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The history of humanity has ever been written in words of blood.

The only difference in this


new age is the size of our ledger. Where once petty kings and their generals vied for control of
mere nations, now corporations wipe out whole species for profit. As enlightened as we like to
think we are, violence remains our most utilised tool, either driving or underpinning each of our
achievements – often both.
Dr. Gayle Simmonds – a seminar on human evolution, prior to the Nexus Psi incident

Credits Painting
Leigh Buckett, Rob Jenkins, Leicester Phat
Written By Cats, Ben Macintyre, Tyler Mengel, Dave
Stewart Gibbs Neild, Will Simmons, Chris Webb

Additional Graphic Design


Development & Editing
Duncan Aldis, Kev Brett, Jay Shepherd,
Alessio Cavatore, Gaetano Ferrara, Matt Francesco Volpe
Gilbert, Matt Hobday, Mark Latham, Sami
Mahmoud, Doug Newton-Walters, Ben Photography
Sandum, Duncan Waugh
Ben Sandum
Background
Playtesting
Michael Grey, Guy Haley, Greg D Smith,
Christopher Verspeak Mark Berry, Tim Bratina, Martyn Chate,
Gaetano Ferrara, Matt Gilbert, Jon Hickey,
Art Andy Hicks, Michael Kaup, Tim King, Alex
Lloyd, Sami Mahmoud, Doug Newton-
Dave Allsop, Shen Fei Chan, Roberto Cirillo, Walters, Chris Palmer, Austin Peasley, Ronnie
Daniel Comerci, Juan Diego Dianderas, Heath Renton, Andy Robertson, Tyler Schulz, David
Foley, Michele Giorgi, Hai Hoang, Inkognit, Symonds, Mike Tittensor, Duncan Waugh,
Rob Jenkins, Pierre Loyvet, Jonas Springborg,
Luigi Terzi, Eric Wilkerson Dave Wilson, Matt Wingate

Sculpting Special thanks go to Mantic’s incredible


community for their countless hours of
Juan Miguel López Barea, Daniele Cattarin, gaming and feedback, and to each and every
Dave Kidd, MKUltra Studio, Tim Prow, Ben Kickstarter backer for making this game a
Skinner, Luigi Terzi reality.

1
1
Contents
Introduction 3 Terrain ....................................................... 50
Defensible Terrain ............................. 51
What is Warpath? ...................................... 4
Vehicles ..................................................... 54
What You Need to Play ........................... 10
Vehicle Formations ............................ 54
Core Concepts 13 Tanks .................................................... 56
Flyers .................................................... 57
Units .......................................................... 14 Special Rules ............................................. 58
Teams ................................................... 14 Command ................................................. 67
Positioning .......................................... 15 Orders .................................................. 67
Dice ............................................................ 16
In Play ........................................................ 17 Forces 73
Measuring ................................................. 17
Picking a Force ......................................... 74
Unit Statistics ............................................ 18
The Cygnus Battalion ........................ 78
Line of Sight .............................................. 20
Asterians ................................................... 80
Height .................................................. 20
Enforcers ................................................... 92
Determining Line of Sight ................ 21
Forge Fathers .......................................... 104
Cover .................................................... 22
The GCPS ................................................ 116
Playing a Game 23 The Marauders ................................. 125
The Plague ............................................... 132
Setting Up ................................................. 24 The Veer-myn ......................................... 142
Missions .................................................... 26
Primary Objectives ............................ 27 Reference 153
Secondary Objectives ........................ 28
Optional Extras ...................................... 154
1. Violent Encounter .......................... 30
Index ........................................................ 156
2. Occupation ...................................... 31
Blank Army List ..................................... 158
3. Take Back the City ......................... 32
Quick Reference Sheet .......................... 159
4. Breakthrough .................................. 33
5. Last Stand ........................................ 34
6. Ambush ........................................... 35
Sequence of Play ...................................... 36
Activations .......................................... 36
End of the Turn .................................. 36
Actions ...................................................... 37
Move .................................................... 37
Double Move ................................ 41
Disengage ...................................... 41
Shoot .................................................... 42
Blaze Away .................................... 45
Assault ................................................. 46
Overwatch ........................................... 48
Regroup ............................................... 48
Rally ..................................................... 48
Suppression .............................................. 49

2
INTRODUCTION

3
What is Warpath?
Introduction

With the invention of the McKinley Drive, humanity pushed out into the stars on a bold voyage of
discovery. What we found was not the untamed, deserted frontier that we had expected but rather
an intricate and densely populated galaxy composed of multitudinous civilisations, both young and
ancient, which had been co-existing in an uneasy détente for centuries.

Thrust into this arena, humanity had to adapt quickly. Diplomacy became the second most populous
profession in the nascent human galactic empire, and we slowly insinuated ourselves into the complex
web of politics, intrigue and espionage that made up the wider galaxy, all the while exploring and
testing the boundaries of both our endurance and the patience of others.

When that patience broke, we called upon the first most populous profession in our new realm – the
military. For as vital to Galactic Relations as negotiation, trade and politics are, one thing remains
more important still – war.

War is the force that shapes borders when diplomacy fails, settles disputes when bargaining is of no
use, and establishes credentials when credence is lost. The other races of the galaxy tolerated us when
we came to them in friendship, but they took notice of us when we went on the warpath.
What is Warpath?

Warpath is a mass-battle wargame set in


Mantic’s science-fiction universe. The players
assume the role of a battlefield commander,
overseeing the firefights and long-ranged
engagements fought out by their futuristic
armies. These armies – human, alien, robot
or something in between – are represented
by Mantic’s range of 30mm scale miniatures,
and all of the action takes place on a table-
top battlefield. It is up to the players to use
all of their wits to make the tactical decisions
required to win the game, with the help of the
dice to represent the random element of war.

4
A 2000pt Veer-Myn Brood for Warpath Mass Battle

Warpath is designed to represent the large-


scale conflicts of the future – defending a city
against a rampaging horde of alien creatures,
battling to take a well-fortified strategic
objective, or simply killing as many of the
enemy as possible before they can overwhelm
the planet!
Warpath plays best with big armies, sometimes
over 100 figures per side, and focuses on
the actions of teams, units and combined-
arms tactics. 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 Just Starting Out
with Warpath?
campaigns, but still in a refreshingly short
amount of time. To ease you in we’ve created some
pre-prepared missions in the separate
This rulebook contains everything you need Operation Heracles set that will allow
you to get straight into the game, fight-
to know to play out Warpath’s dramatic ing over the fringe planet of Triton. The
battles. The core rules of the game are very starter set will give you two small, bal-
simple to learn, but it will take some time and anced forces, perfect for learning the
experimentation to master the art of winning rules. Once you’ve played a few games
a futuristic war. you can come back to read this book
and try something a little different!

5
Other Ways to Play
Firefight

For those who want to get deeper into the action, Warpath: Firefight zooms in and allows you
Introduction

to play out the fates of each individual soldier in smaller conflicts of 30-100 figures per side.
You can find out more in the Firefight Rulebook.
Both Warpath and Firefight use the same miniatures range, applying common mechanics to
two different gaming styles to give you the perfect sci-fi gaming fix, no matter your preference.

Fir
efi
gh
t
What is Warpath?

Ru
leb
oo
k

A 1600pt Forge Father Clan for Warpath Firefight

Deadzone

Even smaller skirmishes in the Warpath


universe are played out in Deadzone,
Warpath’s sister game in Mantic’s 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.

A Rebs Strike Team for Deadzone

6
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 Warpath
sourcebook.

THE HOBBY
Warpath is not just a game, it’s a hobby.
The miniatures that make up your army
are supplied unassembled and unpainted,
giving you the chance to make something
truly unique. Some of the most exciting
parts of Warpath are customising your force,
collecting and painting the models, and
bringing everything together on the table-top.
Check out the Mantic website for more
information on the painting and modelling
aspect of the game.

7
Forge Father technology was far in advance The noise from the core meant he couldn’t
of anything many other races in the hear his hounds growling as he neared a
galaxy could even dream of. Part of this sealed junction, but the threat indicators
sophistication came from dwarves living in his visor started to glow a soft amber,
Introduction

much longer than those other races and thus responding to relays in their collars.
having more time to work with. But mostly
it came from their attention to detail and He smiled and rested a hand on the hatch
willingness to go to painstaking lengths to get controls.
the absolute most out of whatever material
they were working with or to follow a strand “On your marks, lads,” he said. The hounds
of research as far as it took them. Their ships were all on edge, straining to get at whatever
then were faster and more powerful than they had smelled in the room beyond. He
just about anything in the galaxy. But a keyed in the access code and the door slid
starship is still a starship and the bowels of open.
the Sturdy Grip were just as dirty and noisy “On you go!”
as any other’s.
The dogs darted through the open hatch, Old
Forge Lord Brukelyn’s helm shut out most of Barter in the lead, his brothers, Biter and
the noise but he could still feel the waves of Bit at his flanks. Brukelyn stepped through
pressure buffeting his armour as he stalked behind them and let the door slide closed.
along the narrow corridors in the power
plant. The static they produced was playing The noise from the core room was shut
What is Warpath?

havoc with his armour’s sensors too but he out instantly and Brukelyn could hear
didn’t want to have them powered down considerably more in the compartment he
lest it warn his quarry he was on the trail. had entered. His helmet readout was still
Little chance of being caught out though. The being scrambled by the core though and the
cyber-mastiffs at his heels would make sure lights were out too, no doubt thanks to the
of that. unwanted visitor the scan had detected.
He kept a small kennel aboard ship, just the He switched on night-vision sensors and
three dogs. They were only partially robotic, scanned the space ahead of him slowly. It
with stronger jaws and reinforced skulls, was a storage area, full of racks of spare parts
all the good stuff you needed in a quality and components for the engines and forges
fighting dog. Their olfactory centres were aboard the ship. There, at the opposite end
pure organic though - no sense in messing of the room, he could see the three locator
with perfection. signals of his hounds. They were agitated,
that much was obvious, but whether they
were engaged or not was unclear. Then one
of the signals winked out completely.
“Hel.” he said and started to move forwards,
unstrapping his hammer from his side.
He was ten meters away from the hounds
when the second signal stopped transmitting
and he picked up his pace, running through
the darkness now, his feet pounding a ringing
metallic tattoo across the deck plating.
Ahead of him a pile of crates had been built
up in a recessed alcove in the storage bay. The
hound signal was coming from behind it.
He charged into the crates, swinging
his hammer over his head and bringing
the energised core down hard. Packing

8
materials and contents burst into a shower off its feet. Instead the part of the tail he was
of fragments, bouncing off his armour and holding broke off in his hand with a sharp
across the deck around him. snap and the Veer-myn was sent stumbling
forward to the ground.
A single Veer-myn stood on the other side
of the wreckage, its eyes glowing softly in “That’s my dog you’ve got there,” He hefted
the infrared light from Brukelyn’s armour. the hammer again, lining it up with the
Its tail was ragged, looking almost broken intruder’s spine. “And this is my ship. No
near the end and there were several bleeding stowaways.” He swung the hammer down
bite marks on its flanks. He could hear it and the weight of the weapon, coupled with
squealing now and the harsh growling of one its energy field, easily ploughed through the
of the dogs. It looked like Bit, and it had the fragile armour of the Veer-myn. There was
Veer-myn by one forearm and was trying a squelching sound as its spine was pulped
to drag the struggling alien to the ground. and a spurt of red blood was driven from its
The bodies of the dog’s brothers lay on each mouth.
side of the rat-thing but there was no time to
check if they were alive or not. “Ach, look now, you’ve stained my decks.”
Brukelyn tutted as he pulled the hammer
The Veer-myn sprang at Brukelyn back out of the messy crater it had made in
immediately, ignoring or forgetting the dog the Veer-myn’s back.
clamped onto it by its augmented jaws.
Nothing would make Bit release his grip now ***
other than a direct command from its master.
The dog’s teeth alone would not kill whatever An excerpt from the short story ‘Ghosts
they had latched onto, but its weight would of the Past’. The rest of the story, and more
slow its victim down, important when you fiction from the Warpath universe, can be
were a relatively small and slow dwarf found at www.manticgames.com.
fighting a fast and agile Veer-myn in the
confined quarters of a ship’s hold.
And it was fast. It dodged to one side as
Brukelyn brought his hammer down again,
trying to split the rat man’s skull open and
then brought its own weapon, an evilly FIR

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9
What You An Opponent

Need to Play Warpath is a two-player game – you’ll need


someone to command the other army! If
Introduction

you’re just starting out why not share the Two-


Armies Player Battle Set with a friend – you’ll have a
small force each and you can learn the rules
Each player will need a collection of miniatures together. If you’re already a veteran wargamer
to represent their troops on the battlefield. For then try introducing Warpath to your local
your first few games we recommend using the club – it’s quick and easy to get involved. The
miniatures in the Operation Heracles Set. Mantic website is also a great place to find like
- minded people.
Once you know what you’re doing, check
out the force lists starting on page 73. Each Check it out at www.manticgames.com
one lists the characteristics and abilities of a
different race or faction – pick your favourite
and start collecting an army.
What you need to Play

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
Battlefield yourself such an easy target. Therefore you
will need some pieces of terrain to place on
You will need something to represent the
the battlefield. In the game these can be used
surface of the planet that your battle is taking
place on. This can be as simple as using your for cover and be occupied by your troops,
dining table at home, or you can unleash adding another tactical angle to the game.
your hobby potential and have a go at Mantic makes a range of modular buildings
making a board yourself if you want a more that you can use to populate your table.
realistic looking game. The standard size for Find out more at www.manticgames.com
a Warpath table is 6 feet by 4 feet.

10
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.

Counters
Sometimes it can be hard to keep track of what
your units have and haven’t done in the rush
Dice of a battle. Counters are used as reminders so
that the players can keep their heads clear to
War is not an exact science. The bullet fired plan the next move.
at the right moment, the perfect timing of
an infantry assault, the random nature of
an explosion; all of these things have to be
represented in the game to keep you on your
toes. Warpath uses six-sided dice to do this
and you will find some in the Two-Player
Battle Set, but as you play bigger battles you
may want to pick up some more.
COMMAND Dice
After you’ve played your first few games,
you’ll want to develop your skills with an
extra level of strategy. Warpath’s Command
system will give you extra tactical options,
and you’ll need some special dice to keep
track of your army’s abilities.

11
As the sun rose over the Brinker Mountains, The Drakenhof line first threatened to collapse
the soldiers of Drakenhof Marine wondered on its left flank as clouds of Murderbirds
whether this would be the last dawn they swirled and dived, shrieking and squawking
would ever see. and pecking at exposed flesh. Men stopped
firing, desperately trying to protect their
One of the largest and most successful private eyes and fight off the flying attackers and
security consultancies in the western arm of Drakenhof commandant Sprakstrom was
corporate space, Drakenhof had arrived on forced to deploy his reserves early. Rangers
Arden 5 a few weeks earlier. The contract was reinforced the positions under threat and cut
for extermination of two nests of Veer-myn, down several charging Stage 2s with their
rivals whose subterranean squabbles had heavy lasers.
spilled onto the streets of several cities. The
rat-men they could handle - Fort Kravitz and For the rest of the morning, as Hornets flew
New Gardez were quickly declared safe sites. sweeping sorties and the Lancers continued
But, when a Plague fleet slid into orbit above to fire almost constantly into the Plague
them, it was the Drakenhof men that found ranks, the marines on foot fought bravely.
themselves hunted and on the run. Now, after But Sprakstrom could see the writing was on
weeks of retreating across the planet and with the wall. His lines were breaking, swamped
their backs to a wall of frozen peaks, what by the seemingly endless flow of enemies. He
was left of the marine forces prepared to take watched, helpless, as dozens of his soldiers
their last stand. were torn apart or, even worse, wrapped up
in the toxic embrace of Bursters, their limbs
The cannons and heavy lasers of the dozen spasming as the Plague mutagen seeped into
Lancers laagered behind the infantry positions their skin.
fired first, searing the frigid morning air and
puncturing the line of Plague vehicles on the Sprakstrom drew his pistol and prepared
horizon. Blooms of flame burst skyward as to leave his command sangar to fight, and
the tanks hit their targets, but there were still die, alongside his men. But, before he could
more coming up behind them. Drakenhof ’s do either, a massive blast of energy lit up
forces had been cut in half during their retreat the skies and shook the ground beneath
while their enemy’s had grown. his feet. The shaking was closely followed
by the sound of roaring engines as a dozen
Hundreds of marines had been infected by Persecutor Bombers and Accuser Interceptors
Bursters and swarms of zombies had streamed flew overhead, their weapons annihilating
out of the towns, swelling the Plague army. hundreds of Plague and giving the few
They charged through the morning mist struggling marines still alive, and still human,
towards the exhausted marines, a frothing a chance to regroup.
mix of angry faces, bared teeth and clawed
hands. The Enforcers had arrived, and the fight to
retake the planet had begun.

12
CORE CONCEPTS

13
UNITS The shape and size of each team’s base is
largely up to the players to decide, as long as it
meets the following criteria:
Warpath is played with groups of miniatures
and vehicles that come together to form an
Core Concepts

• All team bases must be at least big enough


army or force. This can range from a single to hold the individual bases provided
vehicle or alien monster, to large numbers of with the models their team contains
infantry models, to a weapons platform and (usually 25mm bases for Regular
its crew. No matter what they are, all of the Infantry teams or 40mm bases for Large
groups of miniatures used to play Warpath are Infantry teams), without overlapping.
referred to in the rules as units. • A team base may be no more than
150mm and no less than 30mm across
Teams in any direction.
Units can vary in size – small units can be • The combined length and width of the
team base cannot be more than 180mm.
more manoeuvrable, but large units can bring
a lot more firepower to bear. The miniatures used in the game are static, but
in real life would be very dynamic, constantly
Units are broken down into smaller groups of moving, shooting and fighting. Therefore, the
miniatures called teams, each one made up of exact position of the figures within the base
a number of miniatures mounted together on is not important – the whole piece, including
a single base. Some units may consist of just a any space between the models, is regarded as
single team; some are much larger. the team for the purposes of the rules.
The number of miniatures in a team depends Teams in a unit move and fight as a single
on its Class (see page 18): entity. However, as units take casualties during
a game, teams may have to be removed to
• Regular Infantry units have 5 models
represent the damage that the unit has taken.
Units

per team.
• Large Infantry units have 2 models The final class, Vehicles, work differently, and
per team. usually act as a unit on their own. Vehicles do
• Massive Infantry models fight on their not always have a base – their large size and
own, so any reference to a team in the static shape make it more obvious where they
rules refers to a single Massive Infantry are positioned, and if they do not have a base
model. then the edges of the model are the edges of
the unit. For more on Vehicles, see page 54.
The rules will refer to all of these unit types
collectively as “Infantry”, and these units all Some armies will have different options and
follow exactly the same rules in the game, exceptions which will be explained in the
unless specifically stated otherwise. relevant force list.

Vehicle Massive Infantry

Regular Infantry

Large Infantry

14
D
>2"
B
>2"

A <2"
<2"
C

Teams A, B, and C of the Plague 3rd Gen unit are following the correct positioning rules – each
team is within 2" of another team in the unit. Team D however is not following the correct rules
as it is more than 2" from the other teams in the unit. You must always move your teams in a
way that ensures this doesn’t happen. If for any reason your teams become too far apart, they
must move back within range before they can do anything else (see page 36 for more details).
All of the Plague teams are at least 1” away from all enemy units. They may only go within this
distance if they are engaging the enemy.

Positioning
If you intend to use your Warpath
There are certain rules that define where miniatures to play other games in
the teams in your unit can be positioned as Mantic’s range, such as Warpath:
they move across the battlefield. They are as Firefight or Deadzone, it is best to keep
the individual miniatures separate from
follows: the team bases.
• All teams in a unit must always be within Bases with recesses to hold the
individual models are best for this
2” of at least one other team in the same purpose, and some gamers may choose
unit, forming an uninterrupted chain. to magnetise them for stability during
• No team may enter within 1” of any other play.
unit, friend or foe, unless it is engaging
an enemy in Assault (see page 39).

Alternatively, if you only intend to play


Warpath with your miniatures, you can
permanently fix your models into a
mini-diorama with areas of scenery and
dynamic poses, and let your creativity
run free!

15
DICE Finally, you will also come across the term
D66. This requires you to roll two dice,
Warpath uses dice to decide many aspects one after the other, to generate a two-digit
of the game, from who gets to deploy their number. For example, if your first die rolled
Core Concepts

units first to whether a unit is able to hit its a 4 and your second die rolled a 2, the D66
target. Warpath uses six-sided dice to do this, result would be 42.
referred to in the rules as D6 for short. 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+ roll.
Re-Rolls
If you need to roll multiple dice for any reason,
this will be indicated with a number before Some rules require or allow you to re-roll one
the term D6; for example, 3D6 means rolling or more dice. This means that you ignore the
three dice and adding the results together. original result, take the dice and roll them
Sometimes you will need to add or subtract a again. The second result always stands, even
number to or from the result of a dice roll. In if it’s worse than the first. Dice cannot be re-
these cases it will be written in the form D6+2, rolled more than once.
or 2D6-1.
Command Dice
You may also see the term D3. D3 simply
Dice

means that when you roll the dice you divide Warpath also uses a set of 8-sided dice for
the result in half, rounding up, so: giving special Orders to your troops. See page
67 for more details on the Command system.
• 1-2 = 1
• 3-4 = 2
• 5-6 = 3
Some of the game values used to determine
whether a unit is successful in its endeavours
will be written as a number followed by a plus
sign; for example, Acc 4+. This means that
when rolling against this attribute, results
that are equal or higher than this value are
successful, and lower results are not. In this
example, a dice result of 4 or more will succeed
- the unit shoots at and hits its target!
SP Only a fool asks for the blessings of the
D fates or curses the misfortune of chance.
5 AC
C A good commander will assess every
4+ De
f
possible scenario and devise a strategy
Mar
ine
4+ re
s
which accounts for all of them. A great
commander will make it succeed. A
Wea Team 4 legendary commander will make it look
ne
r
pon 2 like luck.
Lase
r Rifl RFrom
e g
Combat: Basic Precepts
Assa e R u
Infa lar
ult W D ntr
eapo 18” y
nry A16
P Pts:
A 6 Spe 50
IN PLAY Measuring
The term in play refers to any unit that is Warpath requires you to measure distances
considered to be involved in the battle at a during the game to determine how far your
given time. Generally this will apply to all units troops can move and shoot. All distances
that are still alive and on the board, with units are given in inches, so you will need a ruler
that have left the board, that are in reserve, or or tape measure graded in inches to do this
that have been destroyed not being in play. during the game.
There can be exceptions to this rule, such as
units within a transport vehicle that are not Measurement is always done from the edge of
physically on the table. These exceptions will your units’ bases to the edge of your opponent’s
be explored in the relevant sections. units’ bases. Note that if a unit contains
multiple teams some rules will require you to
The range-finding sensors in a measure from each team.
Pathfinder’s rifle are so advanced You can measure any distance at any time.
that they can provide the trooper
with distances down to the nearest Due to the imprecise nature of wargaming in
micrometre.
general, in cases where you cannot be sure if
It is said that in the right hands, such a something is within a certain distance or not,
rifle can be used to split a human hair. and might well be in or out by a tiny fraction
Forge Fathers find this particular boast of an inch, roll a die. On a 4+ it is in; on a
very amusing, given that they were lower result it is out.
responsible for the tech, which is fitted
by them to basic mining rigs to supply
survey information.

17
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 unit’s statline or
Core Concepts

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.

Unit 9. Teams
The stat values at the top apply to the entire Each unit entry will list a number of teams
unit, no matter which teams it includes, or for each unit, in the red boxes. These can be
how many of them there are.
selected in various combinations, depending
on the battlefield role that the player wants the
unit to fulfil.
10. Points: This determines each team’s value
within the army, and is used when calculating
the size of your force. See Building a Force on
page 73.
11. Restrictions: The number of each type
Unit Statistics

1. Unit name: The name given to the unit. of team or upgrade that can be taken within
When you write out your own army list you a unit. This may list minimums and/or
can always come up with your own unit maximums. If there is no number listed, any
names. number of teams in the unit may be of this
2. Unit size: The minimum and maximum type.
number of teams that can be taken in this
unit, selected from those below. 12. Special Rules: This section will list any
equipment or ability possessed by the team
3. Speed (Spd): This determines how far the that bestow special rules upon the unit. These
unit can move in inches with a Move action. rules will be in effect for the entire unit while
4. Accuracy (Acc): This is the dice roll the team remains in play. Definitions for these
required for the unit to hit the enemy with a special rules can be found on pages 58.
Shoot action.
13. Command (Cmd): Some teams will have
5. Defence (Def): This value represents both an additional value listed under their special
the toughness and armour of the unit, and
is the dice roll that the enemy requires to rules or upgrades sections called Command,
damage it in both Shooting and Assault. allowing them to issue Orders to other troops
on the battlefield. This is covered in full on
6. Resilience (Res): This value represents how page 67.
much damage a unit can withstand before a
team is destroyed. 14. Unit Upgrades

7. Nerve (Ner): This represents the unit’s Some units will allow certain teams to be
morale, and is used to determine the point
at which a unit can no longer fight at full upgraded with specialist equipment or
effectiveness, or even flee the battle completely. personnel that grant the unit additional rules
or improved stats, shown in the grey boxes.
8. Class: This states whether the unit is As with the team special rules, these rules will
Regular, Large or Massive Infantry or a be in effect for the entire unit while the team
Vehicle, determining how many models are in
a team, and which game rules affect the unit. containing the upgrade remains in play.

