership
Command
Note: Peacekeepers use a different stand size to other infantry units due to the models large bases. Peacekeeper
team stands must follow the normal rules, but the maximum length + width restriction of 180mm does not apply.
53
Acc
3+
Def
7+
Res
4
Strider
Special Rules:
Communications
Weapon
Range
Dice
AP
Weaponry
Heavy Burst Laser
36
8
2
Assault Weaponry
A
4
3
Urban Assault Strider
Special Rules: Communications, Fire in the Hole!
Weapon
Range
Dice
AP
Weaponry
Flamer
12
4
1
Assault Weaponry
A
6
3
XXX Strider
Special Rules: Communications
Weapon
Range
Dice
AP
Weaponry
Polaris Cannon
60
4
6
Assault Weaponry
A
4
3
Ajax Siege Strider
Special Rules: Communications, Fire in the Hole!, Mobile Defences
Weapon
Range
Dice
AP
Weaponry
Grav-ram Spear
18
4
5
Grav-ram Spear
A
6
5
Strider Unit Leader
Upgrade any 1 Strider in a Formation to a Unit Leader, granting:
54
Leadership
Command
Vehicle
Ner
3
Points: 135
Special
Suppressive Fire (1)
Points: 135
Special
Blast (2D3), Saturation
Anti-Tank
Points: 135
Special
Anti-Tank
Points: 170
Special
Blast (D3)
Blast (D3)
Points: 20
Res
4
AP
2
Special
Suppressive Fire (1)
Points: 150
AP
6
Special
Anti-Tank
Points: 15
AP
5
Special
Anti-Tank
Points: 10
Smokescreen Grenades
Upgrade any Interceptor with Smokescreen Grenades, granting:
Points: 10
Def
8+
Res
4
Range
Dice
AP
>Anti-Infantry Bombs
12
12
Weaponry
>Missile Pods
72
Anti-Missile Flare Dispenser
Upgrade any Bomber with a Flare Dispenser, granting:
55
Vehicle (Tank)
Ner
3
Points: 150
Vehicle (Tank)
Ner
3
Points: 175
Special
Area Effect, Blast (3D3), Limited (2),
Suppressive Fire (2)
Area Effect, Anti-Tank, Blast (D3),
Limited (2)
Anti-Tank
Points: 10
Def
-
Res
-
Dice
AP
Ner
Points: 100
Special
Area Effect, Blast (4D3), Limited (1),
Suppressive Fire (3)
Command
Enforcer Engineer
Upgrade any Team with an Engineer, granting:
Command
Special Rules: Inspiring, RDL Transmission
56
Points: 15
Points: 15
Enforcer Medic
Upgrade any Team with a Medic, granting:
Points: 30
Command
Fortify Position Order
Enforcer Sniper
Upgrade any Team with a Sniper, granting:
Points: 25
Points: 60
Points: 100
Command
Precision Fire Order
Special Rules: Alien Intel, Inspiring, RDL Transmission
57
Forge Fathers
Army Background
Orders
58
Res
4
Special
Points: 15
Special
Suppressive Fire (1)
Points: 110
Special
Blast (2D3), Saturation
Points: 10
+1 Nerve
Leadership
Acc
5+
Headstrong
Weapon
Range
Weaponry
Hailstorm Rifles
24
Assault Weaponry
A
Militia Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
59
Infantry
Ner
2
Points: 75
Leadership
Def
4+
Dice
4
4
Res
4
AP
2
-
Infantry
Ner
2
Points: 55
Special
Points: 10
60
Leadership
Command
Def
5+
Res
4
Dice
AP
16
4
4
2
-
Infantry
Ner
3
Points: 110
Special
Suppressive Fire (1)
Points: 110
Dice
4
AP
7
4
4
2
-
Special
Anti-Tank, Heavy Firepower
Blast (D3+2), Heavy Firepower
Points: 30
Acc
4+
Def
4+
Headstrong
Weapon
Range
Dice
Weaponry
Burst Pistols
12
4
Assault Weaponry
A
8
Brokkr Bunker Assault Team
Upgrade any Brokkr team to a Bunker Assault Team, granting:
AP
1
1
Special
Points: 20
Dice
2
AP
7
Special
Anti-Tank
Points: 10
+1 Nerve
Leadership
Brokkr Engineer
Upgrade any 1 team with an Engineer, granting:
Points: 30
Command
Repair Order
Acc
4+
Headstrong
Weapon
Range
Weaponry
Twin Hailstorm Rifles
24
Assault Weaponry
A
Valkyr Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
61
Infantry
Ner
2
Points: 70
Additional
Weapon
Range
Weaponry
Magma Rifle
12
Brokkr Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
Res
4
+1 Nerve
Leadership
Def
4+
Dice
8
6
Res
3
AP
2
-
Large Infantry
Ner
2
Points: 85
Special
Points: 10
Res
5
Special
Blast (D3)
Points: 15
Special
Suppressive Fire (1)
Points: 10
Special
Anti-Tank
Points: 10
Leadership
Command
62
Infantry
Ner
4
Points: 135
Leadership
Command
Def
6+
Dice
6
4
Res
5
AP
6
4
Infantry
Ner
4
Points: 150
Special
Blast (D3)
Points: 10
Vehicle
Ner
4
Points: 170
Acc
3+
Def
8+
Command
Weapon
Range
Twin Hailstorm
Weaponry
36
Autocannon
Assault Weaponry
A
Doomstorm Pattern Iron Ancestor
Special Rules: Command
Weapon
Range
Twin Hailstorm
Weaponry
36
Autocannons
Assault Weaponry
A
Thor Pattern Iron Ancestor
Special Rules: Command
Weapon
Range
Weaponry
Assault Weaponry
A
Urban Pattern Iron Ancestor
Special Rules: Command , Fire in the Hole!