18
1 Drop Squad (1-2 Teams) 2
Hammerfist

3 4 5 6 7
SPD ACC 8
Def res ner
4 3+ 6+ 5 3 Regular
Infantry

9 Hammerfist Team Pts: 190 10


Special Rules: Aerial Deployment, Headstrong
12
Weapon R D AP Special
15 Inferno Drill 16” 6 5 -
Forge Hammer A 4 4 Blast (D3)

11 0-1 Unit Leader Personnel Upgrade Pts: 40


Upgrade any 1 team with a Unit Leader: 14
Special Rules: Command , L eadership

13
15. Weaponry Dice (D)

Most teams will have multiple types of The number of dice rolled when the team
weapon and will have more than one value attacks with this weapon.
in this section. Armour Penetration (AP)
RANGE (R)
How effectively the weapon can puncture
The distance in inches that each weapon can enemy armour. This number will modify an
fire. In real life the weapons would of course opponent's Defence roll during an attack.
be able to fire further than this, but this Special
range represents the limit at which they are
still powerful and accurate enough to cause Some weapons will also have special rules.
damage. These rules apply only to the weapon they are
listed for, not to any other weapons carried by
• Sometimes this will be a single number, the unit unless explicitly stated.
indicating the maximum range of the
weapon.
• Sometimes this will be a pair of numbers Alternative Weapons
separated by a hyphen – the lower
number indicates a minimum range Some weapons will have this symbol:
at which the weapon can shoot, while v, and are classed as alternative. This
the higher number indicates the means that the unit carries multiple
maximum range. weapons or ammunition types but can
• Sometimes this will be written as the only fire one at a time. Each time the
letter A, indicating that this weapon is unit shoots it must choose only one
used in Assault, or R, indicating that this weapon with the v symbol to attack
weapon is used by a Vehicle when it rams with.
another unit.

Hammerfist Orbital Drop Armour is dense enough to withstand impacts that would
trouble the hull of the average starship, yet somehow light enough to be deployed from
the upper atmosphere and sufficiently slowed by its internal engines to ensure that the
pilot is not liquefied on impact. Of all the achievements of the Forge Father race, it is not
clear which is the greater feat – that Hammerfist Armour exists, or that they are able to
find enough Dwarfs insane enough to use it.

19
Line of Sight Some units may have a different height
specified in their unit entry, but otherwise you
There are times in Warpath where you will should use the heights listed on this page.
Core Concepts

need to check if your unit can see another unit Players should always agree before
or objective. This is called line of sight. deployment on the height of each terrain area
Line of sight is very important in Warpath – on the table, noting this down if necessary. If
it determines the targets that your units can the players agree that a terrain area (or a part
shoot at. Other units, intervening terrain and of the battlefield) is higher than the ground,
your units’ chosen positions will all have a big then a unit that is occupying that part of the
impact, and securing the right vantage point battlefield adds its height to their own.
will be a key part of your army’s tactics.

Height
All units and terrain areas in the game have a
height, as shown in the chart below:
Height 0 The gaming surface
Height 1 Small creatures, low scrub,
low walls and barricades
Height 2 Most Regular and Large
Line of Sight

infantry units, perimeter walls


Height 3 Most Massive Infantry and
Vehicle units, one-storey For example, if a height 2 unit is standing on a
buildings, trees height 3 hill, it will count as a height 5 unit. A
good rule of thumb is that every 1” of physical
Height 4+ Multi-storey buildings, some height of a building or other terrain piece is
hills, some large vehicles or equivalent to one level of height
huge alien beasts

Kalyshi on a Building / Height 5


Building / Height 3 Tunnel
Runner
Comms Height 3
Array
Height 3

Marionettes
Height 2

Industrial Machinery Veer-myn Barricades and


Height 2 Infantry / Height 2 Obstacles / Height 1

Examples of different heights of units and terrain

20
Example

3"

The Enforcers (Height 2) are standing on a building (Height 3) making them Height 5 in
total. In front of them is a container (Height 3) and various enemy units (all Height 2). As
the Enforcers are higher than the container, they can see over it, and have a clear view of the
Marionettes and the Kalyshi (although both will be in cover from the intervening container
and forest respectively). The Marionettes and Kalyshi can vice-versa see the Enforcers over the
container. However, the container casts a ‘shadow’ equal to its Height (3”), which the Cyphers
are completely within. Therefore they cannot see or be seen by the Enforcers.

DETERMINING height, regardless of the position of the


Line of Sight models within it.
• Terrain areas and units cast a ‘shadow’
Line of sight is determined separately for each behind them as deep as their height in
team within a unit, and is a two-step process. inches, which will affect what can be
1. Blocking Units and Terrain seen.
• Terrain or intervening units of a lower
Firstly you will need to establish if any other height than both the opposing units
unit or terrain piece on the board blocks line never block line of sight. It is assumed
of sight. Draw an imaginary straight line from that you can simply see over them. An
any part of your team to any one of the target example would be a height 1 barricade
unit’s teams. If you can draw this line without between opposing height 2 Infantry
passing over any other units or terrain pieces, units. Note that terrain bonuses such as
line of sight is not blocked – proceed to step cover still apply.
2. Note that the gaps between teams in a unit • Terrain or intervening units of a lower
block line of sight in the same way as the height than one opponent but the same
teams themselves. height or higher than the other opponent
only block line of sight if one opponent
If you cannot draw a line without passing over is completely within the shadow of the
another unit or piece of terrain, determine if intervening unit or terrain piece.
line of sight can still be established with the • Terrain or intervening units the same
following guidelines: height or higher than both the opposing
• All units and terrain areas block line of units always block line of sight.
sight to some degree. The entire area of a • Defensible terrain (see page 51) can
unit blocks that line up to the unit’s always be seen into, out of, and over, but
not through.

21
If your view is blocked to every part of the If at least half of the target unit’s teams are
target unit, then you cannot draw line of sight in cover, the unit is in cover and the team
and that team cannot shoot. Other teams in targeting the unit will suffer penalties when
the unit that can draw line of sight may still shooting. Units inside defensible terrain
Core Concepts

take part in the Shoot action, or the entire unit (see page 51) are always in cover.
may select a new target. If you determine that
your target is visible, proceed to step 2. If an unobstructed line of sight can be drawn
to every part of the base of more than half of
2. Cover the teams in the unit, then it is not in cover.
Often a line of sight drawn in step 1 will pass Any obstructions that are in base contact with
over another unit or terrain piece, but line the shooting unit are not counted as cover for
of sight will not be blocked because the unit the target unit.
or terrain piece is lower than the target, or
only obstructs part of it. Units only partially Due to the imprecise nature of wargaming in
obscured in this way may benefit from being general, in cases where you cannot be sure if
in cover. something is within line of sight or cover, and
might well be in or out by a tiny fraction of an
If you can see a team in the target unit, but inch, roll a die. On a 4+ it can be seen; on a 3
cannot draw an unobstructed line of sight to or less it cannot.
every part of its base, the team is in cover.
Line of Sight

Example

1
2

The Marionettes have multiple targets to choose from. The wall they are in contact with will not
block their view, but other things will.
The Zombies (1) on the left are unobstructed and can be fired at without penalty. Half of the
3rd Gen unit (2) is partially hidden by the tank traps and will therefore be in cover. The Strider
(3) is taller than the Zombies, and can therefore be seen over the top of them, but is also in
cover because the Marionettes cannot see every part of it. The Bursters (4) behind the 3rd Gens
are the same height as them (Height 2) and therefore cannot be seen at all.

22
PLAYING A GAME

23
Setting up However, once you know what you’re doing,
Warpath has a set of missions that represent
Before you play a game there are certain steps the varying objectives that a force may be given
by their commander. Each one has a different
Playing a Game

you must follow. The Warpath universe is


way to win, forcing you to use all manner of
huge and diverse and the set-up process will different tactics. For more information on
carry this through into your games – no two Missions, see page 26.
will play out the same!
2: Build your Force
You will need to select which soldiers are
going to be fighting for you, who you’re going As the commander-in-chief, you decide
to be fighting against, why you’re going to which troops will fight for you in each battle.
be fighting them, and where you’re going You can take the same force every time, or you
to be fighting. Many players like to build a can try out different combinations to see what
narrative around their army – where each unit works best. For full details on how to select a
commander has a name and a history, and Warpath force, see page 74.
each battle is part of a bigger campaign with a
goal greater than occupying a single objective. 3: Place Terrain
Of course, many players prefer to play one- Terrain is integral to Warpath. With such
off games, at home or at a local gaming club advanced weaponry and equipment, battles
with friends, or competitively in tournaments. across open ground would be over in seconds
Whichever type of game you prefer, the – the victor would be the one quickest to the
process is as follows. draw. Instead, the terrain on the table is as
important as your opponent – you’ll often
1: Select Mission find you need to go through the terrain to get
Setting up

to your enemy, or go through your enemy to


With such a wide range of unusual species, hold a key piece of terrain!
there’s an equally wide range of motives
for warfare. Some battles are fought over The battlefields of the future will tend to be
seemingly trivial political matters, some to fairly dense – it would be foolish for a general
claim a valuable asset, and some just because to bring the fight to the enemy on open ground.
the troops are hungry! Sometimes you will want to build specific
pieces of terrain; to represent a base that your
For your first few games, you should use the army fights from, or a particular objective,
Operation Heracles set to learn the rules, and such as a comms tower. In most games more
then use the Violent Encounter mission on generic pieces will be useful – medium-sized
page 30 to familiarise yourself with the full buildings, small forests, watchtowers etc. See
game. page 50 for more on terrain.

This purpose-built urban gaming table


has lots of large structures connected by
rubble-strewn highways.

24
This simple battlefield has a mix of
different terrain types: buildings,
defensible woodlands, and
elevated rocky outcrops.

Some missions will have


specific terrain requirements,
and this will be listed in their briefing.
Otherwise there is a standard method that
can be used to set up your table in as fair a
way as possible. If possible you should ask a
third, impartial person to set the terrain up
for you before the game, but if there is nobody
available, use the following guidelines.
• Split the terrain pieces equally between 5. Set Objectives
the two players. Flip a coin or roll a die to
see who goes first, and then take it in After Initiative has been determined,
turns to each place a piece of terrain onto Strategic Assets should be placed (see page
the board. 27), and then Secondary Objectives should
• Remember that you haven’t yet be rolled for, if applicable (see page 28).
determined where you will deploy your 6. Deploy
forces, so try not to favour any one area
of the table. During this phase the players will take it in
• It is best to keep the pieces evenly turns to place their units onto the battlefield
spaced. one at a time, starting with the player who has
• Try to keep the arrangement of the Initiative, and continuing until all units are
terrain as realistic as possible to get a deployed. If one player has more units than
more cinematic looking table – don’t put the other, once one player has no units left
a grassy hill between a pair of skyscrapers to deploy his opponent may then deploy all
for example. remaining units.
As a general rule, you should have one piece
of terrain for every two square feet of table All units must be placed fully within the
area. For a 6’ x 4’ table that means you should deployment zones shown on the map for the
have around 12 pieces of terrain, although a mission (see page 26), unless a special rule
couple more or less will work just fine. states otherwise.

4. Roll for Initiative Important: Units following the normal


deployment rules may not be placed in
With the battlefield in place, it’s time to terrain pieces that are even partially outside
see who has arrived first and chosen their the deployment zone.
position.
Some players may choose to place units off
Each player should roll a D6. The player with of the table, either because they are Flyers, or
the highest result wins the Initiative, and may because they are placed in Reserve using the
choose which of the deployment zones he Orders rules on page 67, should the mission
deploys in. Some missions may instead have allow it. This counts as deploying a unit, but it
an Attacker and Defender, in which case the is placed off of the table and the player must
player with Initiative may choose which he is. declare to his opponent that the unit has been
deployed as such.
In the case of a draw, both players must roll
for Initiative again until there is a winner. 7. Play!

25
Missions Game Length
Each mission will specify a number of Turns
Warpath is a game that tells a story; a game that
that the game will last. This is the amount of
Playing a Game

recreates the outcome of a fierce battle. When


you read these tales of war, how many of them time that the players have to determine the
are about two groups of soldiers simply lining victor.
up to fight? Warpath is about more than that, Special Rules
and missions are a chance to give your army a
purpose – a reason to fight and a strategy for Some missions will specify additional special
how they will do it. There are six core missions rules that apply to the troops on the battlefield
detailed over the next few pages that represent during the game.
some of the most common battle scenarios,
and if you visit www.manticgames.com you
will find more missions to test out your force.
Sometimes you may want to play a specific
mission, maybe because it’s part of a storyline
that you are working through. Sometimes
however, you may just want to obliterate
your enemies without worrying about any Victory
other objectives! If you aren’t planning to play
This section will outline what the players have
any particular mission, roll a D6 before the
game. The result will tell you which of the six to do to win. Victory is based on accumulating
missions you will be playing. Each mission a number of victory points or VPs – rewards
Missions

has a briefing with the following headings: for achieving certain objectives. The different
ways of obtaining these points will be listed in
Forces this section.
Some missions may impose certain There is more than one way to win a war,
restrictions on the forces chosen for the game, and taking control of strategic locations,
such as not allowing certain troop types, or assassinating a key commander or simply
selecting a larger force for one player than the delaying your enemy’s advance can be just as
other. important in the long run as obliterating the
Terrain foe. Therefore, each mission will list primary
and secondary objectives, along with how
Some missions will have specific requirements many VPs each is worth.
for placing terrain onto the board, and these
should be taken into account before you use If one player’s force is entirely wiped out, the
the terrain placement rules on page 24. game ends instantly and the opponent scores
a major victory.
Deployment
Otherwise, once the Turn limit has been
Each mission briefing will incorporate a reached, both players add up the VPs that
map of the battlefield. As well as showing the they have scored and compare their score to
placement of any terrain pieces, this will also their opponent’s.
highlight the areas in which the forces should
be deployed at the start of the game. • If the difference between the scores is 5
or more, the player with the highest total
First Activation
has scored a major victory.
Some missions will specify which player takes • If the difference between the scores is
the first Activation (see page 36). Otherwise, 2-4, the player with the highest total has
the player with the Initiative may choose who scored a minor victory.
goes first. • Any other result is a draw.

26
Primary Objectives To claim a Strategic Asset, a unit must be in
base contact with the counter (or occupying
Primary objectives are listed in the mission the terrain if the counter is in a defensible
briefing along with how many VPs each is terrain piece) and have no enemy units within
worth. 6” of the counter or terrain piece at the end of
the game.
Many missions will use the Strategic Assets
and/or the Kill Total primary objectives. Strategic Asset counters do not affect
These are described in more detail below. movement or line of sight. Units can
move through them and be
Strategic Assets placed on top of them
with no penalty.
Battles in the Warpath universe are usually
Kill Total
fought over key locations, with the troops
striving to defend or destroy communications Holding key locations is all very well, but if
arrays, resource stockpiles, or positions with a your enemy no longer exists you won’t need
tactical advantage. to hold them in the first place!
To represent this, at the start of the game, after To represent this you will add up the total
rolling for Initiative each player rolls D3+2 value of all enemy units and individual teams
and takes that many Strategic Asset counters. destroyed at the end of the game, and gain
Starting with the player with Initiative, players a number of VPs based on this total. The
mission will state how many VPs are available.
take it in turns to place the counters onto
the table anywhere outside the deployment For example, a mission might state that you
zones. No counter can be placed within 6” of gain 1VP for every 10% of the enemy force that
another. If a counter is placed inside a piece is destroyed. This is based on the starting size
of defensible terrain, the entire terrain piece of the force. Therefore, in a 2000 point game
counts as a Strategic Asset. Claiming Strategic players will obtain 1VP for every 200 points’
Assets is worth VPs, as detailed in the mission worth of the enemy’s force that is destroyed at
the end of the game.
briefing.

27
Secondary Objectives Some secondary objectives will have a
maximum score listed in brackets – once this
The mission briefing will define how many many extra VPs have been scored, no more
secondary objectives each player has to roll are counted for that objective.
Playing a Game

for. These objectives are generated by rolling


a D66 on the Secondary Objective Table, Some secondary objectives may require you
after Strategic Assets have been placed. Any to select a particular unit or terrain piece on
duplicate results are ignored, simply roll again the table in order to claim the objective. You
on the table instead. should make a note of which one you have
chosen on your force roster.
In addition, if you roll a secondary objective
that cannot be achieved, ignore that result and
roll again on the table. For example: You roll
a 46 in a mission that does not use Strategic Objective Cards
Asset F.
Secondary objectives are likely to be different Rather than rolling a D66, Mantic make
for each player, and are kept secret. a set of objective cards that you can
purchase from your local gaming store,
Once the objectives have been rolled, you which match all of the options on this
can note them down, keep the dice to one table. These will make it easier to keep
side, or tell them to a third player who is not your secondary objectives hidden.
taking part; however you do it, don’t let your
opponent know what they are! Instead of using the table, shuffle the
deck and draw cards from the top of
Secondary objectives are scored just like the deck – these are your secondary
primary objectives – they will each grant a objectives. You can keep them face down
on the table, and reveal them at the end
Missions

number of VPs for achieving certain goals,


which are added to the player’s total at the end of the game.
of the game.

War is the lifeblood of the universe. The endless conflict fuels the development of the various
races which inhabit the galaxy, making them strive to perfect technologies that will take
the lives of their enemies while protecting the lives and homes of their citizens. It hones the
naivety of the innocent into the healthy cynicism of the survivor, toughens the delicacy of
the pacifist into the neodurium-hardness of the realist and shapes a society of strength and
character. It is no coincidence that the most successful and most cultured races in the galaxy
are also the most warlike – after all, how can one develop a culture, let alone preserve and
perfect it, unless one is able to defend it from everyone else?

28
Secondary Objective Table

Roll Objective Roll Objective


11-12 If you have claimed more Strategic 42 Strategic Asset B is worth triple the
Assets than your opponent at the end of number of VPs for this mission.
the game, gain 3VPs
13-14 If your opponent has lost a higher 43 Strategic Asset C is worth triple the
proportion of their force than you at the number of VPs for this mission.
end of the game, gain 3VPs.
15 Pick one of your Commanders (may 44 Strategic Asset D is worth triple the
not be an Orbital Commander). If that number of VPs for this mission.
model survives the battle, gain 3VPs.
16 If your General (see the Force Lists 45 Strategic Asset E is worth triple the
section) survives the battle, gain 3VPs. number of VPs for this mission.
21 The enemy General is worth an 46 Strategic Asset F is worth triple the
additional 3VPs when destroyed. number of VPs for this mission.
22 Each enemy Commander is worth 51 Strategic Asset G is worth triple the
an additional 1VP when destroyed number of VPs for this mission.
(max 3).
23 Each enemy Vehicle or Massive Infantry 52 Strategic Asset H is worth triple the
unit is worth an extra 1VP when number of VPs for this mission.
destroyed (max 3).
24 Each enemy Regular or Large Infantry 53 Strategic Asset I is worth triple the
unit is worth an additional 1VP when number of VPs for this mission.
destroyed (max 3).
25 The enemy unit with the highest points 54 Strategic Asset J is worth triple the
value is worth an additional 3VPs when number of VPs for this mission.
destroyed. If there are multiple units of
equal value, you may choose one.
26 Pick a piece of defensible terrain that 55-56 You may pick any objective of your
is closer to the opponent’s deployment choice from this table.
zone than your own. Occupying that
terrain piece at the end of the game
scores 3VPs.
31-32 Each piece of defensible terrain that you 61-62 Faction Specific Objective A – see
occupy at the end of the game scores Force Lists.
1VP.
33-34 Each friendly unit at least partially 63-64 Faction Specific Objective B – see
inside the opponent’s deployment zone Force Lists.
at the end of the game scores 1VP.
35-36 If there are no enemy units inside your 65-66 Faction Specific Objective C – see
deployment zone at the end of the game, Force Lists.
gain 3VPs.
41 Strategic Asset A is worth triple the
number of VPs for this mission.

29
1. Violent Encounter First Activation

Sometimes there is no real objective to a battle. The player with the Initiative may choose who
Perhaps two forces happen upon each other goes first.
Playing a Game

while pursuing their own goals, or maybe one


Game Length
side just really wants to kill the other. Whatever
the case, these pitched battles all share one The game will last for 4 Turns.
characteristic in the Warpath universe – they’re
bloody. Victory

Forces Primary Objectives

There are no restrictions for this mission. • Kill Total – 1VP for every full 5% of
the enemy’s force that is destroyed.
Terrain • Strategic Assets – 1VP for each Strategic
Asset claimed.
There is no specific terrain requirement for
this mission. SECONDARY Objectives

Deployment • Each player rolls 3 secondary objectives.

12" Deployment Zone

“What are your proposed tactics and


objectives?”
“Go over to where the Rebels are and kill
Missions

24"
them all.”
“Would you care to elaborate further?”
“Make sure they are all dead.”
12" Deployment Zone

Exchange between Corporation


Exec. General Kuriz of the Shal-Ti
Corporation and Master Sergeant
Drunn of the Enforcer Corps

30
2: Occupation First Activation

Certain points on the battlefield will confer The player with the Initiative may choose who
an advantage to the force that holds them - goes first.
sometimes a fortification for defence, other
Game Length
times a supply dump to re-arm, and sometimes
just the advantage of being king of a particular The game will last for 4 Turns.
hill. Whatever the tactical benefit, these
objectives will get messy, fast. Victory

Forces Primary Objectives

There are no restrictions for this mission. • Kill Total – 1VP for every full 10% of the
enemy’s force that is destroyed.
Terrain • Strategic Assets – 2VPs for each Strategic
Asset claimed.
There is no specific terrain requirement for
this mission. SECONDARY Objectives

Deployment • Each player rolls 3 secondary objectives.

12" Deployment Zone


Girnt played the front laser of the
Hornet over the hill as the dropship
arrested its forward motion and the
24"
engines powered to hover mode, keeping
the Orcs’ heads down. Behind him in
the troop bay, the first five rangers leapt
from the open door and plunged on grav
harnesses towards the ground. The hill
12" Deployment Zone
was theirs - for now.

31
3: Take Back the City First Activation

Territorial disputes are not uncommon in the The player with the Initiative may choose who
Warpath universe. With so many races living so goes first.
Playing a Game

close together, even the whole galaxy isn’t quite


Game Length
big enough. But a base, settlement or facility
that has been lost can be won again - even if it The game will last for 5 Turns.
isn't by the original owners.
Special Rules
Forces
All Strategic Assets in this mission must be
There are no restrictions for this mission. placed inside terrain pieces.
Terrain Victory
This mission is fought in a city, and the board Primary Objectives
should be built with an urban theme. There
must be a minimum of 18 pieces of defensible • 1VP for each terrain piece in no-man’s
terrain spread out roughly as shown on the land that you occupy at the end of
map. At least one piece of terrain in each the game.
deployment zone and at least four pieces of • 3VPs for each terrain piece within
terrain in no-man’s land must be fortified the enemy deployment zone that you
terrain. occupy at the end of the game.
• Kill Total – 1VP for every full 10% of
Deployment the enemy’s force that is destroyed.
• Strategic Assets – 1VP for each Strategic
Missions

12" Deployment Zone


Asset claimed.
SECONDARY Objectives

• Each player rolls 3 secondary objectives.


24" No Man’s Land

12" Deployment Zone

Even at this distance, the patterns of


filth and viscera sprayed across the clinic
building were clear enough. Twisted
parodies of men and dogs stalked the
ruins, and the occasional shot would go
wild over their heads.
Master Sergeant Janks made a chopping
motion with his right hand, fingers
splayed. His Enforcers surged forwards,
guns unslung. Time to drive this filth
from the streets.

32
4: Breakthrough Special Rules

Sometimes the amount of damage that you can In this mission, units may leave the table via
do or the ground you can take isn't important. the opponent’s board edge by making any type
Sometimes it’s just about charging forward and of Move action that brings them into contact
getting through the enemy line. Whether it’s with it. These units do not count as destroyed.
treasure, land or a means of escape on the other
Both players may only bring Reserves onto
side is irrelevant – all you care about it is going
the table via their starting board edge in
through them any way you can to get there.
this mission (including those with Aerial or
Subterranean Deployment.)
Victory

Primary Objectives

• 1VP to the Attacker for each Infantry


unit that leaves the table via the
Defender’s board edge. Units inside
a Transport do not count.
• 2VPs to the Attacker for each
Commander in an Infantry unit that
Forces leaves the table via the Defender’s board
edge. Units inside a Transport do not
There are no restrictions for this mission. This count.
mission has an Attacker and a Defender. • 1VP to the Defender for each Attacking
Infantry unit destroyed.
Terrain
• 2VPs to the Defender for each Attacking
There is no specific terrain requirement for Commander destroyed.
this mission. • Kill Total – 1VP for every full 10% of
the enemy’s force that is destroyed.
Deployment • Strategic Assets – 1VP for each Strategic
Asset claimed.
12" Deployment Zone SECONDARY Objectives

• Each player rolls 3 secondary objectives.

24"

12" Deployment Zone

“Listen up lads! There’s a whole strip


First Activation mine’s worth of ore just over that ridge,
and those armour-clad nanas mean to
The player with the Initiative may choose who
keep it from us! US! Heads down and
goes first.
let’s show them who made that bloody
Game Length armour for them in the first place! And
The game will last for 5 Turns. where all the weak spots are!

33
5: Last Stand Game Length

Glory, heroism and thrilling adventure are just The game will last for 5 Turns.
some of the things that last stands are not made
Playing a Game

Special Rules
of. Sitting in place and waiting to die while
somewhere else someone more important than In this mission, the Defender is trying to buy
you achieves something that doesn’t involve time while their main force is securing a more
helping you is not the stuff that dreams are important objective elsewhere. From Turn 4
made of. But it is exactly the sort of thing that onwards, the Attacking units will realise this
can win wars. and the Attacking units may leave the table
to meet the new threat. They may do this via
either the left or right board edge (chosen by
the Defender at the start of Turn 4) by making
any type of Move action that brings them into
contact with it. These units do not count as
destroyed.
Victory

Primary Objectives

• 2VPs to the Attacker for each friendly


unit that leaves the table in Turn 4.
• 1VP to the Attacker for each friendly
unit that leaves the table in Turn 5
Missions

Forces onwards.
• Kill Total – 1VP to the Attacker for
There are no restrictions for this mission. This every full 10% of the enemy’s force that
mission has an Attacker and a Defender. is destroyed.
• Kill Total – 1VP to the Defender for
Terrain every full 5% of the enemy’s force that is
destroyed.
There is no specific terrain requirement for
• Strategic Assets – 1VP for each Strategic
this mission.
Asset claimed.
Deployment
SECONDARY Objectives

• This mission does not use secondary


objectives.
12" Deployment Zone

24"

The rodents moved in a seething, heaving


tide. Every vehicle was broken down or
swamped, and the patch of ground they
12" Deployment Zone held was shrinking with every moment.
Urlog gave a bark of laughter as he
First Activation saw Nurda throw his empty rifle at the
nearest enemy with frustration. He
The player with the Initiative may choose who hoped whatever the boss was after had
goes first.
been worth it.

34
6: Ambush First Activation

An ambush is a desperate fight for both sides The Attacker may take the first Activation.
– the attacker must move to consolidate their
Game Length
advantage quickly, and the defender must fight
with naked ferocity to try and break free or The game will last for 5 Turns.
risk being overwhelmed and cut down. Not for
nothing are ambushes the most drilled scenarios Special Rules
in any competent military.
The Defender may not choose to place any
Forces troops in reserve.
There are no restrictions for this mission. This Victory
mission has an Attacker and a Defender.
Primary Objectives
Terrain
• Kill Total – 1VP for every full 10% of
There is no specific terrain requirement for the enemy’s force that is destroyed.
this mission. • Strategic Assets – 1VP for each Strategic
Asset claimed.
Deployment
SECONDARY Objectives
6" Attacker’s Deployment Zone

• Each player rolls 3 secondary objectives.

18" 18"
6"
Dre’hoath could feel burning up his
6" Defender’s Deployment Zone arm as the cannon of the Cypher unit
overheated. It would blow soon, but he
had to risk it. The rate of fire was the
6" Attacker’s Deployment Zone
only thing keeping the damned Enforcers
from overwhelming them. The killbox
was tightening inexorably around them.
Discipline be damned - only raw ferocity
would break them out of this trap now.

35
Sequence of
Play
Playing a Game

Warpath is played in a series of Turns, each


of which 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 his Activations first in the
previous Turn will take the first Activation. In addition, a unit can choose to do nothing.
This still marks the unit as activated.
During each Turn the players will alternate
activating their units. During each Activation All stages of an Activation must be completed
a player must activate a single unit that is not before play passes to the opponent. When the
marked as activated. player has finished with each unit he must
place an activation token
After a player has finished the Activation of next to it to show that it has
their chosen unit and marked it as activated, already been activated this
play then passes to the opponent who may Turn.
take his Activation in the same way. This
Actions

continues back and forth until all units are A unit that starts its Activation engaged with
marked as activated. an enemy unit (see page 39) may only Assault
or Disengage.
If a player has no units left to activate, his
opponent may then activate all remaining A unit that starts its Activation grounded (see
units, one at a time in an order of his choosing. page 49) must first make a Recovery roll, and
must then Rally.
Activations If teams within a unit ever get separated by
more than 2” (by taking casualties from the
A unit’s Activation is its opportunity to move,
middle of a unit for example), they must make
shoot and fight, and each unit may only be
a Move or Double Move action that will bring
activated once in a Turn unless a special rule
them back within the 2” range before they can
says otherwise. Each Activation allows a unit
make any actions other than Regroup or Rally.
to make up to two different short actions, or
a single long action. All teams within a unit
must make the same action. End of the Turn
Before you choose which actions to take with When all units have been marked as activated
a unit, you should always check the number of then the Turn is over. Remove all of the
suppression tokens assigned to it, as they may activation tokens from the table, and start the
affect what it can do. For more on Suppression, next Turn with the player who finished first in
see page 49. the previous one.

You should declare each action to your


opponent before you move the miniatures, so
that they can react if necessary.

36
Actions To move a team, measure from any point on
the edge of its base in a straight line in your
The following section describes the common chosen direction, and place it in the new
actions available to most units. Some units position.
may have other actions available to them, and Repeat this step for any other teams within the
these will be listed in their unit entry in the unit, ensuring that each team ends up within
Forces section. 2” of at least one other as normal.
Short Long
Example
Actions Actions
• Move • Assault
• Shoot • Double Move
• Regroup • Disengage
• Overwatch
• Rally
Important: Each unit may only perform each
<2"
type of action once during its Activation,
unless a special rule states otherwise. In this example, the unit of Peacekeepers is
making a Move action. Their Speed value is
Move – Short Action 6". To move the first team, the player chooses
a direction, measures 6" from the edge of the
This action allows the unit to move up to its team’s base, and places the team into the new
Speed value in inches. Each team in the unit position. The team’s base is free to rotate as it
moves, as long as it is not placed further than
is moved independently, providing it ends 6" away from the original position.
its move within 2" of the rest of the unit (see
Positioning on page 15). This process is repeated for the second team in
the unit, ensuring that it remains within 2" of
the first team after it has moved.

37
Moving through Units and further than its Speed from its start point or
Terrain entering within 1” of an enemy.
Friendly Infantry units can be freely moved You can also start and/or end a unit’s Move
Playing a Game

through during a move action, but the moving occupying an area of defensible terrain. All
unit must end its move at least 1” away from teams must be able to reach the terrain – if
other units. any cannot, the unit must remain outside the
A unit may not end its move within 1” of an terrain piece.
enemy or occupied terrain piece unless it is When a unit enters a terrain piece, any other
engaging the enemy in assault. If there is not units in base contact with that terrain piece,
enough space to place the unit in the desired friend or foe, must be immediately moved 1”
position then it cannot move to that location. directly away from it.
Vehicles, terrain, or enemy Infantry units See page 50 for more information on terrain.
within a team’s movement distance do not
affect the distance it can move, but there must Moving when Suppressed
be a clear path between the team’s start and Units that are suppressed halve their Speed
end positions at least as wide as the narrowest value. See page 49 for more information on
part of its base, without the team ever moving suppression.
Actions

Example

x x
x
8"
8"

As you can see, there is space on the other side of the Nightcrawler and Hultr units for the Steel
Warrior unit to fit, within its Speed value.
However, the gap between is not wide enough for a team to pass through without entering within
1” of the enemy or moving through a Vehicle. The Steel Warriors cannot move around the outside
of the enemy unit or the Vehicle, as this path would take the models further than their Speed from
their start point.

38
Engaging the Enemy to react, provided that they are not already
engaged, grounded, or marked as activated.
If a unit wants to engage an enemy unit in Before your unit is moved, any enemy unit due
melee, it may enter within 1” of one or more to be engaged may make any of the following
enemy units provided that it has sufficient actions:
Speed for one or more of its teams to be placed
in base contact with that enemy. • Move
• Blaze Away
Any action that takes a unit into base contact • Regroup
is called a charge, and all units in contact are • Remove activation token *
now engaged. The charging unit will instantly • Shoot **
make an Assault action against the enemy and * only when in defensible terrain
gain the charging bonus when doing so (see ** only when on Overwatch or in fortified
page 46) unless the enemy unit is occupying terrain
terrain. Moving or Blazing Away will mark the
reacting unit as activated, and therefore
This Assault action can be made even if the
unable to fight at full strength in the coming
assaulting unit has used its allowance of
assault, should one still occur, or act later in
actions for that Activation (if it has already
the Turn. A Regroup action (see page 48) can
made a Double Move for example).
be done for free and will not mark the unit as
If the charging unit does not have sufficient activated.
movement for at least one of its teams to be
If the reaction is a Move, the reaction cannot
placed in base contact with the enemy, it may
end with the unit engaged with any enemy.
not charge and must stop 1” away from the
enemy as usual. Shoot and Blaze Away actions must be
targeted at the charging unit, and do not need
In units with multiple teams, some teams may
to be within line of sight or range at the point
be able to reach base contact and some may
of reaction – they will fire as the charging unit
not. However, in the ensuing assault phase, all
gets closer.
teams in the unit may attack.
If the enemy has multiple units being charged,
Note that it is possible to engage multiple units
he may choose the order in which they react,
at once. See the Assault section for details.
and each reaction must be dealt with in full
Charge Reactions before proceeding to the next.
If you declare an action that will result in A unit does not have to react if it doesn’t want
charging an enemy unit they have a chance to.

39
Charging into Defensible
Example
Terrain
Let’s say a unit of Plague Leapers wants to
Playing a Game

Units inside defensible terrain of any kind


(see page 51) have readied themselves for charge a unit of Enforcers 7 1/2" away and in
attack and may make a charge reaction the open. The Enforcer unit has not yet been
even if they have already been activated activated this Turn, and can therefore react
in this Turn. They still may not react to the charge.
if they are engaged or grounded. This
reaction will not mark them as activated The Enforcers have three options: they can
unless they already were. Move, Regroup, or Blaze Away.

If they choose none of the other options, Moving is a great way of getting out of danger,
their reaction may be to remove their and will be the most common reaction to a
activation token if they have one. charge. However, the reacting player needs
to consider whether moving will force his
Fortified Terrain unit into an awkward position. A cunning
charging player may have been expecting
Units inside fortified terrain have taken
his target to move away, and intentionally
advantage of the safety provided by their
surroundings to set up fire lanes and chased the target unit into a position where
aim. Units inside fortified terrain also they could no longer be effective. In this case,
have the option of a Shoot action as their with the Plague Leapers just 7½” away, the
charge reaction, with the charging unit Enforcers would not be able to move far
as the target. enough to escape them and so moving may
not be the best option.
Actions

Otherwise they react just like any other


unit in defensible terrain. If the reacting unit had previously been
suppressed by enemy fire, a Regroup action
can potentially clear this effect and prevent
Failed Charges any penalties to the reacting unit in the
ensuing assault. Our Enforcer unit has
If any reaction results in the charging unit a Nerve of 3, and has only 2 suppression
being unable to reach its original target(s), tokens, so it is not currently suppressed.
or the charging player no longer wishes to Therefore Regrouping will not have a direct
charge its intended target, the charging unit benefit at this stage. However, if Moving or
may make only a single Move action instead Blazing Away are not useful options for a
of its original charge, and may not charge any unit, it might as well Regroup – the reduced
suppression will be useful later, and the
other units. Its Activation is then over.
action costs nothing.
Any enemy units due to react that had not yet Our Enforcer unit has decided to Blaze
done so can no longer react to the charge. Away. They can’t escape the Plague Leapers,
Moving On and Off the Board but they may be able to stop the charge
altogether if they can suppress the charging
Unless a special rule or mission briefing says enemy – 4 suppression tokens will be enough
otherwise, units may not move onto or off of to reduce the Plague Leapers to half Speed,
the board – consider the edge of the board to and therefore they won’t have enough
be an impassable wall. movement to reach the Enforcers. Even if the
Leapers had been closer, Blaze Away may
still be a viable option – you may not stop
them reaching you, but at the very least you
can lessen the impact when they do.

40
Other Movement
Actions
Double Move – Long Action

This action works exactly like a Move action,


but the unit can move a distance of up to
double its Speed value.
In addition, you may not use a Double Move
action to enter or leave an area of defensible
terrain.
Disengage – Long Action

This action is only available to units that are


currently engaged. It works just like a Double
Move action, except that the unit cannot end
its movement engaged with any enemy.

41
Shoot – Short Action
Example
Provided that your unit is not engaged with an
enemy unit, it may use any ranged weapons
Playing a Game

that it has to attack from a distance. To do so,


take the following steps:
1: Pick Your Target

A unit can target a single enemy unit with


each Shoot action. This is a tactical decision
to be made by the player – do you try to cut
down the combat unit that’s getting a little too
close, or do you try to take out the opponent’s
long range support before he takes out yours?
You cannot pick a target that is engaged with
one of your own units. All teams within a unit
must shoot at the same target.
2: Line of Sight
This Nightcrawler team is shooting at the
As described on page 20, you will need to Enforcer team in front of them. The range can
be measured from any part of the Nightcrawler
determine if your unit can see their target
team’s base to any part of the Enforcer team’s
before you are able to shoot at them. If you can’t base. If the distance between any of these points
Actions

see them, you must pick a different target, or a is less than the range of their weapons (8" in
different action (which can include changing this case), then the unit can shoot.
a previous Move action into a Double Move).
3: Range

Unless specified otherwise, a unit may fire all The Genling 45 Laser Assault Rifle is
of its weapons that are in range. A weapon the standard armament of the Enforcer
is in range as long as the target is within Corps, and its use outside their elite
its maximum range and further than its ranks is strictly forbidden. Of course,
minimum range (if it has one). this makes the G-45 highly desirable,
and there is a thriving black market for
Different teams will have different ranges the weapon, or passable imitations of
depending on their weaponry, and this will it. Genling’s exclusive supply contract
be detailed in the unit’s weapon statlines. This and drum-tight security mean that
may mean that some teams in a unit may be in true replicas are impossible to come
by, but it hasn’t stopped many smaller
range while others are not. corporations trying. The results of these
Note: Weapons with a range of A or R are for efforts are varied – some merely have
poor firing rate and limited range,
use in Assault and cannot be used to shoot. whereas others have been known to
Remember that distances can be measured fall apart when the trigger is pulled or
explode in the operator’s hand. As the
at any time during the game. Measure the
saying goes, 'when it’s a Genling, you
distance from any point on the edge of each just know'. With perfect balance, high
team’s base to any visible point on the target stopping power and pinpoint accuracy,
unit and compare this distance to the range nothing available outside the Star Realm
value of the teams' weapons. itself comes close to matching it.

42
4: Fire!

Once you’ve established that you can hit your Example


target, it’s time to find out if you actually do! A unit of Corporation Marines is shooting
Take a number of dice equal to your weapons’ at a unit of Steel Warriors. The Corporation
Dice value. For units consisting of multiple player checks line of sight for each team to
ensure that the Marines can see the Forge
teams, roll dice for the combined weaponry of Fathers advancing toward them, and they
all teams in the unit that are within range and all can.
line of sight of the enemy.
The Corporation unit has three teams of
If a unit has weapons with differing AP values Marines with line of sight, and one Ranged
or special rules, roll these separately or with Support Team. The closest point of their
target is 13-17” away from the various
different coloured dice. Marine teams, and so all of their weaponry
is in range. This gives a total of 24 dice.
Once you have determined the number of However, as the Autocannon has a different
dice, roll them and compare them to the AP value, the dice for this weapon should be
Accuracy stat found on the unit’s statline. rolled separately.
Some things make it easier or harder to hit and Corporation Marines usually require 4s
will affect the dice that you’ve rolled. These are or more to hit their target. They are not
called modifiers and are listed below. They are suppressed, but there is a barricade partially
cumulative. blocking their view so the Cover modifier
will apply. 1 will be subtracted from each
+1 Short Range The target is within 6” roll, and so the Marines will now need 5s or
more to hit.
-1 Cover The target is in cover
(see page 22) The dice are rolled – the Marines have
-1 Fortified Terrain The target is in fortified scored 7 hits with their rifles and 2 hits with
terrain (see page 52) the Autocannon. These 9 dice can then be
rolled again to see if they damage the Forge
-1 Suppression The Shooting unit is Fathers.
Suppressed
(see page 49) As a hit has been scored, a suppression token
is added to the Forge Father unit. A second
Remember that units in defensible terrain are is added due to the Suppressive Fire rule on
always in cover. Units shooting into fortified the Marines’ Autocannon.
terrain will suffer both the fortified terrain
and cover modifiers unless either are negated
by their weapons. Note that it is possible for a
target unit to be in cover from some teams in
the shooting unit and not from others.
These numbers are added or subtracted to the
number rolled on the dice, so you will find
that more or less of them will succeed when
you compare to your Accuracy stat.
Important: When rolling to hit, any dice
that roll a 1 always fail, and any dice that roll
a 6 always succeed, even if modifiers would
otherwise make a shot impossible.
If any hits are scored on the target, place one
suppression token next to it (see page 49).

43
Playing a Game

5: Roll to Damage When a team is removed, as well as suffering


Actions

a reduction in firepower the unit will lose any


Once you have rolled your dice to hit and benefits that were provided by that team, such
applied all appropriate modifiers, take all of as special rules or stat increases. A unit can
the dice that were successful and roll them only be affected by teams that remain in play.
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. 7: Suppression Check
There is only one common modifier on rolls
to damage: After resolving casualties, if any, compare any
leftover damage to the unit’s Nerve value. If
+X Armour Piercing Listed in the the amount of damage equals or exceeds the
weapon statline Nerve value, add an additional suppression
Some units will have a Defence value of higher token to the unit.
than 6+. In these cases it will be impossible to Note: This means that units with a Nerve
damage them without modifiers. equal to or higher than their Resilience will
6: Remove Casualties never take additional suppression from this
check.
Compare the damage dealt to the unit’s
Resilience. For every amount of damage equal After all suppression checks have been
to the Resilience: completed you no longer need to keep a record
• Remove one team of the owning player’s of the damage on the unit – only suppression
choice. tokens added from the attack will remain in
• Add one suppression token to the unit. place.

44
Blaze Away
Example Blaze Away is an alternative type of Shoot
Our Corporation Marines from before
action that represents spraying an area with
scored 9 hits on their target. The Steel bullets in order to keep the enemies’ heads
Warriors have a Defence value of 5+, which down. This is done by making a shooting
means that these dice will need a 5 or more attack using an Accuracy value of 6+ to
to cause damage. However, the 2 hits from
the Autocannon have an AP value of 2, represent most of the shots going astray. No
which will reduce this down to a 3 or more. modifiers of any kind are applied to the roll.
Again, the dice should be rolled separately to
keep the results clear.
The dice are rolled. The Autocannon succeeds
with both of its dice, and the hits from the
rifles deal a further 4 points of damage.
This is a total of 6 points of damage, which
is compared to the Resilience value on the
Forge Fathers’ statline. The Resilience value
has been reached once, and so one team is
removed from the Steel Warrior unit, and a However, no dice are rolled to damage.
third suppression token added. Instead of applying a single suppression token
Note: Had the damage been 8 or more, the
for hitting the target, all hits rolled are applied
Resilience value would have been reached to the target unit as suppression tokens. This is
twice and a second team would have been cumulative with any added by the Suppressive
destroyed, with a third destroyed at 12 Fire special rule.
damage, and so on. After the casualties are
removed, the 2 leftover damage is compared
to the Steel Warriors’ Nerve value of 3. The
damage has not reached the Nerve value, so
no further suppression tokens are added.

45
Assault – player chooses freely how to split the attacks
Long Action between the defenders, and all defenders will
retaliate if they can.
Assaulting is an action that can only be taken
Playing a Game

by a unit in base contact with an enemy. If any unit has weapons with differing AP
values or special rules, roll these separately or
Units at such close range are assumed to with different coloured dice.
hit each other very easily, and therefore the
process for assaulting an enemy works like Once both players have determined the
shooting, but starts at the damage phase. As number of dice, each must roll them and
such, combat can be brutal, and entering into compare to the Defence stat found on the
it can be a costly decision. opposing unit’s statline. Some things make
it easier or harder to cause damage and will
To make an Assault action, follow these steps: affect the dice that you’ve rolled. These are
called modifiers and are listed below:
1: Roll to Damage
+1 Charging The unit charged a
Take a number of dice equal to the Dice value unit in the open
of the unit’s Assault weapons (those with a in this Activation
Range of A). For units consisting of multiple
teams, roll dice for the combined Assault +X Armour Piercing Listed in the
weaponry of all teams in the unit. weapon statline
Unlike shooting attacks, at close quarters -1 Suppression The unit is
the enemy can hit you back! Your opponent suppressed
must simultaneously take his Assault Dice (see page 49)
and prepare to make an Assault roll for all of
Note: The charging bonus does not apply when
Actions

his units engaged with your unit as well. This


will mark the opponent’s unit(s) as activated if assaulting into terrain or over an obstacle.
they weren’t already. The numbers listed above are added or
Units that have already been activated will subtracted to the number rolled on the dice,
also retaliate, but with half the total number so you will find that more or less of them will
of dice (rounding up). succeed when you compare to the opposing
unit’s Defence stat. Any dice that roll a 1
Grounded units will not retaliate. always fail. Some units will have a Defence
value of higher than 6+. In these cases it
If the defending side has multiple units in base will be impossible to damage them without
contact with the attacking unit, the attacking modifiers.

46
2: Remove Casualties Provided they were not grounded during the
Assault, the winning units may choose to also
Compare the damage taken on each side to
each units’ Resilience. For every amount of make a Move action. This cannot be used to
damage equal to the Resilience: engage any units other than the ones they had
just been engaged with. If they do Move into
• Remove 1 team. Owning player’s choice. contact with a unit they had just been fighting,
• Add 1 suppression token to the unit. it is not a charge – any further Assault actions
Note that this can result in mutual destruction! will take place in the following Turn.

3: Determine Winner If the loser of an Assault had been completely


removed, and was occupying a terrain piece,
Once casualties have been removed you will the winner of the Assault may instead make a
need to determine the winner of the assault –
this is the side that has taken the least damage, Move action into the terrain piece and occupy
provided that it is still alive! If all units on the it in the loser’s place.
side that took the least damage have been
If there was no loser, no unit may move. The
destroyed, the other side is the winner by
default. surviving units remain in place and the action
is over. All surviving teams not already in base
In a draw, both sides count as the winner. contact must be moved as close to the enemy
4: Suppression Check
as possible by the shortest possible distance.