Weapon
Range
Twin Magma Cannon
36
Weaponry
Dragonbreath Flamer
12
Assault Weaponry
A
Iron Ancestor Unit Leader
Upgrade any 1 Iron Ancestor to a Unit Leader, granting:
Res
4
Dice
AP
Special
Suppressive Fire (1)
Points: 185
Dice
AP
12
Special
Suppressive Fire (1)
Points: 160
Dice
12
AP
5
Special
Points: 195
Dice
4
2
6
AP
7
1
5
Special
Anti-Tank
Blast (2D3), Saturation
Points: 40
Leadership
Command
Shield (4)
63
Acc
4+
Transport (2)
Weapon
Hailstorm Rifle
Assault
Def
9+
Range
24
R
Dice
4
6
Res
5
AP
2
3
Special
Vehicle (Tank)
Ner
3
Points: 120
Def
10+
Res
5
Dice
AP
Special
Area Effect, Blast (2D3), Saturation
64
Res
5
AP
2
3
Vehicle (Tank)
Ner
4
Points: 180
Vehicle (Tank)
Ner
4
Points: 190
Special
Suppressive Fire (2)
3
Points: 0
AP
7
Special
Anti-Tank, Blast (D3)
Def
6+
Res
3
Range
Dice
AP
60
10
Vehicle (Tank)
Ner
2
Points: 80
Special
Suppressive Fire (2)
Points: 80
Range
60
R
Dice
4
4
AP
7
-
Special
Anti-Tank, Blast (D3)
Command
Special Rule: Shield (4)
Command
Repair Order
Fortify Position Order
STILL TO COME: More Forge Father Command Upgrades, including Forge Lord Ingulf Krestursson
65
Points: 50
Command
Special Rule: Shield (4)
Points: 75
Points: 50
The GCPS
NOTE ALL POINTS VALUES ARE ROUGH ESTIMATES
AND WILL NOT BE FULLY BALANCED UNTIL
EXTENSIVE BETA TESTING HAS TAKEN PLACE.
Army Background
66
Orders
The GCPS has access to the following Orders in
addition to the standard ones.
STILL TO COME: GCPS Exclusive Orders, including
Marauder Orders.
Acc
4+
Weapon
Range
Laser Rifles
24
Assault Weaponry
A
Marine Ranged Support Team
Weapon
Range
Weaponry
Autocannon
48
Assault Weaponry
A
Marine Anti-Tank Support Team
Weapon
Range
Weaponry
Laser Cannon
48
Assault Weaponry
A
Marine Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
Weaponry
Def
4+
Res
4
Dice
6
4
AP
-
Special
Dice
6
2
AP
2
-
Special
Suppressive Fire (1)
Dice
2
2
AP
5
-
Special
Anti-Tank, Blast (D3)
Points: 70
Points: 65
Points: 10
Leadership
Points: 5
Acc
4+
Headstrong
Weapon
Range
Weaponry
Laser Rifles
24
Assault Weaponry
A
Veteran Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
Def
4+
Dice
6
4
67
Res
4
AP
-
Infantry
Ner
2
Points: 60
Special
Points: 30
Leadership
Command
Infantry
Ner
2
Points: 50
Points: 5
Acc
4+
Def
7+
Res
4
Strider
Weapon
Heavy Burst Laser
Assault Weaponry
Urban Assault Strider
Special Rules: Fire in the Hole!