After resolving any casualties, compare any


leftover damage to each losing unit’s Nerve Example
value. If the amount of damage equals or A unit of 2 teams of Plague Leapers has
exceeds the Nerve value, add an additional charged a unit of Corporation Marines,
suppression token to the unit. If at this point 3 teams strong. The Marines have 1
any losing unit has accumulated enough suppression token, but are not yet marked as
suppression to be grounded, they will be activated, and can therefore fully retaliate in
overrun – the unit is destroyed and removed the Assault.
from the table.
The Leapers have a total of 16 dice, and the
The winner of an Assault never makes this Marines 12 dice. Both players roll their dice.
check. The Leapers are rolling against the Marines’
Defence value of 4+, with an AP of 1. They
Note: This means that units with a Nerve have also charged in this Activation, and so
equal to or higher than their Resilience will have a total modifier of +2. This means that
never take additional suppression from this all results of a 2 or more will cause damage!
check.
The Marines are rolling against the Leapers’
After all suppression checks have been Defence value of 5+, with no modifiers.
completed you no longer need to keep a record
The Leapers score a total of 12 points
of the damage on the unit – only suppression of damage, and the Marines score 5.
tokens added from the attack will remain in Comparing to the respective Resilience
place. values, the Leapers have entirely wiped out
the Marines, but have lost a team in return,
5: Gaining Ground and will accrue a suppression token because
of it. A ferocious attack!
If the loser of an Assault is not completely
destroyed, the winner will push them back. As the winners of the Assault, the leftover
The owner of any winning units may make a damage on the Leapers won’t have any
Move action with the opponent’s losing units effect, and they can make a follow up Move
in any direction. This move cannot be used to action if they wish.
engage another unit.

47
Playing a Game

Other Actions Once only units on Overwatch remain


available to activate on both sides, both
Overwatch – Long Action players must resume alternately activating
their Overwatching units until everything has
Actions

It is not always the right time to act, and you been activated.
may want to hold your units back to react to
your opponent’s movements. Regroup – Short Action

You may use this action to delay your This removes 1 suppression token from the
Activation to later in the Turn by putting unit. See Suppression on page 49.
the unit on Overwatch. You may place an
Overwatch counter next to the unit, and play Rally – Long Action
passes to your opponent without you making This removes D6+1 suppression tokens from
any other actions or marking the unit as the unit. The unit may then make a Move
activated. action, although it may not engage the enemy
You can then activate this with this Move.
unit later in the Turn as if
it were not yet activated.
However, you will only Consider the Eynsha Blossom. Too
be able to make a single much heat, and it will wither. Too much
cold and it will freeze. Too much light
action, either long or short, when you do. and it will fade, too little and it will
Once the unit has completed its Activation, fold within itself. The perfect Eynsha
turn the Overwatch counter over to mark the Blossom requires the perfect amount of
unit as activated as normal. everything, in order that for one shining
In addition, units on Overwatch may Shoot as day, it will bloom with unparalleled
a charge reaction (see page 39). beauty, and trap the Drayfly that will
pollinate it and spread the seed. Balance
If the only units left to activate in your force are in all things. It is not simply our custom,
on Overwatch and your opponent has regular but the nature of the universe itself.
Activations left to make, you may choose to From the lessons of the Elders –
pass your Activation without doing anything a collection of Asterian Philosophies
if you don’t want to activate a unit yet.

48
Suppression Removing
Suppression
Suppression is a state that can be as debilitating Suppression tokens can be removed with the
as being damaged by the enemy, a combination Regroup and Rally actions, and with various
of fear and self-preservation. In the game, this Special Rules and Orders (see page 67).
is represented by imposing penalties on any
unit under suppressing conditions, such as Going to Ground
heavy fire, shots out of nowhere, and injuries Sometimes a unit can take so much fire that
to squad-mates. Heavily suppressed units they will dive to the floor, unable to play any
will go to ground, which puts them out of further part in the battle until they can gather
the action and leaves them sitting ducks to be their wits. This is called being grounded, and
slaughtered in close quarters. Some may even can happen by accumulating a large number
turn tail and flee the battlefield. of suppression tokens.

The following things will add A unit is grounded while it has a number of
suppression tokens to a unit – suppression tokens equal to or more than
place the tokens on the board double its Nerve value.
next to the unit as a reminder. Grounded units are affected by the following
• 1 token for taking any number of hits rules:
from a Shoot action. • They may not make any action during
• 1 token for each successful hit scored by their Activation except Rally.
a Blaze Away action. • They may not make charge reactions.
• X tokens for being hit by a weapon with • They may not retaliate in Assault.
the Suppressive Fire (X) rule. Each • They may not issue Orders.
weapon applies these tokens separately.
If a unit currently on Overwatch takes enough
• 1 token for each team removed following suppression to become grounded, it is marked
a Shooting or Assault action against the as activated.
unit.
• 1 token for leftover damage reaching
or exceeding the unit’s Nerve value in a
Suppression Check.
Units can only suffer suppression tokens from
Recovery
weapons capable of damaging them in the
first place. For example, a unit with Defence Grounded units are at risk – the troops may
8+ could only be suppressed by weapons with turn and flee the battlefield or succumb to their
AP 2 or higher. wounds. When a grounded unit is activated it
must try to recover before Rallying.
Suppression tokens will affect a unit’s ability
to perform, as they will be distracted from the To do this it must roll one die for each team
in the unit and compare the result to the unit’s
task at hand by their efforts to duck for cover
Nerve value.
and hide. A unit is suppressed if it ever has
a number of suppression tokens equal to or For every roll greater than the unit’s Nerve, a
higher than its Nerve value. A suppressed unit team has died of its injuries or fled the battle
suffers the following penalties: – one team of the owner’s choice is removed.
No further suppression is added for the teams
• The unit’s Speed is halved removed in this way. Any remaining teams
• The unit suffers a penalty in both have recovered, and the unit must carry on
Shooting and Assault (see pages 43 with its Activation and make a Rally action as
and 46). normal.

49
Terrain Impassable Terrain
Examples of impassable terrain could be
We refer to the (relatively) flat and featureless cliff faces, lakes or large rocks. These are the
Playing a Game

gaming surface which constitutes the majority simplest to handle – no unit can enter or move
of the battlefield as open ground. No extra through these areas, and units must move
rules or exceptions apply to open ground. around them in the same way as they move
Any terrain feature on the gaming surface around enemy units. The primary purpose of
should have a clearly defined area that shows these pieces in the game is to limit movement
the space it takes up on the table. This can and block line of sight.
either be the edges of the piece itself in the Note that unless specified otherwise, the edge
case of a building, or the edge of a larger base of the table is impassable terrain.
around the terrain pieces in the case of a forest
– the entire base area is considered to be the Obstacles
terrain. These terrain areas can block line of
sight and can affect movement. Obstacles are long and narrow pieces of
terrain, like walls, barricades, hedges, etc.
Because players’ scenery collections will vary They must be assigned a height like all other
vastly, there are no hard and fast rules about terrain – the most common will be height 1
how to define each piece. The following rules for barriers that a human-sized creature could
will offer a set of guidelines and it will be up see over and clamber across. Units can see and
to the players to agree on the details of each move over any obstacles of a lower height than
terrain piece before a game. themselves, but note that they will still provide
cover – it is in fact their primary purpose!
In addition, if a unit is in base contact with
an obstacle, it can be assaulted by a unit in
Terrain

contact with the opposite side of the obstacle.


No charging bonus is granted when attacking
over an obstacle.
Height
All terrain that is higher than ground level
must be assigned a height at the beginning of In order to fight across a galaxy of
the game. See page 20. thousands of planets, military forces
must be prepared for any type of
If the piece of terrain is a building with environment. Aside from the mundane
multiple floors, you will need to define the variations such as deserts, snowfields,
height of the highest floor that figures can be mountains and swamps, there are many
placed on (the same height as the building if other more esoteric climates for troops to
figures can be placed on the roof, or a level or try and adapt to.
two lower if not). This will determine what a
unit occupying the building can see. Forests of sentient trees. Younger planets
with tectonic systems still in flux, their
Decorative Terrain landmasses shifting sometimes on a
weekly basis. The variety of colours,
Any small terrain piece that does not have temperatures, atmospheric compositions
a defined area is decorative terrain and has and even gravities can be bewildering.
little effect on the game, other than making
your table look more thematic. Examples Not for nothing are the scientists of
of this can be: raised platforms, crop fields, every civilised race in this age of strife
lampposts, isolated pylons, individual trees, kept constantly busy in developing
power generators, etc. Units can see, move and adapting vehicles, weaponry and
and attack over and around these without equipment for the brave men, women
penalty. and creatures who must sally forth to
these strange new worlds.

50
Defensible Terrain and line of sight can be drawn from any point
at the edge of the terrain in the same way.
Defensible terrain is anything considered
large and sturdy enough for troops to enter Units in defensible terrain are always in cover.
and take cover in – buildings, woods, low
rocky outcrops, etc. These terrain pieces are A terrain area that is already occupied cannot
impassable to vehicles classified as Tanks be entered. If it is occupied by a friendly unit
(see page 56), but can be occupied by other you will need to move the occupiers out before
units. When occupying a piece of terrain, the any other unit can move in. If it is occupied by
entire unit will enter the terrain piece; it is not an enemy unit then moving into contact with
possible to have a unit half in terrain and half the terrain will result in an Assault action
not. against that unit.
It is not necessary to physically place the Suppressing Units in Terrain
unit on or into the terrain piece if it will be
awkward to fit – units within an area of terrain The protection offered by defensible terrain
are still considered to be in play, even though confers the Unflinching special rule to any
the models may be off of the table. unit whilst it is occupying it. This means that
while the unit is in terrain, at the beginning
of its Activation, before any Recovery rolls, it
may remove 1 suppression token.
Furthermore, this rule means that the unit
does not suffer the single suppression tokens
added by regular shooting, but will still suffer
It is assumed that the troops will adapt a suppression from all other sources, such as
defensive formation around the perimeter, Blaze Away, the Suppressive Fire (X) rule and
and effectively the edges of the terrain piece taking casualties.
become the edges of the unit. A unit can leave
terrain by measuring its movement from any Units that already have the Unflinching special
point on the edge of the terrain area. All ranges rule gain no additional benefit from this.

51
Playing a Game

On vs. In?
Sometimes it will not be obvious as to
Some terrain pieces will have large flat roofs,
how terrain should be designated. In
and it is perfectly conceivable that a unit,
these situations you will need to agree
especially one with the Anti-Grav rule, could
with your opponent before the game
be positioned on top of the building rather
using the most sensible option. Note
than in it. Units are free to end their movement
that sometimes, a combination of terrain
on top of buildings such as this, and gain the
types may be the answer.
benefits of the increased height, but will not
Terrain

count as occupying the terrain piece. Take a Landing Pad for example.
As with all terrain, players should agree
with their opponent which buildings can be
climbed or landed on before the game.
If a terrain piece is deemed climbable, units on
the top of it may be assaulted as if they were
behind an obstacle (see page 50). If it is not,
then the unit on top must either be destroyed
with shooting, or assaulted from inside the
building, as if it were in an adjacent terrain
area (see right).
Fortified Terrain

Some terrain pieces such as bunkers are so The landing pad is fairly open, so it seems
thick and impregnable that they are classed as odd to class it as defensible terrain. This
fortified terrain. Fortified terrain is a type of is exacerbated when using particularly
defensible terrain and will benefit from all the large pads – it would look and feel wrong
same rules and bonuses. It also grants extra to break them down into multiple terrain
protection to its occupants from shooting areas. The suggested solution here would
in the form of an additional modifier, and be to treat the landing pad like a hill (i.e.
through a greater range of reactions to being raised yet open ground) surrounded by a
charged (see page 39). barricade (an obstacle, providing cover).
This simplifies the rules and prevents
Sometimes these pieces will be defined by the you having to define which part of the
mission you are playing, but otherwise they
pad a unit is occupying during the game.
should be agreed with your opponent before
the game.

52
Terrain Capacity other (with the cover modifier as normal),
and can also make Assault actions against
At the beginning of the game you will need each other.
to agree with your opponent how many units
can occupy each piece of terrain, and divide it No charge reactions can be made against units
into that number of similarly sized segments. assaulting from an adjacent terrain piece.
A general rule is that a terrain area can hold
one unit for every 6-12” square space it You may also wish to define terrain sizes in
occupies, but there may sometimes be a more more detail, by agreeing a number of teams
obvious way to split a terrain piece, such as that can fit into a specified terrain piece, so
different wings or floors of a building. This will that only units of a certain size can enter it.
ultimately depend on the designs available in Mantic’s Battlezones Scenery range is made
your terrain collection.
up of modular 3” cubes – if using it, a good
These segments are regarded as separate pieces guideline would be to say that each 3” cube
of terrain for the purposes of gameplay. A unit can hold a single team.
occupying one such area can make a Move
action to cross from one terrain area to any In addition, you may choose to say that certain
adjacent unoccupied terrain area (or a Double terrain pieces have a maximum height, so
Move to cross into two adjacent terrain areas). that a height 3 Strider cannot enter a height 2
building for example.
Units in adjacent terrain areas may also make
Shoot and Blaze Away actions against each

This tiny prefab


dwelling can only
contain a single team.

Up to four teams can take cover


in this dense copse of trees.

This ruin is so large, the players have agreed to


divide it into two. Each half of the building can
contain up to four teams.

53
I All Shoot or Blaze Away at the same
Vehicles target. Roll to hit and damage for all
In Warpath, Vehicles work in the same way units at the same time, before
as Infantry units in most cases, but you’ll find determining casualties. The target
Playing a Game

that they tend to have more firepower and unit will take a suppression token for
heavier armour. There are some other minor being hit by each unit.
changes to their rules as detailed below.
OR
Suppression
II All charge the same target. Engage all
Although Vehicles do not suffer pain or duck units in formation with the enemy
for cover, they can still be suppressed like unit, one at a time, before rolling any
every other unit. In the case of a Vehicle, dice, and roll to damage with all units
the suppression tokens represent the crew before determining casualties. If the
being shaken up, the vehicle being knocked target unit reacts to the charge and
off course, temporary damage to computer prevents any of the units from
systems and so on. reaching Assault, they may each
Vehicle Formations make a Move action as normal.

Although each Vehicle is a unit in its own They may also be activated separately, but
right, vehicles do not always fight alone. Some must still stay within 6” of each other. If
can be grouped into formations consisting Vehicles within a formation ever get separated
of multiple units, and this will be detailed in by more than 6” for any reason, they must
their unit entry in the form (Formation: X), make a Move or Double Move action that
where X is the number of Vehicles that can be will bring them back within the 6” range
Vehicles

grouped together. before they can make any actions other than
Regroup or Rally. In addition, if one unit in
If you choose to do this, any units in a a formation is destroyed, each other Vehicle
formation may be activated together as a single in that formation accrues a suppression token.
Activation, and must remain within 6” of each In all other respects, such as choosing targets,
other at all times, forming an uninterrupted being targeted, receiving Orders, and taking
chain (just like Infantry units on page 15). damage, they are separate units.
They do not have to make the same actions as
each other, but they can do so if they wish, in Note: Massive Infantry can also be grouped
which case they may: into formations in the same way.

54
Damaging and of damage inflicted on a Vehicle exceeds its
Destroying Vehicles Resilience, the Vehicle will explode.

Sometimes, a well-placed shot can spell the When this happens, all other units within
end for a vehicle, detonating its ammunition X” (where X is the amount the Resilience
or fuel reserves, frying its electrics, or killing was exceeded by, to a maximum of 6), friend
its crew. To represent this, all attacks against or foe, suffer a number of hits equal to the
Vehicles have the Shredder rule - for any dice Resilience of the Vehicle plus the roll of a
that roll a 6 to damage against a Vehicle you D6. These will roll to damage with AP 1. Roll
may take an additional die and roll to damage separately for each unit. These units will take
again, with any subsequent damage added to suppression tokens from these hits as if it were
the original total before determining if the a shooting attack.
Vehicle is destroyed. Any 6s rolled on this
second roll (or indeed any further rolls) also In addition, if the total damage inflicted was
grant additional dice – this continues until no double the Vehicle’s Resilience, the destroyed
6s are rolled. Vehicle is removed from the table. Otherwise,
it is left on the table as impassable terrain, but
If the amount of damage inflicted on a Vehicle can play no further part in the battle.
equals but does not exceed its Resilience,
the Vehicle is left on the table as impassable If a vehicle is destroyed while inside a piece of
terrain, but is otherwise destroyed and can terrain, the explosion will be confined to the
play no further part in the battle. terrain and will only affect other units in the
same terrain piece.
When a Vehicle is under heavy fire it can throw
shrapnel into the surrounding area or even Note that Vehicles destroyed following a failed
suffer a catastrophic explosion. If the amount Recovery roll are removed from the table and
do not explode.

55
Playing a Game
Vehicles

Tanks Tanks in an Assault

Some vehicles such as Striders are effectively Some Tanks have a ramming value to
large mechanical infantry, and the only represent the damage they do when running
difference between them and other Infantry over enemy Infantry or ramming an enemy
units is how they take damage. However, vehicle – this is shown in their statline as a
some vehicles are classified as Tanks, and they weapon with a range of R. If a Tank with such
have a few additional rules. a value charges an enemy unit (not the other
way around) it will make an Assault action as
Tank Movement normal.
Tanks cannot enter defensible terrain, nor can Tanks cannot retaliate in Assault unless the
they engage enemy units in defensible terrain. attacking unit is also using a ramming value, to
They can however move into and through represent the damage caused to the engaging
enemy Infantry units. This is a charge and the vehicle by the collision. This retaliation roll
Vehicle will make an Assault action against may be made with the full number of dice
the unit moved through (see below), even if regardless of whether or not the Tank has
it ends its move out of contact. This represents been activated this Turn, and the Tank will
the tank ramming and running over the not be marked as activated after the Assault if
enemy. it wasn’t already.
Tanks can charge other Vehicles as well, but Tanks without a ramming weapon roll no dice
may not move through them. in an Assault.
Tanks are never considered engaged – they When being charged by the enemy, Tanks can
may move freely out of base contact with an Shoot as a reaction as if they were in fortified
enemy, and the enemy may do the same to terrain. They still cannot react if they are
them. They may also shoot and be shot at already activated or grounded.
while in base contact.

56
Flyers
The first blow rang the cockpit of the
Some Vehicles fly high above the battlefield, strider like a bell, as the huge drill
and are defined as Flyers. They suffer damage bounced off the curve of the plexglass
and suppression just like any other vehicle but canopy, leaving it grazed but whole.
also use the following special rules. Jungen knew he wouldn’t get that lucky a
• All terrain is ignored by Flyers – if you second time, and he wrestled the controls,
want to position them above terrain just trying to get some space from the rabid
put the base on top of the terrain piece creature before him. Red eyes shone with
– the unit is not occupying it. malice from within the patchy fur of the
oversized face, and drool slobbered from
• Flyers must always perform either the gaping maw, uneven rows of razor
a Move, Double Move or Strafing Run as sharp teeth exposed. The scream in his
part of their activation, and must end earpiece cut off into static as Drivvek
their move at least their Speed value in died under the claws of the other Veer-
inches away from their starting point myn monstrosity. The darkness was alive
– they cannot stay still. with bodies, and his Strider’s searchlamp
provided only flashing glimpses of the
• Suppression has no effect on the Speed scene outside. Triggering his flamer,
value of a Flyer. he smiled as the creatures around him
• Shooting at Flyers will always suffer a -1 screeched with agony.
penalty due to their height and speed.
• Flyers do not have a height. They can
always be seen and can always see all
enemy units unless they are in the shadow
of a terrain piece. They only suffer the
cover modifier when shooting into
defensible terrain.
• Flyers cannot engage or be engaged
in Assault.
• Destroyed Flyers are never left on the
table, and do not damage nearby units.
Flyers have access to a new action in addition
to the standard options:
Strafing Run – Long Action

Make a Double Move action as normal, but


draw an imaginary straight line across the
battlefield from the Flyer’s starting position
to its end position (which can be off of the
board). Choose one unit that falls beneath
this line, and make a Shooting attack against
it and any unit engaged with it. All other units
beneath the line, friend or foe, and any units
engaged with them, must accrue a suppression
token. Once the Flyer's Activation is finished,
it is removed from the table and placed into
Reserve. Its suppression tokens are discarded.
It may return later using a Reserves Order.

57
Special Rules Unlike most Orders, if the roll is failed
this Reserves Order is still successful – the
Aerial Deployment troops will have already started their descent!
However, on a failed Order roll, the opposing
Playing a Game

This unit is able to enter the battlefield from player may instead choose the entry position
above. If brought onto the table using the by selecting any other valid point within 12”
Reserves Order (see page 70) this unit may of the original one.
choose any point on the board to arrive,
rather than just the board edge. The first team Anti-Grav
in the unit will be placed at that point, with This unit has jump packs, thrusters, wings or
the rest placed around it following the normal mystical powers that allow it to move off of
positioning rules. the ground. It may move over terrain, vehicles
The unit must be able to fit in the chosen and enemy units without needing a clear path
position without entering within 1” of terrain around or between them. It must still have
or other units. This point must be declared enough space to end its move in the chosen
before the dice are rolled for the Order. position.

As with the Reserves Order, if the unit Anti-Tank (X)


contains the Commander giving the Order, This weapon is designed for destroying
this entry point can be anywhere on the vehicles and penetrating bunkers. When
board. Otherwise, the entry point must be rolling to damage against a Vehicle with this
within range of a Commander that is already weapon, each successful roll is multiplied by
Special Rules

on the table. X before determining casualties.


Once the unit has been placed on the board, In addition, it ignores the fortified terrain
it may only make one short action in its first modifier (but not the cover modifier) when
Activation, and may engage the enemy. shooting.

58
Area Effect Escort
This weapon spreads its ammunition over One of the slots in a formation of these units
a wide area. After it has made a Shoot or (see page 54), may be taken by a different
Blaze Away action against an enemy unit, it Vehicle unit of the player’s choice, declared at
may immediately make a second action of the start of the game. The escortee is activated
the same type against any other enemy unit just as if it were part of the formation.
within 6” of the first.
For example, Spectra Escort Gunships may
Both of these attacks are part of the same be taken in a formation of 3. Using this
action, and will only count as a single use on a rule, they may be fielded as a formation of 2
Limited (X) weapon. Spectra Escort Gunships and a Chroma Force
Platform that can all activate together.
Blast (X)
Expendable
If this unit hits with a shooting attack, each
successful hit is multiplied by X when This unit cannot achieve objectives and does
determining how many dice to roll to damage. not count towards VPs for either player under
This multiplier applies after Shields and any any objective other than the Kill Total and
other special rules are resolved – only the claiming Strategic Assets.
initial hits count towards those. Blast has no
effect on Blaze Away attacks.
In Assault, the Dice value of the weapon is
simply multiplied by X.
Blast weapons also ignore cover penalties (but
not fortified terrain penalties) when shooting.
Bulky
This unit cannot enter a Transport Vehicle.
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 Experimental
open. This rule has no further benefit when
the unit is in cover. When this weapon rolls to hit with a Shoot
or Blaze Away action, any dice that roll a 1
In addition, enemies targeting this unit have count as hitting the shooting unit itself (these
trouble drawing a bead on it. Any Shoot hits do not add suppression tokens), and will
action against this unit is a long action rather damage the shooting unit as normal even
than a short action. Blaze Away actions and when Blazing Away. However, any dice that
weapons with the Heavy Firepower rule are roll a 6 to hit have their AP increased by one
fired as normal. against the target unit, and will benefit from
Communications the Shredder special rule.

This unit has a communications device, Fire Control


allowing it to benefit from orders given by When a unit with this ability makes a Shoot
units with the Orbital Command rule, or by action, it may re-roll any dice results of 1
Commanders in other units in play that also when attempting to hit the target.
have the Communications rule, regardless of
range.

59
Fire in the Hole! Medic
When this unit charges, no charge reactions Once per turn, after an enemy has rolled
of any kind may be made, even by units in to damage against the Medic’s unit with a
Playing a Game

terrain, as the target unit’s vision is obscured shooting attack, remove D3 damage points
or it is pinned in place. from the unit before determining casualties.
Headstrong
At the beginning of its Activation, before
any Recovery rolls, this unit may remove 1
suppression token.
Heavy Firepower
This weapon may not be used to Blaze Away.
Shooting is a long action for this weapon.
Independent Target
Matrix Mobile Defences
This weapon may select a different target to This unit counts as being in cover even when
the rest of the unit’s weapons when the unit in the open. The ability has no further benefit
shoots. when the unit is in cover.
Special Rules

Indirect Orbital Command


This weapon may be used to fire at any target This unit is not placed on the board and does
within range, regardless of line of sight, but not need to be deployed – it represents a
will suffer a further -1 penalty to hit when general or other high-ranking officer directing
targeting a unit that it does not have line of the battle from orbit and will be used to give
sight to. Orders to the rest of the force. It is considered
to be in play and must be activated once each
Inspiring Turn like any other unit (although in most
This unit drives those around it to perform at cases will not make any actions). All units on
a higher level. The Nerve of all friendly units the board count as being within 12” of this
within 8” of one or more units with this rule unit, provided they have the Communications
is 1 higher than it would normally be. If a unit special rule. This unit can always draw range
moves outside of this radius its Nerve will and line of sight to everything on the board,
revert to normal. and is not affected by any modifiers when
shooting other than fortified terrain.
Units can only benefit from this rule once. It
does not stack. The unit cannot be targeted, and for victory
purposes is not considered to be part of
Leadership the force. For example, in a 2000pt game
with a 200pt Orbital Commander, the force
A unit with this rule adds 1 to the number of will count as 1800pts for victory purposes.
suppression tokens removed with a Regroup Therefore killing 10% of the force would only
or Rally action, and may re-roll one failed require the opponent to destroy 180pts’ worth
Recovery roll per turn. of units rather than 200. Although not strictly
Limited (X) necessary, it is a good idea to have a model to
represent Orbital Commanders in the game.
This weapon may only be used X times in a These models can be placed in a corner of the
game. board as a reminder of their presence and be
marked as activated when appropriate.

60
Protection (X) Reckless Advance
This unit inspires fierce protection from the This unit has no use for clearing protocols
units around it, who will leap to its defence and no need for caution as it charges into
with no regard for their own safety. the unknown. This unit may make a Double
Move into and out of defensible terrain.
Friendly units cannot be grounded while they
are within 8” of this unit. Saboteur
In addition, all units of type X will leap to This unit is skilled with electronics and
the defence of any unit with this rule. If a explosives, and is able to disrupt or destroy
unit with this rule is charged by an enemy the enemy’s tech.
unit, any other unit of type X of the owning
player’s choice that is not activated, engaged When a unit with this rule attacks an enemy
or grounded within 12” may make a charge Vehicle in melee, it can attempt to sabotage it.
reaction on the protected unit’s behalf. Any rolls of a 6 to damage will be rolled again
as normal, but will also add a suppression
In addition, if the protected unit takes token to the Vehicle, even if the unit could not
enough damage from a shooting attack to be otherwise damage it.
destroyed, the owning player may select any
other team of type X within 6” to be destroyed
instead, as if it were a team in the same unit.
The Precision Fire Order will still allow the
protected unit to be selected for destruction,
and the unit will also be destroyed as usual in
Assault.
Recon
This unit may start the game inside any terrain
piece outside the opponent’s deployment
zone.

61
Saturation If a single attack inflicts twice as many hits as
X (before discarding any dice), the shield has
This weapon fires gouts of flame or toxic been overloaded and will not work for the rest
gas that fill an area, so accuracy is far less of the battle. It will affect the Shoot action that
Playing a Game

important! This weapon always hits on a 3+, overloaded it as normal.


regardless of modifiers, even when using a
Blaze Away action. Weapons with an AP of X or more ignore
the effects of the shield, and will still count
towards overloading it.
Shield tokens can be
used to show that a
unit’s shield is still in
place.
Shield (X)
Shield Projection (X)
Every time you Shoot at this unit, you must
discard the first X hits to overcome the shield’s Units with this rule have the Shield rule, but
defences. Only hits remaining afterwards can the effect is extended to all other units with at
be rolled to damage. Shields do not affect Blaze least half of their teams partially or completely
Away actions or the amount of Suppression within 12”.
applied by an attack. When shooting at a unit protected by multiple
shields, the one with the highest value must
Special Rules

If firing with multiple weapon types, those


with the lowest AP are discarded first. If be overcome before hits are assigned to any
there are multiple weapons with the same AP, weaker shields. The defending player may
discarded hits should be split evenly between choose which is depleted first in the case of
the weapons, with the defending player multiple, equal strength Shields.
choosing in the case of an odd number.

62
Shredder Suppressive Fire (X)
When rolling to damage with this weapon, for This unit deals X suppression tokens on top of
any dice that roll a 6 to damage you may take any regular suppression caused when making
an additional die and roll to damage again, a Shoot or Blaze Away action. This applies
with any subsequent damage added to the even if no damage is caused, but the weapon
original total. Any 6s rolled on this second must hit at least once. If simultaneously firing
roll (or indeed any further rolls) also grant different weapons with this rule, the totals are
additional dice – this continues until no 6s are cumulative.
rolled.
Tag
There is no additional effect against Vehicles as
all attacks against Vehicles have the Shredder This weapon’s ammunition is fitted with geo-
rule already. trackers that will alert friendly troops to the
location of their enemies.
Whenever this unit inflicts a
point of damage on an enemy
unit, place a tag marker next to
the targeted unit.
Any further shooting in that Turn against
the tagged unit is at +1 to hit. The tag token
is removed at the end of the Turn with the
activation tokens. A target unit may only have
a single tag marker on it at any time - any
further attacks with the Tag rule do not place
additional tag markers.
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.

Smokescreen Enemy units may not make a Disengage


action while in contact with a unit with this
This airborne vehicle drops grenades to form rule.
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.
Stun
Any damage caused by this weapon marks its
target as activated.
Subterranean
Deployment
This rule is the same as the Aerial Deployment
rule, except that the unit comes from
underneath instead of above!

63
Transport (X) If they choose to exit the Transport while it is
in contact with the enemy, they are placed in
Some units are able to carry infantry into contact with the enemy unit, as close to the
battle, allowing soldiers to redeploy quickly Transport as possible. They become instantly
Playing a Game

and securely. The model is able to carry up to engaged with the same enemy unit, and do
X teams of Infantry. A Transport may carry not count as charging.
teams that belong to different units, but a unit
cannot be split between multiple Transports. Flyers that also have the Transport rule cannot
Units can enter and exit a Transport exactly safely land on the battlefield to deliver their
as if it were a defensible terrain piece (albeit troops – units inside a flying Transport can
one that moves), with the exception that they only exit the Transport if they have the Anti-
cannot exit if the Transport has performed a Grav rule.
Double Move action that Turn. Units inside a
Transport are still considered in play. If a Transport is destroyed while there is a unit
inside it, the unit immediately disembarks. If
Units can also choose to start a game inside the Transport is a Vehicle and it also exploded,
a Transport, and placing the Transport the occupying unit suffers a number of hits
containing the unit only counts as placing one equal to the Vehicle’s Resilience value plus the
unit during deployment. While a unit is inside roll of a D6. These will roll to damage with
a Transport, it cannot be targeted by enemy AP 2 and the unit is marked as activated if it
fire (unless the Transport is Open-Topped – wasn’t already. Survivors are placed as close to
see below), and it may only make Move (to the Transport as possible if it remains on the
exit the vehicle) or Regroup and Rally actions. table, or will take its place on the table if it has
Special Rules

It may not make any kind of attack, and if the been removed.
Transport moves into contact with an enemy
unit the occupants of the vehicle do not Passengers in a flying Transport are destroyed
participate in the Assault. They may however along with it.
choose to exit the Transport as a charge Transports with the Communications rule will
reaction if the Transport is charged. confer it to their passengers, and vice versa.

64
Open-Topped Unflinching
Units being carried by an Open-Topped At the beginning of its Activation, before
Transport can attack as normal – they can any Recovery rolls, this unit may remove 1
choose to make a shooting attack from the suppression token. Note that this rule does
back of the Transport, and will be engaged not stack with Headstrong.
in Assault with any enemy unit that the
Transport is in contact with, benefiting from Furthermore, this unit does not suffer the
any charging bonus the Transport has gained. single, initial suppression token added when
They do not need to exit the Transport to a Shooting attack hits, but will still suffer
attack. suppression from all other sources, such as
Blaze Away hits, the Suppressive Fire (X) rule
The enemy can split their attacks between the and taking casualties.
Transport and the occupying unit, and the
occupying unit can make charge reactions as
if from defensible terrain.
The occupying unit can be targeted by enemy
shooting as if they were in cover.

65
Command Playing a Game

66
Command Commanders to direct their troops in ways
over and above those granted by the standard
Commanders of a force are able to influence rules. These abilities can turn the tide of a
their troops to go above and beyond, and to battle, so use them wisely!
do this you will find that some units in the At the beginning of a game, add together all
game have an additional value in their unit of the Command values in your force, and
entry: Command. take that number of Command dice and place
them at the side of the board.
Command and
Commanders Note: The number of Command dice in the
pool is set at the start of the game, and is never
The Command value indicates a unit’s reduced by anything other than rolling the
ability to control the troops around it, dice to issue an Order. Losing a Commander
and contributes to the army Command in battle does not reduce the pool.
Pool, granting special abilities during the
Orders
battle. Teams with a Command value are
referred to as Commanders in the rules. During the game, you may use these dice
to give Orders. Orders are special abilities
Command will be listed under the that will allow units to do things that they
special rules section of a unit/team’s otherwise couldn’t have done, such as
entry, and can also be granted by certain activating multiple times in a turn, activating
unit upgrades. simultaneously with another unit, or making
special actions. The list of standard Orders
can be found on page 69. Most armies and
Command Pool some individual units will also have their
own unique Orders, and these will be listed in
All Commanders contribute their force list. There is no limit to how many
to the force’s Command Pool. Orders you can give in a Turn, as long as you
This is a pool of special dice that have enough dice, but each unit can be issued
represent strategic planning a maximum of 1 Order per Turn, including
and tactical communication failed Orders.
within the force, and allow

67
Giving Orders to take advantage of an opportunity you’ve left
open for them. They may immediately add an
Unless stated otherwise, Orders must be used additional Command die to their pool. Your
as follows: Order will still be successful if you roll enough
Playing a Game

• Orders with a symbol involve successes.


activating one or more units and will A Level 1 Order will require 1 success to
use up your Activation. They must be be carried out, a Level 2 Order will take 2
used when it is your turn to activate successes, and a Level 3 Order will take 3.
a unit, before the Activation, and must
be used on an unactivated friendly unit. If you roll enough successes, follow the
• Orders with a symbol may only be instructions detailed for the Order. If you do
used in response to an action taken by not roll enough successes, the Order is not
the enemy. carried out.
• Orders without a symbol may be given
in addition to a normal Activation, but Either way, return any dice that rolled a + to
only before or after the Activation, not your pool, and discard the rest.
during. These Orders do not mark any
As you will see, it is possible to give any Order
target units as activated, and can be used
on a single die with the right roll, but it is often
on units that have already activated.
wise to roll multiple dice when attempting a
• Orders are issued by your Commanders,
higher level order.
each of which can issue Orders up to the
level of its Command value. For example, The Command rules change the usual
a unit with Command  can give Level sequence of play by allowing a player to
Command

1 and 2 Orders, but cannot give Level 3 continue their turn even after they have no
Orders. units left to activate. Players will continue to
• All targets of the Order must be within take alternating Activations until the end of
the same Ordering Commander’s range the Turn, and may use their Activation to give
of influence – 12” unless listed otherwise. Orders instead.
• Grounded Commanders cannot issue
Orders. If a player does not wish to give an Order,
they may simply do nothing and pass to their
To give an Order, declare which Order you are opponent. If they use an Order that makes a
giving, which Commander is giving it, and to unit available to activate, they may act with
which unit, and decide how many Command this unit as part of their Activation as normal.
dice from your pool you want to roll for the
Order. Roll the dice, and check your result. The Turn will only end when both players
have no units left to activate, and both choose
• represents 1 success. to pass.
• represents 2 successes.
The discipline of the Enforcers is perhaps
• represents 3 successes. their greatest strength. Their weapons
and armour are certainly without
• Every blank face rolled is a failure – the peer, and their physical impressiveness
Order has been misunderstood or didn’t is undeniable, the product of the very
get through to your troops. finest gene therapies and research that
• Every + icon means that the die can be the Council can buy. But it is their iron
returned to your pool after determining will and unflinching adherence to the
the result of the roll, even if the Order mission and their orders which elevates
was unsuccessful. these super soldiers above their rivals.
When an Enforcer is given an order, it is
Note: If you ever roll more than one blank face with the confidence that only death will
in a single roll this gives the opponent a chance stop it being carried out.

68
Level 1 Orders Courage Under Fire

Bounding Overwatch Choose an Infantry unit. It may make a Rally


action without rolling for recovery.
Choose two units. One unit may make a
single Move action and then be placed on Firestorm
Overwatch. The other may then make its
Activation as normal. Choose a unit. It may immediately make a
Shoot action, re-rolling any misses. The unit
Change of Plans is then marked as activated.
This Order may only be given at the beginning Hit and Run
of the game, after rolling for Secondary
Objectives. It is not targeted at a particular Choose a unit. It may make a Move action,
unit. followed by a Shoot action, followed by a
second Move action. It is then marked as
The player may re-roll one or both of the dice activated. The Shoot action is considered to be
used to determine one of their Secondary a short action for the purposes of rules such as
Objectives for the game. Camouflage or Heavy Firepower.
Counter Attack Move, Move, Move!
This Order may only be given when you would Choose a unit. It may either:
normally declare a charge reaction, before the
enemy unit is moved. • Perform a Double Move action that
starts or ends in a piece of terrain, or
The reacting unit may instead charge the unit
that was charging it (provided that it can reach • Perform a Triple Move action (a Move
the target with a Double Move action), and at triple the unit’s Speed).
will gain the charging bonus in the ensuing
Assault. The unit now being charged does not The move is unaffected by suppression. The
gain the charging bonus and may not react. unit is then marked as activated.

69
Level 2 Orders Any other part of the units’ Activations such
as a Move or Regroup can be performed
Call to Arms separately. Both units are then marked as
activated.
Playing a Game

This Order affects all friendly units physically


within range of the issuing Commander (not Refresh
those in range due to Communications). Units
in range instantly remove suppression tokens Choose a unit. Remove its activation token.
equal to the Commander's Command value.
This Order may also be given when one of
This Order is not affected by the 1 Order per your units is charged, before the enemy unit is
unit per Turn restriction, and can therefore be moved, allowing your unit to react or to fight
issued in addition to one other Order to each back at full strength.
affected unit. This Order may not be used by
an Orbital Commander.
Flanking Manoeuvre

This Order may only be given when you would


normally declare a charge reaction, before the
enemy unit is moved.
Choose a different friendly unit within range
of the same Commander that has not yet
been activated. This unit may make a charge
reaction on behalf of the unit being charged.
This reaction may be used to charge the
Command

Reserves
original charging unit (provided that it can
reach the target with a Move or Double Move You may choose to deploy some of your units
action), and will gain the charging bonus off of the board at the start of a game, which
in the ensuing Assault. The unit now being is called holding them in Reserve. This Order
charged does not gain the charging bonus and is used to bring them onto the table later in
may not react. the game.
Combined Attack Choose a unit in Reserve. It must arrive on
Choose two friendly units that have not the board with either a Move or Double Move
yet been activated. They may be activated from a chosen entry point on the board edge.
simultaneously. The units must, as part of If the Commander giving the Order is in the
their Activation, either: Reserve unit, this entry point can be anywhere
I Both Shoot or Blaze Away at the on any board edge. Otherwise, the entry point
same target. Roll to hit and damage must be within range of the Commander
for both units at the same time, before already on the table giving the Order.
determining casualties. The target The newly arrived unit may not engage the
unit will take a suppression
enemy as part of this Activation but may carry
token for being hit by each unit.
out any other actions. The unit is then marked
OR as activated.

II Both charge the same target. Engage Like an Orbital Commander, a unit still
both units with the enemy unit, one in Reserve at the end of the game is not
at a time, before rolling any dice, considered to be a part of the force for victory
and roll to damage with both units purposes. For example, in a 2000pt game
before determining casualties. If the with a 100pt unit in Reserve at the end, the
target unit reacts to the charge and force will count as 1900pts for determining
prevents either unit from reaching the victor. Therefore killing 10% of the force
Assault, they may each make a Move would only require the opponent to destroy
action as normal. 190pts’ worth of units rather than 200.

70
Level 3 Orders
Comms Interference

This Order affects all opposing Commanders.


Until the end of the Turn your opponent’s units
may only be given Orders by Commanders
within the units themselves. In addition, the
Communications 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 targeted at a particular unit.
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.
Reprioritise the Mission

This Order may only be given at the beginning


of the game, after rolling for Secondary
Objectives. It is not targeted at a particular
unit.
The player may change one of the Secondary
Objectives they have rolled for any other of
their choice.
Request Orbital
Assistance
Asterian Overseer
Choose an Orbital Commander unit. It may
use a Limited (X) attack that has already been
used up. The unit is then marked as activated.

71
Playing a Game

Specialised Orders Level 1 – Repair

Some specialists within a force provide unique Choose a friendly Vehicle within 6" of the unit
abilities when purchased as unit upgrades, and with the Repair Order. It may immediately
can be directed to use them with an Order. remove D3+1 Suppression Tokens.
Command

Only the unit containing the upgrade may be Level 1 – Sabotage Objective
Ordered to use these abilities – they are not
available to other units within the force. This Order may only be given by a Commander
in contact with a Strategic Asset.
This Commander may roll the Command
dice as normal in an attempt to sabotage the
Asset. The exact result of this Order depends
on the number of successes rolled on the dice.
Level 1 – Fortify Position A Commander in a unit with the Saboteur
rule may re-roll one die when attempting this
This Order may only be given by a Commander Order.
inside a terrain piece.
• 0-1 successes – the Order has failed.
This Commander is an expert in urban • 2-3 successes – the Asset has been
warfare and can deploy traps, barricades and damaged and will be worth half the
automated weaponry for defence. The terrain number of VPs at the end of the game,
piece is upgraded to fortified terrain until the
end of the Turn. In addition, the unit gains an rounding down.
additional +1 to hit modifier when shooting • 4 successes – the Asset has been
against all targets within 12”. destroyed and is worth no VPs at the end
of the game. Remove the counter.
Level 1 – Precision Fire • 5+ successes – the Asset has exploded!
Treat it like an exploding Vehicle with a
This Order may only be given during the
unit’s Shoot action, before any casualties are Resilience of 2 and a D6” radius. It has
removed. been destroyed and is worth no VPs at
the end of the game. Remove the counter.
If any enemy teams are due to be removed
from the target unit, the Shooting player may Damaged objectives may be sabotaged further
choose one of teams to be removed instead of to try to destroy them, but additional damage
the owning player. results will have no effect.

72
FORCES

73
Picking a your fancy – it may be a particular backstory
that you can best identify with, or you may
Force want to pick your favourite miniature range.
So, now you know how to play, you’ll surely Building a Force
want to build up your own army. People like
You can play Warpath with just a few units
Forces

to play the game in many different ways so the


forces are fully customisable. You can choose per side, without worrying about the two
whether to overwhelm your opponent with sides being equally matched. This is great for
hordes of basic troops, or destroy them piece learning the game, but after you’ve become
by piece with a smaller elite force. familiar with the rules and have amassed a
large collection of models, you will want to try
a game where the forces facing one another
Note: Building a force of your own will
across the battlefield are balanced, so that
require a little knowledge of how the
game works in practice, and which units both players have an equal chance of winning
are best in which situations. For your the game.
first few games, we recommend you use
To achieve this, you and your opponent must
the pre-designed starter forces in the
Operation Heracles Battle Set. Once you pick a force from your chosen army list before
know what you’re doing, read on! the game. First agree a total of points, say for
example 1,000 points. Then start picking units
Picking a Force

from the force lists provided in this book.


Which Force?
Certain armies are suited to certain playstyles. One does not use a hammer to open
There is flexibility in every army, but a Veer- a Penlo Fruit. Nor does one peel a
myn force will be at its best in large numbers, Panshi Nut. The appropriate tool for
the appropriate task. Overwhelming
whereas an Enforcer force will be smaller but
force is wasteful, and insufficient force
more adaptable, focusing its power in just the meaningless. Learn when to use the
right places. hammer and when the scalpel, and you
Of course, the way an army plays isn’t the will know all that you require in life.
only reason to take it into battle. Have a read The Subtle Art of Combat – Preface
through this section and see which force takes

74
Selecting Units Unit Upgrades

Each force will be made up of a number of Some unit entries will list upgrades that are
units, each with its own entry in the force list. available to teams in the unit. The majority of
There are no specific units that you must or these will add unit leaders or special weapons,
must not take – it’s up to you to decide which but some units have access to other specialists
units will work best for you in the game, or too.
simply which units you like the look of!
These upgrades will have limits in the same
Once you’ve decided on a unit to include in
your army, you will then need to look at the way as the number of teams within the units,
different teams available to select as part of such as a maximum number within a unit.
that unit. As detailed on page 18, each unit There are three types of team upgrade:
profile may have restrictions on the number
of each type of team that can be taken within a Personnel, Equipment, and Support.
unit, as well as minimums and maximums for • Personnel upgrades replace one model
the number of teams taken overall.
in the team with a leader or specialist
Once a unit composition is decided, it cannot who will grant the team (and therefore
change during the game – teams cannot leave the unit) special rules or Command
or join for any reason other than death. abilities.
• Equipment upgrades replace one model
Note that there is no requirement to take any in the team with an improved weapon or
Commanders, but remember that without other tactical device, and will usually
them you won't be able to issue any Orders.
add a new weapon statline to the team.
Pick your units one at a time, making a note of • Support upgrades do not replace any
the amount of points that you’ve spent as you models. Instead they add a model or
go along. Keep adding these costs together large weapon to the team, such as a
until you reach your chosen limit for the D.O.G. Drone in an Enforcer Pathfinder
game. You cannot spend more, but you can of Unit.
course spend less than the agreed total, which
is a very brave thing to do! Important: Each Infantry team may have
a maximum of one Personnel and one
Example Equipment upgrade, whereas Support
upgrades are one per unit.
A unit of Plague 3rd Gen Troopers must have a
minimum of two teams and a maximum of five. Vehicles may take any number of different
No more than two teams in the unit can carry
HMGs, and no more than one can carry grenade
upgrades, but may only take each upgrade
launchers or mortars. Any number can have once.
Beasts to support them in Assault.
Any additional rules or weapons conferred by
Note that these restrictions will have implications an upgrade are over and above any possessed
on your chosen playstyle. If you want to maximise by the basic team.
the suppressive fire that you can lay down, you’ll
want to take multiple HMG and Mortar teams. Universal Upgrades
However, with the limits on each unit, you’ll
have to take multiple smaller units rather than In addition, each force list will have a selection
fewer larger ones. Smaller units are more flexible of upgrades that are not tied to a particular
during the game and will inflict more suppression, unit for force selection purposes. These can
but will struggle to put out enough firepower to be distributed across your force as you wish
effectively destroy their enemies. You’ll need to
take this into account, and allocate some of the
at the start of the game, although they will
points in your force to units that can compensate be a limited resource, and may only upgrade
for this weakness. If your strategy is to heavily certain types of unit. They must still comply
suppress your enemy with HMGs, consider taking with the type limits of all other unit upgrades.
some fast melee units like Leapers to quickly
dispatch the enemies in Assault as they recover. These upgrades may not be given to Vehicle
units unless stated otherwise.

75
Force Limits High Value Assets

To ensure a level of realism within your Some units are in short supply, either because
force and restrict potentially over-powered they are rare, or simply too expensive to bring
combinations, there are a couple of additional to battle in large numbers. These units are
rules that you must follow when constructing called High Value Assets.
your army.
Restricting these assets not only ensures a
Forces

Unique Units more realistic and varied force, but also keeps
the game fair so that both players have an
If a unit has the t symbol before its name in equal chance of winning.
the list, it is a unique unit. Only one such unit
exists and can therefore only be taken once in High Value Assets, or HVAs, are given a HVA
the force. rating within the force list, represented by a
number of  symbols following the points
value for the team or upgrade.
There is a limit on the combined HVA rating
of units in your force based on the size of game
being played. The maximum HVA rating is as
follows:

The General Game Size Max HVA Rating


Picking a Force

All armies in Warpath must be assigned a 1-1000 points 2


General. This is the unit or model that has
overall tactical control of the battle, and may 1001-2000 points 5
influence the outcome of certain mission 2001-3000 points 8
objectives (see page 29). +1000 points +3
At the start of each game, you must assign one
team in your force as the General. This must
be the team in your force with the highest These limits are not totally fixed however. You
Command value, provided that it is in play at may exceed these limits, but your opponent
the start of the game – the General may not will receive a bonus of 2VPs for every  that
be assigned to a unit kept in Reserve, or a unit you exceed the limit by.
with the Orbital Command special rule.
For example, say you are playing a 2000 point
If there are multiple teams with the equal game and your force includes 3 Veer-myn
highest Command value, you may choose Tunnellers ( each) and a Tangle (). This
which is assigned as the General. If you do not is a total of 7 – 2 more than the limit – so
have any units in play with a Command value, your opponent will start the game with a 4VP
you may assign any unit as the General. bonus.