Weapon
Weaponry
Flamer
Assault Weaponry
XXX Strider
Weapon
Weaponry
Polaris Cannon
Assault Weaponry
Weaponry
Range
36
A
Dice
6
4
AP
2
3
Special
Suppressive Fire (1)
Points: 120
Range
12
A
Dice
4
6
AP
1
3
Special
Blast (2D3), Saturation
Anti-Tank
Range
60
A
Dice
4
4
AP
6
3
Special
Anti-Tank
Points: 120
Acc
4+
Def
4+
68
Res
4
AP
1
-
Infantry
Ner
3
Points: 75
Special
Points: 105
AP
1
5
5
Special
Anti-Tank
Anti-Tank
Points: 95
AP
2
-
Special
Suppressive Fire (1)
Points: 10
Leadership
Vehicle
Ner
3
Points: 120
Points: 5
Acc
4+
Open-Topped, Transport (2)
Weapon
Range
Autocannon
48
Assault
R
Def
6+
Res
3
Dice
4
4
AP
2
1
Vehicle (Tank)
Ner
2
Points: 95
Special
Suppressive Fire (1)
Def
-
Res
-
Dice
AP
Ner
Points: 85
Special
Area Effect, Blast (4D3), Limited (1),
Suppressive Fire (3)
Command
Corporation Lieutenant
Upgrade any Unit Leader to a Lieutenant, granting:
Points: 15
Corporation Medic
Upgrade any Team with a Medic, granting:
Points: 25
Command
Corporation Sharpshooter
Upgrade any Team with a Sharpshooter, granting:
Points: 50
STILL TO COME: More GCPS Command Upgrades, including Major Loren Shard
69
Points: 15
Res
4
AP
-
Infantry
Ner
2
Points: 45
Special
Points: 10
AP
1
Special
Points: 10
AP
1
Special
Shredder
Points: 10
Leadership
70
AP
1
Special
Points: 15
Additional
Weapon
Range
Weaponry
Flamethrower
12
Commando Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
Res
5
Infantry
Ner
2
Points: 65
Leadership
+1 Nerve
Command
Dice
2
AP
1
Special
Blast (2D3)
Points: 35
Def
5+
Res
4
Dice
8
4
6
8
4
AP
1
5
3
1
Special
Suppressive Fire (1)
Anti-Tank
Blast (D3)
Blast (D6+3), Tag
Points: 80
Dice
8
AP
4
Special
Points: 30
Leadership
Command
Def
5+
Res
3
Range
60
R
Dice
4
2
AP
5
-
Range
Dice
AP
Mortar
12-48
Assault
Spd
5
Stunt-Bot
Weaponry
Acc
4+
Weapon
Cannon
Buzz-saw
Def
7+
Range
36
A
Dice
2
6
Points: 100
Special
Blast (D6+2), Indirect, Suppressive Fire
(2)
Res
4
AP
3
4
Vehicle (Tank)
Ner
2
Points: 70
Special
Anti-Tank
71
Large Infantry
Ner
3
Points: 120
Special
Blast (2D3)
Vehicle
Ner
3
Points: 115
The Plague
NOTE ALL POINTS VALUES ARE ROUGH ESTIMATES
AND WILL NOT BE FULLY BALANCED UNTIL
EXTENSIVE BETA TESTING HAS TAKEN PLACE.