76
An Allied Enforcer / Asterian Force
Allies

Sometimes, to fulfil a particular narrative or Work out how many troops you think
theme, you may wish to create a force that would be able to do the job and then
uses units from multiple force lists, such as a double it. The pinkskins will be so busy
GCPS force that has called in a contingent of shekking themselves at how many of you
Enforcers, or a Forge Father/Asterian alliance. there are that you can get the job done
Alliances may be made between any before they’ve even worked out why
combination of Asterian, Enforcer, Forge you’re there.
Father and GCPS forces. Plague and Veer-
myn forces may not form alliances. Captain Brando to his second, Joe
Once you have chosen your main force list,
you are free to mix and match units from
the other forces. However, every 500 points
(rounding up) spent on units not from your
main list will cost 1✴ towards your HVA
rating in addition to any ratings on the units
themselves.
For example, if you had a 2000 point Asterian
force including 750pts worth of GCPS troops,
they would count as 2✴ towards your HVA
rating.
Note: No unit may use the Transport Vehicles
of another faction.

77
The Cygnus Battalion –
Strike Team Gamma
Forces
Picking a Force

In this section, we will look at how to pick a force. and even ally with them – a great way to expand
For my first army, I have chosen the Enforcers. This the army even after it’s ‘finished’.
is partly because I love their look, with the clean,
futuristic armour, but also because with a smaller My local gaming group is planning a tournament,
number of figures to build and paint this will be with a limit of 2500 points, so that is my target for
a perfect first project. I quite like the suppression this force, and I will be looking to build an army
and assault-focused play-style of the Plague, but I that is competitive, and also well-rounded enough
will come back to them later. It’s not like you can to take on all-comers.
have too many armies after all!
I will start with the Starter Force available from
The Enforcers are a small but very flexible force – Mantic. The plastic sprues will give me lots of
the high Speed and the Anti-Grav rule across the options to form the core of the army, and I can
board make it very easy to get your troops where expand from there. Before I assemble anything, I
you want them, and they hit hard! They also excel will list out all the potential enemies and objectives
at Command, as it is so widely available through that I could face, and make sure I have something
their unit leaders. Coupled with Communications, to deal with each one.
this allows the army to split up and still receive
their Orders. To be successful, Enforcers need • The core of most enemy armies will be
to make the best use of these tactical abilities, infantry, and the best way to kill lots of
effectively using Overwatch and Orders like infantry is with lots of guns. I will also take a
Combined Attack to make surgical strikes against core of infantry, and arm them for maximum
their enemies. As a fan of such tactical play, these firepower! A couple of units of Enforcer Strike
guys are perfect for me. Teams with Burst Lasers should do the job.
Larger units of two teams will give them an
Looking through the sourcebook, I have chosen edge against tougher enemies.
to base my army on the Cygnus Battalion. They
are small, but fierce, and I love that they deal with • Vehicles will be widespread – I need to make
unknown threats from deep out in space. This sure I have something to take them out. The
should create some great narratives as new races Heavy Support Team is a good start, and
enter the fold, whether the Council order my I’ll back that up with a Polaris Strider for
Enforcers to attack, or to incorporate their worlds something a bit more manoeuvrable.

78
• Capturing Strategic Assets be the difference • I will add a Medic to the Heavy Support
between a win and a loss. Jetbikes, with their team to keep them alive and firing as long as
high speed, are perfect for capturing the possible.
more distant objectives. Three teams should
be enough, giving me room to take some • I will swap out a Jetbike team for one with a
casualties first. Missile Launcher, just in case I face a lot of
vehicles.
• If there’s a central objective to hold, I’ll need
something survivable to hold it, and if the • I’ll finish up with an Assault team to take out
enemy gets there first, I’ll need to be able to weakened units at close range.
clear it out. A three-team unit of Peacekeepers
with an Incinerator and some Shields are just That’s it, I’m at 2500 points! At 56 models, this is
made for the task. still a fairly small force for Warpath, but I think I’ve
got enough flexibility to make it work, especially
• Although I’ve already got some tank-killers, with my eight Command dice.
a serious threat early in the game like a
Chroma will cause me some pain. A Breach At 2500 points, I have a max HVA Rating of 8 .
and Eradicate team in an Interceptor will do However, having kept the army pretty balanced,
a number on any vehicle, and they can drop I’ve only spent a single  on the Interceptor,
in exactly where they’re needed. Once they’re so I don’t need to worry about VP penalties.
down, the Interceptor can strafe and suppress Furthermore, when I can later realise my dream
the nearby troops while the rest of my force of an allied alien army, I’ll have plenty of  left
turns up. to do so!

Everything here comes to 1620 points, so I’ve still After I’ve played a few games and built up some
got a nice chunk of points to spend fleshing out experience with the force, I will surely want to play
the force. around with it a bit. The Orbital Commander and
Persecutor Bomber would both have a huge impact
To lay down a bit of suppression on enemy infantry, on the enemy lines with their bombardments, but
while surviving the retaliatory fire, a couple of I’ll need to work out what to sacrifice to afford
Def 7+ Striders will be the perfect next choice. them. The army selection system is deliberately
I’ll follow those up with a team of Pathfinders – very open to give you this freedom to play around
the Tag rule will be valuable against enemies in with it, and use a different force every time!
cover.
I’ve now got just over 500 points
left, and I really need to build up
some Command dice and give
the army the flexibility it needs. I
will start with a Captain to give
me access to level 2 Orders like
Refresh, and I’ll put him with
the Peacekeepers to keep him
alive as long as possible. I will
then add unit leaders across the
board, adding five more dice to
the pool.
With just 280 points left to
spend, I will finish up with all
the little upgrades that will
give me the edge.
• I will add Smokescreen
Grenades to the
Interceptor to keep the
B&E team alive when
they land.
• I will add a Sniper to
one of the Enforcer
Strike Teams for
picking off pesky
heavy weapons.

79
Asterians Orders
Asterians have access to the following Orders
The Asterian Star Empire is one of the largest
in addition to the standard ones.
territories in the galaxy, something that has
been achieved through Asterian dedication to Level 1 – Hologram
scientific advancement, philosophy, and the
Forces

protection of life. All these aspects are seen in The Asterians can use holographic projection
its armies. to trick their opponent into thinking a unit is
somewhere other than its actual location.
Very few Asterians will ever actually set foot
on a battlefield. Instead, the consciousnesses This Order is given before the game has started,
of Asterian pilots will be transmitted into the but after the forces are deployed. If successful,
bodies of a host of drone warriors, armoured the Asterian player may take a friendly unit
vehicles, and aircraft, and used to direct the and deploy it in a different position within
firepower of some of the deadliest weapons in range of the same Commander, but still
existence. within the deployment zone. A unit may only
be repositioned once using this Order.
The elite brotherhoods of the Clades often
lead the charge, supported by the professional Specialised Order
Sho’senn military and a combined assault of – Level 2 – Dirge of Death
these two forces is a force to be reckoned with.
When it is backed up by the warbands of the The unit may re-roll all failed rolls to damage
Kalyshi, painted for battle and dedicated to until the end of the Turn.
the dance of death, it becomes practically
Asterians

irresistible. Robotic

The ghosts of the past haunt the Empire to this All Asterian units, with the following
day and had kept her armies largely within exceptions, are considered to be
its borders. But events transpiring in the Robotic for any rules that reference it.
universe at large threaten now to permanently • All Kalyshi units
unbalance the natural order of things and it is • Overseer
clear those armies must now act. The balance • Shuuvatar
of the universe must be restored and Unity
preserved. The legions of Asteria march to war.

80
Objectives Asterian
Special Rules
Asterians have access to the following
Secondary Objectives on a roll of 61-66 on Some Asterian units may be subject to the
the chart. following Special Rules.
A – Preservation of Life Observer
Gain 1VP for each Infantry unit on either side The Shuuvatar exist to watch over the
that is either still alive or has been teleported Overseers of the Asterian Military, and ensure
to safety (see Order – Live to Fight Another that the decisions they make are in balance.
Day on page 89) at the end of the game (max
3). An Overseer within 12” of a Shuuvatar may
re-roll up to one Command die per turn.
B – Embrace the Yahkan However, should the Overseer fail to give an
Gain 1VP for each enemy unit destroyed in Order at any point, whether within 12” of the
Assault. Shuuvatar or not, the Asterian force will suffer
a penalty of -1VP at the end of the game.
C – Maintain the Balance

If a game results in a draw, the Asterian player


gains 2VPs before recalculating the final
result.

For all their professed love of peace, the


Asterian people have developed some of
the finest warriors and tools of war in
the galaxy. Unlike the Forge Fathers,
the Asterians refuse to share even the
most basic of their secrets with other
races, citing the upset it could do to the
delicate balance they strive to achieve.
The Council of Seven suspect that rather
more selfish needs drive this policy,
whereas the Forge Fathers don’t care –
as long as the Asterians aren’t selling the
humans tech, they aren’t eating into a
lucrative source of revenue for the Star
Realm.

81
Units
Marionettes (1-4 Teams)
SPD ACC Def res ner Simple robotic constructs in comparison to the elite
5 4+ 4+ 4 2 Regular Cyphers, Marionettes are nonetheless highly effective,
Infantry commanded as they are by Asterian pilots no less
Marionette Team Pts: 85 disciplined than those in the clades. Junior ranks
Forces

Special Rules: Shield (3), Unflinching might each take control of a team of Marionettes,
Weapon R D AP Special while more experienced officers can simultaneously
Noh Rifles 24” 8 - - operate one or more whole units. This multiplication
Assault Weaponry A 4 - -
of battlefield presence means huge numbers of
Marionette warriors can be commanded by a much
Grenadier Equipment Upgrade Pts: 20 smaller cadre of pilots from the safety of a command
Upgrade any team with a Grenadier: vessel. Massed waves of Asterian firepower, unified
Weapon R D AP Special and unstoppable, can then be turned on an enemy,
washing them away while preserving the Balance
Grenade Launcher 8” 4 - Stun
and, most importantly, Asterian lives.
Phlogistor Equipment Upgrade Pts: 20
Upgrade any team with a Phlogis Rifle:
Support Drones
Weapon R D AP Special
Phlogis Rifle 16” 4 2 Saturation,
Shredder
Sniper Equipment Upgrade Pts: 10
Upgrade any team with a Sniper:
Weapon R D AP Special
Asterians

Sniper Rifle 6-48” 2 1 Suppressive Fire (1)

0-1 Comms Drone Support Upgrade Pts: 10


Upgrade any 1 team with a Comms Drone:
Special Rule: Communications
The deadly efficiency of a Marionette string
0-1 Camo Drone Support Upgrade Pts: 25 is often increased by the addition of Support
Upgrade any 1 team with a Camo Drone: Drones. Similar to those seen attached
Special Rule: Camouflage
to Cypher units, but with less-developed
autonomy subroutines, some Drones bear
0-1 Weapons Drone Support Upgrade Pts: 15 comms relays, speeding the transmission of
Upgrade any 1 team with a Weapons Drone: orders from senior Sho’senn officers. Others
simply supplement the firepower of the
Weapon R D AP Special
Marionettes by carrying extra Noh rifles.
Noh Rifles 24” 6 - Suppressive Fire (1) However, Support Drones may also be fitted
with cloaking modules, allowing a string of
Marionettes to cross open ground almost
completely unseen.

A Marionette team with Sniper Equipment Upgrade and Camouflage Support Drone

82
Weapons Drone
(Formation: 1-3)
Mounted on highly mobile, semi-autonomous anti-
grav platforms, batteries of weapon drones are
frequently seen in support of other Asterian units,
in particular Cyphers. Several munition modules
are available to them. The Heavy Fission Beamer
can send a lance of focused energy straight through
the side of a Sturnhammer tank while the spinning
maelstrom of a Plasma Vortex can tear infantry
limb from partially-melted limb. Potentially even
Shield Drone more devastating to large infantry units though is
the Pulse Bombard, which can send energy blasts
For all the sophistication of their construction and through subspace to rupture the ground out from
the high tech nature of their control mechanisms, beneath their feet.
Asterian battle constructs are nonetheless lightly
armoured and somewhat fragile in comparison SPD ACC Def res ner

to other races’ frontline troops. Both Cyphers and 5 4+ 6+ 1 4 Vehicle


- Height 2 -
Marionettes are protected by built-in energy shields
Heavy Fission Beamer Weapon Drone Pts: 90
though, capable of withstanding several high- Special Rules: Anti-Grav
powered hits, and these can be further augmented
by a mobile Shield Drone. Although such drones will Weapon R D AP Special
typically be assigned to a particular triad or string, Hvy Fission Beamer 40” 2 5 Anti-Tank (D3+2)
the ‘bubble’ shield they generate can, with careful
positioning, be used to also protect other units and Plasma Vortex Weapon Drone Pts: 100
tactical battlefield assets. Special Rules: Anti-Grav
Weapon R D AP Special
SPD ACC Def res ner
5 - 6+ 1 4 Vehicle Plasma Vortex 28” 6 2 Blast (2D3),
- Height 2 - Shredder
Shield Drone Pts: 80  Pulse Bombard Weapon Drone Pts: 150
Special Rules: Anti-Grav, Shield Projection (5) Special Rules: Anti-Grav
Weapon R D AP Special
Pulse Bombard 12-48” 4 3 Blast (D6+2),
Indirect

Shield Drone Plasma Vortex

Heavy Fission Beamer Pulse Bombard

83
NOTE: Cypher, Overseer Guard, and Black Talon units are arranged a little differently
to most Infantry. Each team contains just 3 models rather than 5.

Cyphers (1-3 Teams) Overseer Guard (1-3 Teams)


The brothers of Asteria’s warrior clades do not Given that the Overseer is often the only live Asterian
Forces

merely drive their Cyphers as a human soldier might presence sent to a battlefield, the role of his guard
a tank - rather they become their Cyphers, their is one of great importance - only veteran brothers
very consciousnesses being beamed directly into the of a clade may even be considered to pilot a Guard
constructs’ semi-organic brains. Indeed, each Cypher Cypher. As well as Noh weaponry and a lightblade,
is partially grown using an individual pilot’s genetic each Guard is stealth-capable, often remaining
material, allowing him to inhabit its metallic frame hidden from sight until and unless a threat to their
like a second skin, firing its powerful Noh weapon as charge becomes apparent. Then they will fight using
if he were holding it in his own fingers. It takes many all the skill at their disposal to either eliminate
years to achieve the level of self-control necessary to that threat or give the Overseer the time and space
pilot a Cypher, but once mastered, a Cypher has few required for his safe evacuation from the field.
equals in war.
SPD ACC Def res ner
5 2+ 5+ 4 3 Regular
SPD ACC Def res ner
Infantry
6 2+ 5+ 3 3 Regular Overseer Guard Pts: 140
Infantry Special Rules: Camouflage, Communications, Shield (4),
Cypher Rifle Team Pts: 130 Unflinching
Special Rules: Command , Communications, Shield (4) Weapon R D AP Special
Weapon R D AP Special Noh Rifles 24” 6 - -
Asterians

Noh Rifles 24” 6 - - Stun Grenades 8 6 - Stun


Assault Weaponry A 4 - - Lightblades A 8 2 Anti-Tank (D3)

Cypher Warden Team Pts: 140


Special Rules: Command , Communications, Shield (4)
Weapon R D AP Special
Charge Gloves 8” 4 1 Blast (D3)
Charge Gloves A 6 1 Blast (D3)

Force Rifle Equipment Upgrade Pts: 30


Upgrade any team with a Force Rifle:
Weapon R D AP Special
Force Rifle 18” 4 2 -
Fission Beamer Equipment Upgrade Pts: 25
Upgrade any Rifle team with a Fission Beamer:
Weapon R D AP Special
Fission Beamer 36” 1 5 Anti-Tank (D3+1),
Force Rifle Fission Beamer
Heavy Firepower
Missile Launcher Equipment Upgrade Pts: 40
Upgrade any Rifle team with a Missile Launcher:
Weapon R D AP Special
Missile Launcher 28” 2 2 Blast (D3+1),
Heavy Firepower,
Shredder
0-1 Cypher Prime Support Upgrade Pts: 35
Upgrade any 1 team with a Cypher Prime:
Special Rule: Leadership
Weapon R D AP Special
Stun Grenades 8” 4 - Stun
Lightblade A 4 2 Anti-Tank (D3)
Missile Launcher Cypher Prime

84
Black Talons (1-3 Teams) Sky Razors (1-3 Teams)
Black Talon pilots are regarded as something of The exact flight capabilities and operating range
an elite cadre amongst the highly skilled warrior of an Asterian Sky Razor has yet to be determined
brotherhoods of the clades. The Black Talon triads by Corporation Central. Intact examples have
of the Mishan’ wo clade are considered by many to proved extremely difficult to obtain. What is known
be exemplars of their kind. Through an extended is that flanking attacks by these Cypher-driven
campaign of hit and run raids and numerous heavy-fire platforms can quickly blunt a unit’s
audacious assaults against fortified mining advance and degrade its fighting ability. The fact
compounds, the Mishan’ wo have halted the efforts they are equipped with the same energy shields as
of the Forge Fathers of the Kingmar clan to exploit the Cyphers themselves makes them an even more
nearly a dozen worlds along the Asterian Empire’s challenging threat to deal with effectively.
eastern border.
SPD ACC Def res ner
10 2+ 5+ 3 3 Regular SPD ACC Def res ner
Infantry
14 2+ 5+ 4 3 Large
Black Talon Team Pts: 165 Infantry
Special Rules: Command , Aerial Deployment, Anti- Sky Razor Team Pts: 180
Grav, Communications, Shield (4) Special Rules: Command , Anti-Grav, Bulky,
Weapon R D AP Special Communications, Shield (4)
Noh Rifles 24” 6 - - Weapon R D AP Special
Tracker Grenades 8” 4 1 Tag Twin Noh Rifles 24” 8 - -
Talons A 6 - - Assault Weaponry A 4 - -

0-1 Cypher Prime Support Upgrade Pts: 35 0-1 Cypher Prime Support Upgrade Pts: 35
Upgrade any 1 team with a Cypher Prime: Upgrade any 1 team with a Cypher Prime:
Special Rule: Leadership Special Rule: Leadership
Weapon R D AP Special Weapon R D AP Special
Stun Grenades 8” 4 - Stun Stun Grenades 8” 4 - Stun
Lightblade A 4 2 Anti-Tank (D3) Lightblade A 4 2 Anti-Tank (D3)

85
Forces

Kalyshi Team
Kalyshi (1-4 Teams) Kalyshi Rai’Mega
(Formation: 1-3)
The Kalyshi go to war in traditional warpaint and
A charging Asterian Rai’mega may seem an
armed with bows and glaives, but only a fool would
unusually blunt instrument in the Kalyshi arsenal.
mistake them for simple savages - the Kalyshi are
Each beast stands almost as tall as a corporate
no less technologically advanced than any other
Mule and its raw strength, coupled with a panoply
Asterian. The bows and blades are powered by noh
of meter-long tusks, are easily capable of throwing
energy and quite capable of penetrating the toughest
aside or tearing such a vehicle apart. But the riders
forged armour. Known for shocking charges, their
borne aboard its howdah are psychically linked
lightness and speed means their chosen target is
Asterians

to the beast through its harness, allowing them to


often cut to pieces before it has a chance to react.
direct the animal’s strength and fury with great
SPD ACC Def res ner precision and speed. The Rai’mega are not tamed,
6 3+ 2+ 3 2 Regular by any measure, but they are controlled enough to
Infantry
make them the scourge of many an armoured line
Kalyshi Team Pts: 70
Special Rules: Camouflage, Reckless Advance and defensive formation.
SPD ACC Def res ner
Weapon R D AP Special
8 - 5+ 6 3 Massive
Bow 16” 6 1 - Infantry
Glaives A 8 1 - Kalyshi Rai’mega Pts: 140
Special Rules: Bulky, Camouflage, Open-Topped, Reckless
0-1 Unit Leader Personnel Upgrade Pts: 40 Advance, Transport (2 – Kalyshi only), Unflinching
Upgrade any 1 team with a Unit Leader:
Weapon R D AP Special
Special Rules: Command , Leadership Teeth & Claws A 12 2 Shredder

Kalyshi Rai'mega

86
Kalyshi Mogals (1-5 Teams)
Drawn from the nomadic tribes of the Kalyshi,
Asterian Mogals are, even by Asterian standards,
a proud and aloof people. They ride to war on
ungainly-looking Shebas and prefer to make their
camps some distance from the rest of a warband, a
practise that reflects a deeply-rooted distrust of other
tribes. Their value in combat is undisputed though.
The Mogals carry long-barreled ‘Yelen’ rifles,
sniper-like weapons that fire high-grade firestone
shells. The shells explode on impact, scattering the
Mogals’ targets or forcing them to ground, before the
charging bands of Mogals cut them down with their
barbed ‘Temur’ glaives.
SPD ACC Def res ner
9 3+ 4+ 4 2 Large
Infantry
Mogal Team Pts: 135
Special Rules: Bulky, Camouflage, Reckless Advance
Weapon R D AP Special
Yelen Rifles 32” 4 1 Blast (D3),
Suppressive Fire (1)
Explosive Charges 6 2 4 Anti-Tank (D3+1)
Temur Glaives A 4 1 -
Shebas A 6 - Shredder
0-1 Unit Leader Personnel Upgrade Pts: 40 Kalyshi Mogal Rider
Upgrade any 1 team with a Unit Leader:
Special Rules: Command , Leadership

87
Chira Transporter Chroma Force Platform
While their Sho’senn operators are secured safely The intricacy and sophistication of Asterian
elsewhere, Chira class dispersal craft are used to technology is exemplified in the Chroma force
ferry combat Marionettes into battle. Twin pods platform. Its twin energy banks are capable of
can carry teams of inactive robots in a recharge powering a variety of heavy weapons in support
mode and deploy them in seconds, recovering them of Asterian troops, reducing Lancers to slag in a
Forces

just as quickly when their tasking is complete. The single shot or blanketing enemy units in waves
vehicle itself is also controlled by a remote operator of exenterating fire. A Corporation vehicle this
and is believed to operate as a kind of command devastating would likely be so large it would be
node, boosting the signals of the Sho’senn and their practically immobile, but the hovering Chroma is as
Marionettes’ combat effectiveness. agile as much smaller vehicles and able to hover over
almost any obstacle. No place on the battlefield is
SPD ACC Def res ner
12 4+ 7+ 4 4 Vehicle
beyond its reach.
- Tank -
SPD ACC Def res ner
Chira Transporter Pts: 115 10 4+ 8+ 4 4 Vehicle
Special Rules: Anti-Grav, Shield (4), Transport (2) - Tank -
Weapon R D AP Special Chroma with Fission Beamer Pts: 275
Special Rules: Anti-Grav, Shield (4)
Noh Rifles 24” 4 - -
Weapon R D AP Special
Comms Array Equipment Upgrade Pts: 15 Super Heavy 48” 4 5 Anti-Tank (D3+2)
Upgrade any Chira with a Communications Array: Fission Beamer
Special Rule: Communications
Chroma with Plasma Vortex Pts: 245
Special Rules: Anti-Grav, Shield (4)
Distortion Field Equipment Upgrade Pts: 30
Upgrade any Chira with a Distortion Field: Weapon R D AP Special
Asterians

Special Rule: Camouflage Super Heavy 36” 6 3 Blast (2D3),


Plasma Vortex Shredder
Comms Array Equipment Upgrade Pts: 15
Upgrade any Chroma with a Communications Array:
Special Rule: Communications

Distortion Field Equipment Upgrade Pts: 30


Upgrade any Chroma with a Distortion Field:
Special Rule: Camouflage

Chroma Force Platform

88
Narsa Support Drone
Special Rule: Signal Relay
It is only by attuned sensitivity to certain universal
constants, patterns of energy that pervade even The Narsa is used to extend the reach of
the most chaotic battlefield, that the Sho’senn and the various technological advancements
Cypher pilots are able to guide their constructs. To enjoyed by the Asterians, providing
prevent any disruption, Narsa support drones are a stable long-range teleportation and
deployed on the ground to capture, harmonise, and communications relay throughout the
repeat the signals sent from the pilots. Some instead force.
provide shield support and without a Narsa the
teleportation of Cyphers from site to site becomes a Any Commander in the Asterian
far riskier operation. Force with the Orbital Command
or Communications rule can relay
SPD
8
ACC
-
Def
7+
res
3
ner
4 their Orders through a Narsa Drone,
Vehicle
- Tank - measuring the 12” radius from the Narsa
Narsa Support Drone Pts: 150 rather than their own location.
Special Rules: Anti-Grav, Communications, Shield
Projection (5), Signal Relay In addition, they will have access to
additional Orders.
New Order: Level 2 – Live to
Fight Another Day

Asterians will not take unnecessary risks,


and value their technology in the same
way as they value their lives, especially
their Cypher constructs. They will not
stay on to fight an unwinnable battle
when they can be of more use elsewhere.
This Order may only be given when
relayed through a Narsa Support Drone.
When an Asterian unit within range is
charged, the Asterian player can give
this Order instead of making a charge
reaction.
Narsa Support Drone
If successful, the unit will be teleported
away from the battlefield.
The opponent may only claim half of
the value of its remaining teams for the
Kill Total, and the unit does not count as
destroyed for the purposes of any other
victory conditions.
New Order: Level 2 –
Teleport

This Order may only be given when


relayed through a Narsa Support Drone.
Pick a friendly Infantry unit within
range of the Drone and remove it from
the table.
Place it back onto the table in a new
location within 12” of the same or any
other Narsa Drone.

89
Spectra Escort Gunship Hidden Strike
(Formation: 1-3) Assassin Drone
Armoured fire support and force protection for The Hidden Strike assassin drone is designed for
Asterian troop carriers and Cypher teams is long range and highly targeted support. Cruising
often provided by Spectra escort gunships. The high above a battlefield, Strike drones respond
Spectras carry a high capacity Fission Beamer on to requests from ground units by rapidly diving
Forces

their turrets and two forward-facing noh rifles to towards their nominated target before de-cloaking
either hunt enemy vehicles or secure an area while and firing. Their payloads of Phantom missiles use
Marionette robots mount and dismount their Chira. quantum technology to pass through heavy armour
Spectras also carry the Ghost Eye sniper system and and detonate within a structure or vehicle, but the
can silently mark an enemy target with nominator best operators claim they can even place a warhead
rounds that are invisible to the naked eye but easily within an individual enemy soldier.
tracked by heavy Asterian weapons systems for
subsequent execution. SPD ACC Def res ner
18 3+ 7+ 3 4 Vehicle
SPD ACC Def res ner - Flyer -
12 4+ 7+ 3 4 Vehicle Hidden Strike Assassin Drone Pts: 200
- Tank - Special Rules: Camouflage, Communications
Spectra Escort Gunship Pts: 130
Special Rules: Anti-Grav, Escort Weapon R D AP Special
Phantom Missiles 32” 2 5 Anti-Tank (D3+1),
Weapon R D AP Special Blast (D3),
Heavy 40” 2 5 Anti-Tank (D3+2) Suppressive Fire (1)
Fission Beamer
Ghost Eye 48” 2 6 Independent t Sho’senn Commander
Sniper System Target Matrix,
Tag The long lives of Asterians allow them to achieve high
Asterians

Noh Rifles 24” 4 - - levels of mastery in whatever profession or professions


they choose, including military service. High-ranking
Sho’senn commanders, safely ensconced aboard a
command vessel, have an immense amount of power
at their fingertips, including the awesome Dawn Fire
Cannon. The Dawn Fire magnifies the energy levels
of any molecules in its target area, causing them to
ignite from the inside out before exploding in a fiery
eruption of candescent ash.
SPD ACC Def res ner
- 3+ - - - -

Sho’senn Commander Pts: 250


Special Rules: Command , Orbital Command
Weapon R D AP Special
Dawn Fire Cannon N/A 2 6 Area Effect,
Blast (3D3),
Limited (1),
Shredder,
Suppressive Fire (2)

Spectra Escort Gunship

90
Universal Upgrades Though Asterians go to war reluctantly, they do so
no less ably. High-tech warfare characterises most
Overseer Personnel Upgrade Pts: 170 Asterian armies, the lead in each usually being
Upgrade any non-Kalyshi Infantry unit with an Overseer: taken by a particular Clade. The Clade will elect one
Special Rules: Command , Communications, Inspiring of their number as Overseer of each battle and, such
is their expertise in warfare, the Clade’s authority
Shuuvatar Personnel Upgrade Pts: 60 supplants even that of the senior Sho’senn.
Upgrade any non-Kalyshi Infantry unit with a Shuuvatar:
A Shuuvatar may accompany the army to maintain
Special Rules: Command , Observer balance and GCPS scouts are also increasingly
reporting large numbers of Kalyshi warbands
Kalyshi Dervish Personnel Upgrade Pts: 90 fighting alongside their more mechanically inclined
Upgrade any Kalyshi unit with a Dervish: cousins. Apparently, they also follow the Clade’s lead.
Special Rules: Command  (may only give Orders to Kalyshi
units), Dirge of Death Order, Leadership
Weapon R D AP Special
Razor Flails A 4 2 Shredder

t Ten’ur Go,
the Thousand Deaths
Ten’ur Go is one of the few survivors of the
Asterian colony planet once known as Tan’shek.
Although he was eventually forced to flee his
home as a relentless Scourge army overran it,
he still carries the scars of the battle to save it.
In order to retrieve the Singing Sword from
the ruins of his Clade’s monastery, Ten’ur was
forced to kill the infected remnants of his own
brothers, and he fights now in utter silence,
reliving with every battle the thousand deaths
of that day.

Overseer

Ten’ur Go Personnel Upgrade Pts: 120


Upgrade any Black Talon unit with Ten’ur Go:
+1 Resilience
Special Rules: Command , Headstrong (Unflinching when
facing the Plague), Inspiring
Shuuvatar
Weapon R D AP Special
Singing Sword A 4 2 Anti-Tank (D3)

91
Enforcers Level 3 – Fusillade

Choose an enemy unit anywhere on the


The Galactic Co-Prosperity Sphere runs on board. Any unactivated units within range of
a knife edge, where its member corporations the Commander that have line of sight to that
compete against each other for the galaxy’s target may immediately perform a Blaze Away
spoils and are permanently on the cusp of action at it if they are in range. In addition, any
Forces

hostility. The only thing stopping open warfare hits are rolled to damage as if a Shoot action
between corporations is the risk of sanctions were being performed. Roll to hit and damage
from the ruling Council of Seven, and the threat with all units before determining casualties.
of the Enforcers that apply them.
None of the participating units are marked as
The Enforcer Corps is the private army of the
activated.
Council; ranks of artificially enhanced super
soldiers equipped with powered armour and Objectives
the most advanced weaponry humanity has
to offer. Developed to counter a threat which Enforcers have access to the following
almost destroyed the Co-Prosperity Sphere, Secondary Objectives on a roll of 61-66 on
Enforcers are the perfect warriors; aggressive, the chart.
amoral, and as physically strong as an Orc.
They are conditioned to think of little outside of A – They Shall Know Fear
tactical threats to the Council and how best to
neutralise them. The Enforcers aim to leave their enemies with
a feeling of awe and pure terror. Gain 1VP for
Beyond the Co-Prosperity Sphere, the Enforcers every enemy unit destroyed while grounded
are even more feared. While GCPS Marines or that flees following a recovery roll.
Enforcers

are known and respected among the galaxy’s


civilisations, the Enforcers inspire such awe and B – Bag and Tag
terror that the mere threat of their deployment
Randomly choose an enemy Infantry unit
has prompted surrender without a shot being
fired, on more than one occasion. – this unit contains an asset with a piece of
key information needed by the Council. If
The Enforcers’ reputation alone inspires fear, you destroy this unit in Assault (representing
but it pales in comparison to the experience of capturing the asset), you gain 3VPs.
seeing humanity’s most efficient killers at war.
C – No Loose Ends
Orders
Gain 1VP for each Infantry unit completely
Enforcers have access to the following Orders destroyed (taken from its starting number of
in addition to the standard ones. teams down to nothing) by a single Shooting
attack.
Level 2
– Coordinated Offensive

Choose two friendly units that have not The story of how the Enforcer programme
yet been activated. They may be activated began is one that is well-known and oft
simultaneously, and may perform any repeated on propaganda vids throughout
action(s) as part of their activation. the galaxy. The truth is a little more
complicated, involving secret deals with alien
If both units Shoot or Assault the same races and some very questionable medical
enemy, this must be declared before any dice experimentation. While the Enforcer Corps
are rolled, and you must roll to damage with themselves represent the Council’s biggest
both units before determining casualties. If success, it is not known to any save that
both units shoot the same target, it will take a august body of men, women and aliens
suppression token for being hit by each unit. themselves how many failures it took to get
This Order counts as your single Activation, there, nor what became of them.
but marks both units as activated.

92
Enforcer This reconnaissance-data-log, or RDL, is
Special Rules uploaded periodically to High Command,
but the drone is also equipped to perform an
Some Enforcer units may be subject to the emergency upload during intense conflict,
following Special Rules. giving the Enforcers off-world an up-to-the-
minute log of a battle’s progression and troop
Countermeasures movements.
This airborne vehicle has anti-missile flares Enforcer Forward Observers also carry a
that can confuse targeting systems. Whenever compact version of this equipment built into
a weapon with the Anti-Tank rule hits this their suits.
vehicle, you may try to avoid being hit.
For each hit that you want to avoid, add a While any unit with this rule is in play,
suppression token to the vehicle and then roll the controlling player may re-roll a single
a die. On a 5+ the hit is discarded. Command die in each Turn of the game.
RDL Transmission In addition, if a unit with this rule is
destroyed during a battle, an Enforcer Orbital
The D.O.G. Drone is primarily a support Commander may use an Order to access
tool for isolated Pathfinder units – it carries its final upload and give High Command a
their equipment and provides automated fire strategic advantage. This is a Level 2 Order,
support when necessary. However, it also logs and any dice for it must be rolled as soon
every piece of information encountered by the as the drone is removed from the table.
Pathfinders and their survey drones, building If successful, at the end of a mission when
a highly-detailed map of the region, its calculating VPs, reduce the opponent’s score
inhabitants and any areas of military strength. by 1, to a minimum of zero.

93
Units
Enforcers (1-2 Teams) Strike Team
SPD ACC Def res ner
The basic building block of most Enforcement
6 3+ 5+ 4 3 Regular groups across space is the Strike Team - Enforcers
Infantry
carrying Genling 45’s and 58 Burst Lasers, working
Strike Team Pts: 90 in unison. But their ubiquity does not make them
Forces

Special Rules: Anti-Grav, Communications


any less elite. Each man or woman in the team
Weapon R D AP Special is a highly engineered and trained professional
Laser Assault Rifle 18” 6 1 - killer, built to function with equally cold-blooded
Assault Weaponry A 4 - - efficiency as an individual as in a team, and wears
the best armour credits can buy. Their support
Burst Laser Equipment Upgrade Pts: 30 network is also without rival - no team really works
Upgrade any Strike team with a Burst Laser: alone, all of them being co-ordinated by the best
Weapon R D AP Special
communications technology and strategic minds in
the GCPS.
Burst Laser 28” 4 1 -
Assault Team
Assault Team Pts: 100
Special Rules: Anti-Grav, Communications
Enemy forces pinned down by Strike teams can
Weapon R D AP Special quickly find themselves outflanked and under attack
Pistol 12” 6 1 - by Enforcer Assault teams, making full use of their
Wristblade A 8 1 - armour's integrated jetpacks to rapidly close with
the enemy. Assault operators use wristblades and
Defender Team Pts: 110 pistols to cut apart foes, and portable incinerators
Special Rules: Anti-Grav, Communications, Mobile to efficiently clear dug-in positions.
Defences
Enforcers

Defender Team
Weapon R D AP Special
Shotgun 12” 4 - Blast (D3) Assault shields and shotguns have long been used
Assault Weaponry A 4 - - by Enforcer groups in ship to ship boarding actions.
Their role on the ground has also greatly expanded
Incinerator Equipment Upgrade Pts: 25 recently, being used not only as guards at choke
Upgrade any Assault or Defender team with an Incinerator: points and checkpoints, but in tunnel and urban
Weapon R D AP Special warfare against Plague and Veer-myn foes.
Incinerator 12” 2 1 Blast (2D3),
Saturation Heavy Support Team

Heavy Support Team Pts: 140 Each operator in a Heavy Support team carries
Special: Anti-Grav, Communications a HMX-32 ‘Harpy’ missile launcher, a modified
version of larger systems seen on some corporate
Weapon R D AP Special
marine vehicles, adapted for Enforcer armour
v Missile 6-36” 4 1 Blast (D3+1), profiles and capable of firing multi-programmable
Launchers Heavy Firepower fire-and-forget projectile warheads. These may be
v Missile (AT) 6-36” 4 4 Anti-Tank (D3+1), susceptible to some forms of electronic counter-
Launchers Heavy Firepower measures, but the Support team’s rate of fire is
v Pistol 12” 6 1 - generally high enough to overcome any losses.
Assault Weaponry A 4 - -
Breach & Eradicate Team
Breach and Eradicate Team Pts: 110
Special Rules: Anti-Grav, Communications Enforcer Breach and Eradicate teams specialise
in the deployment of weaponry designed to crack
Weapon R D AP Special armoured vehicles and structures and terminate
Pistol 12” 6 1 - their occupants. The corps’ current preferred anti-
Thermal Rifle 12" 1 5 Anti-Tank (D3+2) tank mine, in use in war zones across the galaxy,
Wristblade & Mines A 8 5 is the GX-226 ‘Anemone’, a weapon designed
to explosively pierce the underside of tanks and
0-1 Unit Leader Personnel Upgrade Pts: 30 personnel carriers and fill their crew compartments
Upgrade any 1 team with a Unit Leader: with a flesh-shredding cloud of charged metal
Special Rules: Command , Leadership shards. B and E units also carry thermal rifles for
penetrating bunkers and other static targets and
are trained in multiple booby-trap and sabotage
techniques.

94
Genling 45 Laser Rifle Genling 58 Burst Laser Assault Wristblade Incinerator

Defender Shield HMX-32 Missile Anemone Breaching Thermal Rifle


Launcher Mine

95
Pathfinders (1-2 Teams) Pathfinders bikes (1-2 Teams)
Pathfinders are well known for their role in scouting The Pathfinder arm of the Enforcer Corps is often
and confirming the presence of threats warranting a tasked with highly dangerous missions, including
Containment Protocol. They also play a vital role in targeted terminations, fire support, and long-range
all-out warfare, operating as snipers, saboteurs, and reconnaissance, and all behind enemy lines. Success
fire controllers for heavy weapons units. Pathfinder can depend on the rapid insertion and withdrawal
D.O.G. drones can increase a team’s operating of these units and, of course, on not being detected
Forces

range and versatility while also enabling rapid prematurely. To achieve this, many Pathfinder units
transmission of battlefield intel, making the larger make use of the EP-54 electric monobike, or the
EPG even more deadly. ‘E-Mike’ as it is known by its riders. The E-Mike’s
SPD ACC Def res ner
excellent range and low noise profile have facilitated
5 3+ 4+ 4 3 Regular numerous covert operations and, when things get
Infantry loud, its speed has proved similarly valuable.
Pathfinder Team Pts: 95
SPD ACC Def res ner
Special Rules: Recon, Saboteur
10 3+ 4+ 3 3 Large
Weapon R D AP Special Infantry
v Sniper Rifle 6-40” 4 2 Suppressive Fire (1), Pathfinder Bike Team Pts: 115
Tag Special Rules: Recon, Saboteur
v Pistol 12” 6 1 - Weapon R D AP Special
Assault Weaponry A 6 - - v Sniper Rifle 6-40” 4 2 Suppressive Fire (1),
Tag
0-1 D.O.G. Drone Support Upgrade Pts: 30 v Pistol 12” 4 1 -
Upgrade any 1 team with a D.O.G. Drone:
Assault Weaponry A 4 - -
Special Rules: Communications, RDL Transmission
Weapon R D AP Special
Enforcers

Burst Laser 28” 4 1 -

0-1 Unit Leader Personnel Upgrade Pts: 40


Upgrade any 1 team with a Unit Leader:
Special Rules: Command , Precision Fire Order,
Sabotage Objective Order, Leadership

Pathfinder Infantry

D.O.G. Drone

96
Jetbikes (1-5 Teams)
SPD ACC Def res ner
Designed for deployment in battle spaces where 12 3+ 5+ 3 3 Large
Infantry
conventional air-support might be unavailable but
high-speed manoeuvres are needed, current usage Jetbike Team Pts: 100
Special Rules: Anti-Grav, Communications
of the XSG-65 mobile weapons platform and its
derivatives range from simple patrol routines to Weapon R D AP Special
flexible battlefield support and intervention roles. Twin Laser 18” 6 1 -
It is a popular vehicle amongst operators and Assault Rifles
commanders alike, fitting the Enforcers' core values Assault Weaponry A 4 - -
of rapid and definitive projection of power perfectly.
Jetbike Ranged Support Team Pts: 150
In addition, it can be fitted with a multitude of Special Rules: Anti-Grav, Communications
weapons from the Enforcer arsenal, making it
suitable for any operation from anti-infantry to Weapon R D AP Special
anti-armour. Twin Laser 18” 6 1 -
Assault Rifle
Heavy Burst Laser 28” 6 2 Suppressive Fire (1)
Assault Weaponry A 4 - -

Jetbike Heavy Support Team Pts: 150


Special Rules: Anti-Grav, Communications
Weapon R D AP Special
Twin Laser 18” 6 1 -
Assault Rifle
v Missile 6-36” 2 1 Blast (D3+1),
Launcher
v Missile (AT) 6-36” 2 4 Anti-Tank (D3+1),
Launcher
Assault Weaponry A 4 - -

0-1 Unit Leader Personnel Upgrade Pts: 30


Upgrade any 1 team with a Unit Leader:
Special Rules: Command , Leadership

97
Peacekeepers (1-5 Teams)
Peacekeeper-armoured Enforcers are employed
in high-risk direct-action operations where
circumstances might render even standard Enforcer
troops ineffective. The heavier armour means
advancing directly through enemy fire is frequently
survivable, even in the presence of heavy weapons,
Forces

while next-to-no mobility is lost thanks to an


enhanced triple-chambered power plant. For this
reason, Enforcer Battlefield Commanders frequently
carry out their duties in Peacekeeper armour, but
the suits are also commonly used for close-assaults,
building clearances, and fire support missions.
Peacekeeper with
SPD ACC Def res ner Energy Gauntlet
6 3+ 6+ 3 3 Large
Infantry
Peacekeeper Team Pts: 100
Special Rules: Anti-Grav, Communications
Weapon R D AP Special
Twin Laser 18” 4 1 -
Assault Rifles
Energy Gauntlet A 4 2 -

Peacekeeper Defender Team Pts: 120


Special Rules: Anti-Grav, Communications, Mobile
Enforcers

Defences
Weapon R D AP Special
Twin Laser 18” 4 1 -
Assault Rifles Peacekeeper with
Assault Weaponry A 4 - - Defender Shield
Burst Laser Equipment Upgrade Pts: 40
Upgrade any team with a Burst Laser:
Weapon R D AP Special
Burst Laser 28” 4 1 -

Incinerator Equipment Upgrade Pts: 25


Upgrade any team with an Incinerator:
Weapon R D AP Special
Incinerator 12” 2 1 Blast (2D3),
Saturation

0-1 Unit Leader Personnel Upgrade Pts: 30


Upgrade any 1 team with a Unit Leader:
Special Rules: Command , Leadership Peacekeeper with
Burst Laser

98
Strider (Formation: 1-3) SPD ACC Def res ner

A variety of Strider frames have been employed in 6 3+ 7+ 4 3 Vehicle


corporate forces but the one most commonly used Strider Pts: 140
by Enforcer groups is the GR77, equipped with a Special Rules: Communications
Genling 88 Heavy Burst Laser. They are typically
Weapon R D AP Special
used as infantry support platforms, laying down
Heavy Burst Laser 28” 6 2 Suppressive Fire (1)
curtains of suppressive fire as cover for advances
by Strike and Assault teams, but may also serve as Assault Weaponry A 4 2 -
mobile sentries and escorts for slower ground units. Urban Assault Strider Pts: 135
Special Rules: Communications, Fire in the Hole!
Weapon R D AP Special
‘Ajax’ Siege Strider
Heavy Flamethrower 12” 4 1 Blast (2D3),
Developed during the Trotanic war, the GR95 Saturation
model Strider, commonly known as the ‘Ajax’ Chainsaw A 6 3 Anti-Tank (D3)
variant, was developed to help corporate Polaris Strider Pts: 160
forces break through armoured chokepoints. Special Rules: Communications
The Ajax has been up-armoured and uses
Weapon R D AP Special
smoke rounds and a heavy ‘Aggressor’ shield,
essentially a reinforced and upscaled version Polaris Cannon 48” 2 6 Anti-Tank (D6)
of the Defender, to help it survive extended Assault Weaponry A 4 2 -
time under fire. Its grav-ram spear can
‘Ajax’ Siege Strider Pts: 175
deliver a colossal amount of force to a defined Special Rules: Communications, Fire in the Hole!, Mobile
area or launch individual spearheads a short Defences
distance against moving targets. Given Weapon R D AP Special
time, the Ajax can reduce even the strongest
Grav-ram Spear 16” 4 4 Blast (D3)
structure or armour to rubble and wreckage.
Grav-ram Spear A 6 4 Blast (D3)

0-1 Unit Leader Personnel Upgrade Pts: 30


Upgrade any 1 Strider in a Formation to a Unit Leader:
Special Rules: Command , Leadership

99
Accuser Interceptor SPD ACC Def res ner

The XSM-784 Accuser Interceptor is the 16 3+ 8+ 4 3 Vehicle


- Flyer -
embodiment of speed and power, making it the Accuser Interceptor Pts: 150
favourite air-intervention and assault support craft Special Rules: Communications, Transport (1)
of the Enforcer corps. Capable of supersonic flight as
well as hovering and VTOL, its multiple hardpoints Weapon R D AP Special
mean weapons loadouts can be quickly tailored to Twin Heavy 28” 10 2 Suppressive Fire (1)
Forces

match whatever threat the Accuser is being sent Burst Lasers


against. Heavy burst lasers are a favourite option Arbiter Interceptor Pts: 190
although recent interventions against Plague and Special Rules: Communications, Transport (1)
Veer-myn incursions have seen an increase in the
deployment of air-to-ground missile systems. Weapon R D AP Special
Twin 48” 3 6 Anti-Tank (D6)
Polaris Cannons

Missile Pods Equipment Upgrade Pts: 35


Upgrade any Interceptor with Missile Pods:
Weapon R D AP Special
Missile Pods 48” 2 5 Anti-Tank (D3+2)

Anti-Missile Flare Dispenser Equip. Upg. Pts: 25


Upgrade any Interceptor with a Flare Dispenser:
Special Rules: Countermeasures

Smokescreen Grenades Equipment Upg. Pts: 15


Upgrade any Interceptor with Smokescreen Grenades:
Special Rules: Smokescreen
Enforcers

100
Persecutor Bomber SPD ACC Def res ner

Developed as a fast response ground support vehicle, 14 3+ 8+ 4 3 Vehicle


- Flyer -
the XSM-786 Persecutor excels in tasks requiring the Persecutor Bomber Pts: 185
rapid deployment of high yield explosive ordnance Special Rules: Communications
and termination of pre-tagged and live laser-marked
targets. Range and speed are lower than similar Weapon R D AP Special
airframed craft, but the Persecutor still packs a v Anti-Infantry 12” 2 3 Area Effect,
mean punch. Two dual-core high-density projectile Bombs Blast (3D3),
Limited (2),
weapons can be carried beneath the aircraft’s wings Suppressive Fire (2)
for bunker-busting and anti-armour missions while
v Bunker Buster 12” 2 6 Area Effect,
a payload of high-spread guided munitions has Bombs Anti-Tank (D3+2)
proved to be highly effective against massed infantry. Blast (D3),
Limited (2)
v Missile Pods 48” 2 5 Anti-Tank (D3+2)

Anti-Missile Flare Dispenser Equip. Upg. Pts: 25


Upgrade any Bomber with a Flare Dispenser:
Special Rules: Countermeasures

101
t Orbital Commander Universal Upgrades
Enforcer Patrol Groups on the ground will During combat operations, the individual units in
frequently conduct operations with the support a Strike Force may be led by a Sergeant who, while
of orbital craft and this may include a dedicated having a high degree of autonomy in achieving his
Orbital Commander. Usually located aboard a mission objectives, will report to a single Battlefield
Wyvern or larger class of ship, the OC will monitor Commander, typically an Enforcer Captain. An
the flow of battle and assign incoming intel packets exception to this rule is the presence of a Forward
Forces

to the relevant units. They also have the option of Observer. Forward Observers exist somewhat
unleashing a full complement of missile or laser outside the traditional rank hierarchy, reporting
weaponry to a designated target on the planet below. directly to the Council itself, and their expertise and
Firing on the request of the battlefield commander, guidance is recognised and respected by all other
or occasionally at the recommendation of Pathfinder Enforcers.
observers, a well-placed orbital strike can turn the
tide of an entire battle. Captain Personnel Upgrade Pts: 65
Upgrade any Infantry unit with a Captain:
SPD ACC Def res ner
- 3+ - - - - Special Rules: Command , Leadership

Orbital Commander Pts: 250 Engineer Personnel Upgrade Pts: 35


Special Rules: Command , Orbital Command Upgrade any Infantry unit with an Engineer:

Weapon R D AP Special Special Rules: Command , Fortify Position Order


Orbital N/A 2 5 Area Effect,
Sniper Personnel Upgrade Pts: 10
Bombardment Blast (4D3),
Upgrade any Infantry unit with a Sniper:
Limited (1),
Suppressive Fire (3) Special Rule: Precision Fire Order

Medic Personnel Upgrade Pts: 30


Enforcers

Upgrade any Infantry unit with a Medic:


Special Rule: Medic

t Forward Observer Personnel Upg. Pts: 120


Upgrade any Infantry unit with a Forward Observer:
Special Rules: Command , Inspiring, RDL Transmission

Captain
Sniper

Engineer Medic Forward Observer

102
t Lt. Commander Roca, Special Rule: Alien Intel
Forward Observer
Roca has fought with distinction against
The Forward Observers are the eyes and ears of every threat presented to the GCPS, from
the Council but they are by no means passive Marauders to Elastopods, and he has a
observers - they are first and foremost Enforcers. keen understanding of their tactics, and
Roca himself is an expert in the termination of how to use their abilities against them.
dozens of alien races. Despite carrying a sniper’s
rifle, he is equally at home fighting alongside an Roca may give Orders that would
assault team as he is leading a Pathfinder unit. otherwise be specific to his opponent’s
faction, such as using Masters of
Engineering when facing Forge Fathers.
Commander Roca Personnel Upgrade Pts: 165 He can only give Orders when he has an
Upgrade any unit with Commander Roca:
eligible target - he cannot give the Veer-
Special Rules: Command , Precision Fire Order, Alien myn’s Swarm Order for example, as he
Intel, Inspiring, Leadership, RDL Transmission
has no friendly Nightcrawler units!