Army Background
Orders
72
Acc
5+
Def
4+
Weapon
Range
Dice
Rifles
24
6
Assault Weaponry
A
8
0-1 3rd Gen Ranged Support Team
Upgrade one 3rd Gen team to a Ranged Support Team, granting:
Additional
Weapon
Range
Dice
Weaponry
HMG
36
4
rd
0-1 3 Gen Mortar Support Team
Upgrade one 3rd Gen team to a Mortar Support Team, granting:
Weapon
Range
Dice
Additional
Weaponry
Mortar
12-48
4
Weaponry
Res
4
AP
-
AP
-
Special
Suppressive Fire (1)
Points: 30
AP
-
Special
Blast (D6), Heavy Firepower, Indirect,
Suppressive Fire (2)
Points: 20
Additional
Weapon
Range
Dice
Weaponry
Grenade Launcher
18
2
rd
3 Gen Beast Support Team
Upgrade any 3rd Gen team to a Beast Support Team, granting:
Additional
Weapon
Range
Dice
Weaponry
Dogs/Swarm
A
6
3rd Gen Unit Leader
Upgrade any 1 team to a Unit Leader, granting:
Special
Points: 10
AP
-
Special
Blast (2D3)
Points: 10
AP
1
Special
Points: 10
Leadership
73
Infantry
Ner
2
Points: 50
Acc
Unflinching
Weapon
Teeth and Claws
Def
3+
Range
A
Dice
6
Res
3
AP
-
Special
Infantry
Ner
3
Points: 35
Acc
Reckless Advance, Unflinching
Weapon
Range
Teeth and Claws
A
Def
5+
Dice
8
Res
4
AP
1
Large Infantry
Ner
3
Points: 85
Special
Plague Aberration
Spd
6
Aberration
Special Rules:
Weaponry
Acc
Bulky, Reckless Advance, Unflinching
Weapon
Range
Teeth and Claws
A
Def
6+
Dice
12
Res
5
AP
4
Special
Acc
5+
Open-Topped, Transport (2)
Weapon
Range
Autocannon
48
Assault
R
74
Def
6+
Dice
4
4
Res
3
AP
2
1
Massive Infantry
Ner
4
Points: 145
Special
Suppressive Fire (1)
Vehicle (Tank)
Ner
2
Points: 95
Vehicle
Ner
4
Points: 135
Acc
5+
Weapon
Heavy Burst Laser
Assault Weaponry
Plague Urban Assault Strider
Special Rules: Fire in the Hole!
Weapon
Weaponry
Flamer
Assault Weaponry
Plague XXX Strider
Weapon
Weaponry
Polaris Cannon
Assault Weaponry
Weaponry
Def
7+
Range
36
A
Dice
8
4
Res
4
AP
2
2
Special
Suppressive Fire (1)
Points: 125
Range
12
A
Dice
4
6
AP
1
4
Special
Blast (2D3), Saturation
Anti-Tank
Range
60
A
Dice
4
4
AP
6
2
Special
Anti-Tank, Blast (D3)
Points: 135
Def
7+
Dice
4
Res
3
AP
3
Special
Def
7+
Dice
8
Res
4
AP
3
Massive Infantry
Ner
4
Points: 120
Massive Infantry
Ner
5
Points: 190
Special
Command
75
Points: 20
The Veer-myn
NOTE ALL POINTS VALUES ARE ROUGH ESTIMATES
AND WILL NOT BE FULLY BALANCED UNTIL
EXTENSIVE BETA TESTING HAS TAKEN PLACE.
Army Background
Orders
The Veer-myn have access to the following Orders in
addition to the standard ones.
Level 1 Swarm
All Nightcrawler units, regardless of armament, within
range of a single Commander may be activated
simultaneously. This ability counts as a single
Activation, and marks all units as activated. The units
may only perform a single action each (either long or
short). If any units Shoot or Assault the same enemy,
this must be declared before any dice are rolled, and
76
Level 2 Premonition
This Order may only be given by a Tangle. The Tangle
imparts one of its visions into the minds of an
opponents unit, distracting it from the task at hand.
If the Order is successful, choose an unengaged,
unactivated enemy Infantry unit within range. Roll a
single die and compare it to the units Nerve stat. If
the result on the die is greater than the units Nerve,
the Veer-myn player may make a single Move action
with the unit (which may not end in contact with an
enemy), add a suppression token to it, and then mark
it as activated.
This counts as the Veer-myn players activation.
Points: 10
Points: 20
Special
Blast (2D3), Experimental
Points: 65
Special
Anti-Tank, Experimental
Acc
4+
Def
4+
Weapon
Range
Dice
Chem-Spitters
12
4
Combat Drills
A
6
Maligni with Heavy Ray Guns
Upgrade a team with two Maligni with Heavy Ray Gun, granting:
Additional
Weapon
Range
Dice
Weaponry
Heavy Ray Gun
36
8
Maligni with Chem-Throwers
Upgrade a team with two Maligni with Chem-Throwers, granting:
Weaponry
Res
4
AP
2
1
Infantry
Ner
2
Points: 65
Special
Blast (D3)
Shredder
Points: 20
AP
4
Special
Experimental
Points: 35
Additional
Weaponry
77
Points: 40
Additional
Weapon
Range
Dice
AP
Weaponry
Chem-Thrower
18
2
2
Nightcrawler Creeper Team
Special Rules: Fire in the Hole!, Recon, Reckless Advance, Saboteur
Weapon
Range
Dice
AP
Ray Pistols
8
10
Weaponry
Knives, Teeth and Claws
A
4
Explosives
A
4
5
Infantry
Ner
1
Points: 40
Weapon
Chem-Thrower
Range
18
Dice
4
AP
2
Special
Blast (2D3), Experimental
Acc
5+
Weapon
Chem-Throwers
Combat Drills
Nightmare Shredder Team
Weapon
Weaponry
Twin Combat Drills
Nightmare Chem-Thrower Team
Weapon
Chem-Throwers
Weaponry
Combat Drills
Heavy Chem-Thrower
Nightmare Ravager Team
Weapon
Chem-Throwers
Weaponry
Combat Drill
Heavy Combat Drill
Weaponry
78
Def
5+
Res
4
Range
18
A
Dice
4
8
AP
2
3
Special
Range
A
Dice
12
AP
3
Special
Shredder
Large Infantry
Ner
2
Points: 65
Shredder
Points: 65
Points: 90
Range
18
A
18
Dice
2
4
4
AP
2
3
3
Special
Range
18
A
A
Dice
2
4
4
AP
2
3
4
Special
Shredder
Blast (3D3), Experimental
Points: 70
Shredder
Anti-Tank, Shredder
Chem-Sprayer
Teeth and Claws
Def
5+
Res
4
Dice
10
AP
2
Infantry
Ner
4
Points: 90
Special
Points: 110
Dice
AP
12
Special
Area Effect, Blast (2D3), Experimental,
Saturation
If there are no longer three other Nightcrawler units within 6 (swap the models out as soon as the last
Nightcrawler unit is removed from the table).
If any Shoot or Blaze Away action scores a hit on the unit (swap the models out after the roll to hit).
If the unit is charged (swap the models out once the enemy is in contact).
If the unit begins its activation within 6 of an enemy (swap the models out before the unit takes an action).
In addition, once a Terror has been released, the Veer-myn player will no longer be in full control of the unit. At the
beginning of each of the Terrors Activations after it has been revealed, roll a die. On a 1-2 the Terror will be
uncontrollable. It must move as directly as possible towards the nearest other unit, friend or foe, and engage it in
Assault.[/BOXOUT]
79
Veer-myn Tunneller
Spd
Acc
Def
9
5+
8+
Tunneller Transport
Special Rules: Subterranean Deployment, Transport (2)
Weapon
Range
Dice
Weaponry
Drill Head
R
8
Tunneller Weapons Platform
Special Rules: Subterranean Deployment
Weapon
Range
Dice
Weaponry
Chem-Sprayer
12
Drill Head
R
8
Replacement Weapon
Replace Heavy Chem-Sprayer with a Super-Heavy Ray Gun:
Additional
Weapon
Range
Dice
Weaponry
Super-Heavy Ray Gun
48
6
0-2 Additional Transport Sections
Upgrade any Tunneller with an additional section, granting:
Res
4
AP
4
Special
Shredder
Points: 150
AP
3
4
AP
5
Special
Area Effect, Blast (2D3), Experimental,
Saturation
Shredder
Points: 0
Special
Anti-Tank, Experimental
Points: 30
80
Vehicle (Tank)
Ner
3
Points: 150
Def
6+
Res
3
Range
Dice
AP
24
Vehicle (Tank)
Ner
2
Points: 80
Special
Area Effect, Blast (3D3), Experimental
Points: 80
Range
48
R
Dice
6
4
AP
5
-
Special
Anti-Tank, Experimental
Veer-myn Tangle
Spd
5
Acc
-
Def
4+
Res
4
Tangle
Special Rules:
AP
1
Infantry
Ner
3
Points: XXX
Special
The Tangle is revered in Veer-myn society for its shamanic powers. It bestows its visions upon the others in its brood,
and leads them through the galaxy toward some unknown goal. GCPS reports of Veer-myn escaping a ship shortly
before it suffers an unfortunate disaster are attributed to the premonitions of a Tangle within the brood.
While the Tangle is not a Commander as such, it can use its premonitions to direct its brood towards the events they
were fated to witness. At the beginning of each Turn the Tangle will generate two additional Command dice. These
dice may only be used by the Tangle itself, and the Tangle may not use the regular Command pool. If the dice are not
used by the end of the Turn, they are discarded.[/BOXOUT]
81
+1 Nerve
Command
Special Rule: Inspiring, Protection (Nightcrawlers)
Veer-myn Progenitor
Upgrade any Infantry team with a Progenitor, granting:
Command
82
Points: XXX
Points: XXX