Lt. Commander Roca

103
Forge Orders

Fathers Forge Fathers have access to the following


Orders in addition to the standard ones.
Few non-human civilisations have survived Level 1
contact with the GCPS – most are ‘incorporated’, - Masters of Engineering
Forces

losing their identity along with their planets;


the rest simply destroyed. But the Forge Fathers, Forge Fathers are masters of both geology and
the dwarven warriors of the Star Realm, are construction, and can precisely target weak
not like any other race in the galaxy. They points in the terrain to bring it crumbling
are born of fire and metal. So when human down around its occupants. Choose a friendly
corporations began moving into worlds that unit. That unit takes an Activation as normal,
rightfully belonged to the Realm, the Forge and may ignore all modifiers for cover and
Lords fought back with superior firepower and fortified terrain when shooting.
almost impenetrable armour.
Only natural modifiers for cover may be
To this day the clans of the Forge Fathers stand ignored; modifiers granted by a special rule
proud and independent and carry on their such as Camouflage or Mobile Defences still
mission to claim the galaxy, one world at a apply.
time. They do this by the power of the Forge
Stars, trapping the energy of suns and using it Level 2 – ‘Tis but a Scratch!
to construct colossal machines and starships
All friendly units within range of the Ordering
Forge Fathers

capable of stripping entire planets of their


wealth and resources and engineering devices Commander are granted the Unflinching
that are the envy of other races. ability until the end of the Turn. Note that
Unflinching already includes the bonus for
But the Forge Lords have also built great armies Headstrong – they do not stack.
to protect their holds and their interests on the
planets they have claimed as their caravans of
ships move between the stars. Because, in an
infinite universe, the rarest resource of them all
is peace, and all they are certain to find is war.

104
Objectives
It is often unfairly assumed that Forge
Forge Fathers have access to the following Fathers are obsessed with material wealth
Secondary Objectives on a roll of 61-66 on for the sake of it. In fact, deeply held spiritual
the chart.
and philosophical beliefs drive the Dwarf
A – Prospecting quest for riches, rooted in the very creation
myths of their people.
When the Forge Fathers fight, it’s usually over
some sort of natural resource. This objective It is not that Dwarfs want to acquire material
is not kept secret from your opponent. If there wealth, but rather that they are culturally
are 8 or fewer Strategic Assets in play when and physically driven to do so.
Secondary Objectives are rolled, each player
must place one additional counter using the
normal rules, starting with the Forge Father
player. These additional Strategic Assets
represent seams of minerals to be sampled,
and can only be claimed by the Forge Father
player. They are worth 2VPs each.
B – Hold your Ground

Gain 1VP for each turn that ends with no


suppressed or grounded units on your side.
C – Relentless Firepower

Gain 1VP for each turn in which you ground


or destroy at least 3 enemy units with Shooting
attacks.

105
Units
Steel Warriors (1-4 Teams) Militia (2-4 Teams)
Although not an aggressively expansionist race, Forge Father Ward ships are colossal beasts, some
spending time as a Steel Warrior is still something of like mobile planetoids, and capable of an entirely
a rite of passage for most Forge Fathers on reaching nomadic existence. And while most of their
a certain age. As much as any Forge Father worth populations are officially engaged in civilian roles
Forces

his metal should be a competent smith or artisan, - miners, craftsmen, and the like - in times of great
the ability to fight is also expected. Steel Warriors need auxiliary militias can be quickly formed. Some
wear individually fitted suits of Aesir armour and members will carry the weaponry they formerly
most carry a Hailstorm rifle, parts of which at least used as Steel Warriors, others drawing new
will have been crafted by their user. equipment from the Ward armouries. Either way,
the Forge Father militia are no less professional in
SPD ACC Def res ner
attitude and capacity than any other warrior on a
4 4+ 5+ 4 2 Regular
Infantry battlefield.
Steel Warrior Team Pts: 70
SPD ACC Def res ner
Special Rules: Headstrong
4 5+ 4+ 4 2 Regular
Weapon R D AP Special Infantry
Hailstorm Rifle 20” 4 1 - Militia Team Pts: 45
Special Rules: Headstrong
Assault Weaponry A 4 - -
Weapon R D AP Special
Autocannon Equipment Upgrade Pts: 30
Hailstorm Rifle 20” 4 - -
Upgrade any Steel Warrior team with a Hailstorm
Autocannon: Assault Weaponry A 4 - -
Forge Fathers

Weapon R D AP Special 0-1 Unit Leader Personnel Upgrade Pts: 10


Hailstorm 30” 3 2 Suppressive Fire (1) Upgrade any 1 team with a Unit Leader:
Autocannon
Special Rule: Leadership
Rekkhyrr Team Pts: 120
Special Rules: Headstrong, Fire in the Hole!
Weapon R D AP Special
Dragonbreath 12” 4 1 Blast (2D3),
Flamer Saturation
Assault Weaponry A 6 - -

0-1 Unit Leader Personnel Upgrade Pts: 20


Upgrade any 1 team with a Unit Leader:
+1 Nerve
Special Rule: Leadership

Steel Warrior

Rekkhyrr Battle-ready Forge Father Militia

106
Stormrage Veteran Issilgarim Team

Stormrage Veterans SPD ACC Def res ner

(1-2 Teams) 4 4+ 5+ 4 3 Regular


Infantry
Many older Forge Fathers find a life under arms to Brakkarim Team Pts: 115
be an agreeable one and they turn away from lives Special Rules: Headstrong
as smiths and artisans for a position in a veterans' Weapon R D AP Special
platoon - war, they say, is a craft like any other. Hailstorm 30” 10 2 Suppressive Fire (1)
Others are simply too cantankerous to be tolerated Autocannons
by the Steel Warriors. Either way, admittance to a Assault Weaponry A 4 - -
Veterans unit usually requires at least forty years
of military service and, as well as the right to join Issilgarim Team Pts: 150
Special Rules: Headstrong
the Stormrage drinking lodges, membership gives
access to the most powerful and therefore enjoyable Weapon R D AP Special
weapons. v Magma 36” 4 6 Anti-Tank (D3+2)
Cannons Heavy Firepower
v Mjolnir Missile 6-30” 4 2 Blast (D3+2)
Launchers Heavy Firepower
Assault Weaponry A 4 - -

Thorgarim Team Pts: 80


Special Rules: Headstrong
Weapon R D AP Special
Hailstorm Pistols 12” 4 1 -
Forge Hammer A 4 4 -

0-1 Unit Leader Personnel Upgrade Pts: 40


Upgrade any 1 team with a Unit Leader:
Special Rules: Command , Leadership

107
Brokkrs (1-4 Teams) Valkyrs (1-5 Teams)
Many Ward ships carry a contingent of the dwarves When solid but slow-moving Forge Father forces feel
known as ‘Brokkrs’. Those that don’t and go to war the need for speed, they can turn to ‘gangs’ of Valkyr
will often find groups of their somewhat wilder bikers. Named for legendary winged warriors of
cousins turning up to join the fight anyway. Most old, Valkyr gangs epitomise many of the differences
Forge Fathers would describe Brokkr squads as between Forge Fathers and the Brokkr sub-clan.
reckless - they prefer to think of themselves as Often loud and always fast, Valkyrs may serve
Forces

adventurous. Whichever is true, Brokkrs are as scout and recon forces, or just motor headlong
without doubt a highly effective assault force. at their enemy for an assault with their forward
mounted Hailstorm rifles.
SPD ACC Def res ner
4 4+ 4+ 4 2 Regular SPD ACC Def res ner
Infantry
8 4+ 4+ 3 2 Large
Brokkr Team Pts: 60 Infantry
Special Rules: Headstrong Valkyr Team Pts: 85
Weapon R D AP Special Special Rules: Headstrong
Burst Pistol 12” 4 - - Weapon R D AP Special
Assault Weaponry A 8 1 - Twin 20” 8 1 -
Hailstorm Rifle
Bunker Assault Equipment Upgrade Pts: 15 Assault Weaponry A 6 - -
Upgrade any team with Bunker Assault Equipment:
Special Rule: Fire in the Hole! 0-1 Unit Leader Personnel Upgrade Pts: 20
Upgrade any 1 team with a Unit Leader:
Weapon R D AP Special
Magma Rifle 12” 1 6 Anti-Tank (D3+2) +1 Nerve
Special Rule: Leadership
Forge Fathers

0-1 Inferno Drill Support Upgrade Pts: 30


Upgrade any 1 team with an Inferno Drill:
Weapon R D AP Special
Inferno Drill 32” 6 5 Heavy Firepower

0-1 Unit Leader Personnel Upgrade Pts: 20


Upgrade any 1 team with a Unit Leader:
+1 Nerve
Special Rule: Leadership

0-1 Engineer Personnel Upgrade Pts: 45


Upgrade any 1 team with an Engineer:
Special Rules: Command , R
epair Order

Valkyr Biker

Inferno Drill Brokkr Chief Brokkr with Magma Rifle

108
Forge Guard (1-2 Teams) Hammerfist
The dwarvish word for Forge Guard, ‘Sikkram’, Drop Squad (1-2 Teams)
roughly translates to ‘the face of the hammer’ - the Hammerfist Orbital Drop Armour is a modified
Forge Father language’s equivalent to the ‘tip of the version of suits used in orbital mining operations.
spear’. They are, in effect, the blunt force with which Sufficiently reinforced to withstand atmospheric
a Forge Lord will pulverise his enemies, often being entry and high-speed landfall, a Lord’s most trusted
sent first into war and carrying some of the most and proven Forge Guard can be delivered with
powerful weapons in the Dwarf arsenal. They are almost pinpoint accuracy anywhere on a battlefield.
made up of a lord’s most trusted and venerable Any enemy that survives their ground-breaking
warriors, true professionals who in peacetime will impact will be pulverised with Forge Hammers or
be sent to guard his greatest treasures and most cut down by Inferno Drills before the Hammerfists
important properties and, in war, be given the most redeploy to their next target.
vital missions.
SPD ACC Def res ner

SPD ACC Def res ner 4 3+ 6+ 5 3 Regular


4 3+ 6+ 5 3 Infantry
Regular
Infantry Hammerfist Team Pts: 190
Forge Guard Team Pts: 150 Special Rules: Aerial Deployment, Headstrong
Special Rules: Headstrong
Weapon R D AP Special
Weapon R D AP Special Inferno Drill 16” 6 5 -
Hailstorm Rifle 20” 4 1 - Forge Hammer A 4 4 Blast (D3)
Forge Hammer A 4 4 Blast (D3)
0-1 Unit Leader Personnel Upgrade Pts: 40
Autocannon Equipment Upgrade Pts: 30 Upgrade any 1 team with a Unit Leader:
Upgrade any team with a Hailstorm Autocannon: Special Rules: Command , L eadership
Weapon R D AP Special
Hailstorm
Autocannon 30” 3 2 Suppressive Fire (1)

Magma Cannon Equipment Upgrade Pts: 15


Upgrade any team with a Magma Cannon:
Weapon R D AP Special
Magma Cannon 36” 1 6 Anti-Tank (D3+2)

Missile Launcher Equipment Upgrade Pts: 40


Upgrade any team with a Missile Launcher:
Weapon R D AP Special
Mjolnir 6-30” 2 2 Blast (D3+2)
Missile Launcher

0-1 Unit Leader Personnel Upgrade Pts: 40


Upgrade any 1 team with a Unit Leader:
Hammerfist Orbital Drop Armour
Special Rules: Command , L eadership

Forge Guard with Forge Guard with Forge Guard with


Mjolnir Missile Launcher Hailstorm Autocannon Hailstorm Rifle

109
Iron Ancestor
(Formation: 1-3) Hellermal Pattern
Iron Ancestor
Age is venerated amongst all Forge Fathers, bringing,
as it does, a wealth of accumulated experience and Forge Fathers see no irony in a race so skilled
wisdom. The oldest and wisest warriors bring those in craft and construction being similarly
riches to bear in suits of Antikk armour, giants like excellent at destruction and demolition. The
Striders, but infinitely more sophisticated and often Hellermal, or ‘Overkill’ suit is, like all Iron
Forces

much more powerful. Many of these living legends Ancestors, a fantastically engineered suit of
will equip their armour similarly to the preference armour, more like an extension of the pilot
than a prosthetic vehicle. But its twin Magma
of their younger days, with a heat hammer on one cannons, similar to plasma cannons employed
shoulder and a heavy Hailstorm cannon on the elsewhere but capable of more focused beams,
other. The Doomstorm pattern will forego the close can burn through a meter of reinforced
combat weapon though and double up on ranged rockcrete in less than a minute while its
weaponry while the Thor pattern carries two Dragonbreath flamer is the bane of infantry
hammers to maul infantry and vehicles alike. and light vehicles.
SPD ACC Def res ner
5 3+ 8+ 4 4 Vehicle

Iron Ancestor Pts: 190


Special Rules: Command , Bulky, Headstrong
Weapon R D AP Special
Twin Hailstorm 30” 5 2 Suppressive Fire (1)
Autocannons
Forge Fathers

Forge Hammer A 6 5 -

Doomstorm Pattern Iron Ancestor Pts: 175


Special Rules: Command , Bulky, Headstrong
Weapon R D AP Special
Twin Hailstorm 30” 5 2 Suppressive Fire (1)
Autocannons
Assault Weaponry A 2 2 -

Thor Pattern Iron Ancestor Pts: 190


Special Rules: Command , Bulky, Headstrong

Weapon R D AP Special Doomstorm Iron Ancestor


Forge Hammers A 10 5 -

Hellermal Pattern Iron Ancestor Pts: 210


Special Rules: Command , Bulky, Fire in the Hole!
Headstrong
Weapon R D AP Special
Twin Magma 36” 2 6 Anti-Tank (D3+2)
Cannon
Dragonbreath 12” 3 1 Blast (2D3),
Flamer Saturation
Assault Weaponry A 6 5 -

0-1 Unit Leader Personnel Upgrade Pts: 70


Upgrade any 1 Iron Ancestor to a Unit Leader:
Special Rule: Command , Leadership, Shield (4)

Hellermal Iron Ancestor

110
Drakkar APC SPD ACC Def res ner

The Drakkar is the Forge Father’s primary armoured 8 4+ 9+ 5 3 Vehicle


- Tank -
personnel carrier. It is by no means the fastest or Drakkar APC Pts: 120
prettiest of all troop transporters but this is no Special Rules: Headstrong, Transport (2)
failure of design. The Drakkar’s sloped, toughened
Weapon R D AP Special
armour make it one of the toughest troop delivery Hailstorm Rifle 20” 2 1 -
vehicles on any battlefield anywhere and, with a Assault R 6 3 -
Hailstorm anti-personnel weapon to discourage any
assailants along the way, the vehicle is an extremely
safe and reliable delivery vehicle for platoons of
Steel Warriors and Forge Guard.

111
Sturnhammer Battle Tank SPD ACC Def res ner

The Sturnhammer is assessed by Corporation 7 4+ 9+ 5 4 Vehicle


- Tank -
Central Military analysts to be probably the best Sturnhammer Hagall Pattern
main battle tank currently employed amongst Battle Tank Pts: 200
alien races. Carrying a Heavy Hailstorm Cannon Special Rules: Headstrong
turret as standard, the Sturnhammer’s intricately Weapon R D AP Special
engineered target control system makes it capable of
Forces

Hailstorm Rifle 20 2 1 -
a rate of accurate fire at a range that is the envy of
even Enforcer commanders. This also often makes a Heavy 8-40” 10 2 Suppressive Fire (2)
Hailstorm Cannon
Sturnhammer a target of high priority in battle, but
its armour is at least as technically advanced as its Assault R 6 3 -
weaponry, shrugging off all but the most powerful Sturnhammer Hata Pattern
and well placed incoming shots. Battle Tank Pts: 220
Special Rules: Headstrong
Weapon R D AP Special
Hailstorm Rifle 20 2 1 -
Heavy 8-48” 3 6 Anti-Tank (D3+2)
Magma Cannon
Assault R 6 3 -

t The Lord’s Seat Equipment Upgrade Pts: 65


Upgrade any 1 Sturnhammer with the Lord’s Seat:
Special Rule: Inspiring, Shield Projection (4)
Forge Fathers

Hata-Pattern Sturnhammer Tank

112
Brandr Urban Assault Vehicle

Brandr SPD ACC Def res ner

Urban Assault Vehicle 7 4+ 10+ 5 4 Vehicle


- Tank -
Usually found in the vanguard of Forge Father Brandr Urban Assault Vehicle Pts: 240
advances into urban areas, the Brandr is equipped Special Rules: Headstrong, Mobile Defences, Transport (1)
to destroy tank traps and barricades with its assault Weapon R D AP Special
ram and burn out bunkers and emplacements with Heavy Dragonbreath 12” 4 2 Area Effect,
its turret-mounted Dragonbreath flamethrower. It Flamer Blast (2D3),
is a close-range weapon, and, as such, may require Saturation
support covering open ground, but its powerful Assault R 8 4 -
engine and reinforced forward armour make it
nigh-on unstoppable in more confined areas.

113
Hultr Half-track Weapons Platform
(Formation: 1-3) (Formation: 1-3)
Lightly armoured but no less deadly, Hultr half- Most races would find the complexity of operating
tracks fitted with autocannon turrets can be a dedicated anti-tank or anti-air weapons platform
deployed on almost any terrain. Modified versions requires at least three crew. Advanced Forge Father
of vehicles used in numerous Forge Father mining engineering, and more than a little pride, mean the
operations, in war Forge Lords will use them to
Forces

Jotunn and Surtr mobile guns require only one; the


quickly fortify a strategic location or support an roles of driver, gunner, and operator are all rolled
infantry advance. Their powerful engines and a into one seat. The limited speed the vehicle’s tracks
towing hook on the rear mean Hultrs can also be provide does however mean you can often find them
utilised to move other, heavier equipment across a
being towed into position by a larger tank before a
battlefield.
battle begins.
SPD ACC Def res ner
10 4+ 7+ 4 3 Vehicle
SPD ACC Def res ner

- Tank - 3 4+ 6+ 3 2 Vehicle
- Tank -
Hultr with Hailstorm Autocannon Pts: 90
Special Rules: Headstrong, Escort Jotunn Weapons Platform Pts: 100
Special Rules: Headstrong
Weapon R D AP Special
Weapon R D AP Special
Heavy 8-40” 10 2 Heavy Firepower,
Twin Hailstorm 30” 3 2 Suppressive Fire (1)
Hailstorm Cannon Suppressive Fire (2),
Autocannon
Assault R 4 - -
Assault R 6 2 -
Surtr Weapons Platform Pts: 135
Hultr with Magma Cannon Pts: 100
Forge Fathers

Special Rules: Headstrong


Special Rules: Headstrong, Escort
Weapon R D AP Special
Weapon R D AP Special Heavy 8-48” 3 6 Anti-Tank (D3+2),
Magma Cannon 36” 1 6 Anti-Tank (D3+2) Magma Cannon Heavy Firepower
Assault R 6 2 - Assault R 4 - -
Transport Trailer Equipment Upgrade Pts: 15 Urban Demolisher Weapon Platform Pts: 130
Upgrade any Hultr with a trailer: Special Rules: Headstrong, Mobile Defences
Special Rule: Transport (1) Weapon R D AP Special
Punisher Cannon 8-40” 4 4 Blast (D3+1)
Assault R 4 - -

Hultr Half-Track Jotunn Heavy Hailstorm


Cannon Platform

114
Universal Upgrades
When the Forge Fathers fight, it is usually as a clan, t Forge Lord
led by one of the Forge Lords of this extended family Ingulf Krestürsson
of warriors, builders, and traders. Each Lord is
Forge Lord Ingulf Krestürsson, known to
served by numerous lieutenants, or ‘Huscarls’, each
many as ‘the Dragon’, is a feared and respected
of whom has contributed and is responsible for the
fighters of his own household. The Forge Fathers Forge Lord. His clan have been engaged in
hold age and artifice in great reverence and it is also warfare against the GCPS for centuries and
often the case that a senior Artificer, particularly Ingulf ’s hatred of mankind is as legendary as
in the event the clan is fighting on its own claimed his temper. While he would never turn away
territory, will be tasked with directing its defence. from a fight with the GCPS, in truth Ingulf
will go to war against anyone he views as
threatening a Forge Father’s claim.
Forge lord Personnel Upgrade Pts: 150
Upgrade any Infantry unit with a Forge Lord:
Special Rules: Command , Inspiring, Shield (4)

Huscarl Personnel Upgrade Pts: 100


Upgrade any Infantry unit with a Huscarl:
Special Rules: Command , Leadership, Shield (3)

Artificer Personnel Upgrade Pts: 55


Upgrade any Infantry unit with an Artificer:
Special Rules: Command , Fortify Position Order, Repair
Order

Ingulf Krestürsson Personnel Upgrade Pts: 190


Upgrade any Forge Guard unit with Ingulf Krestürsson:
Special Rules: Command , Fire in the Hole!, Hatred of
Mankind, Inspiring, Shield (4)
Weapon R D AP Special
Dragonbreath 12” 2 1 Blast (2D3),
Flamer Saturation
Padd A 4 1 Shredder
Huscarl in Aesir Armour

Special Rule: Hatred of


Mankind

Ingulf may re-roll one Command die per


turn when facing an Enforcer or GCPS
force.

Artificer

115
The GCPS Orders
The GCPS has access to the following Orders
The Galactic Co-Prosperity Sphere is the largest in addition to the standard ones.
empire the galaxy has ever seen, and is home to
the human race. In its expansion across the stars Level 1 - Bribery
the GCPS has reached farther than any other
civilisation, gathering more planets under its The Corporations of the GCPS are notorious
Forces

rule and boasting a population outnumbering for not playing fair and throwing money at a
its closest competitor many times over. problem, resorting to bribery, blackmail, and
worse. From buying out the owner of a local
But its principal strength is also its largest relay satellite and redirecting communications,
limiting factor, for the GCPS is not the unified to turning one of the enemy’s lieutenants
hyper-power it appears to be from the outside. with false promises – whatever it is, the
The Co-Prosperity Sphere is comprised of Corporations will find a way.
thousands of corporations, each with their own
goals and motivations. Intrigue and rivalry This Order may be given after the opposing
is endemic between the conglomerates that player has made a dice roll of any kind on a
comprise the military might of the GCPS. Only unit within range of the friendly Ordering
the will and authority of the Council of Seven Commander. The Corporation player may
has stopped all-out civil war from erupting pick one of the dice and force the opponent
within its borders, and allowed the corporations to re-roll it.
to continue their spread from system to system,
enveloping planets and species wholesale into Level 1 – ‘Focus Fire
corporate hegemony.
Use this Order after a unit has made a
While humans may not be the largest, strongest Shooting attack that damaged an enemy unit.
or quickest sentients in the galaxy, they are Choose a second unactivated unit within
inventive and ambitious as only a young species range of the Commander giving the Order.
GCPS

can be, and have enough soldiers under arms This second unit may immediately make a
to threaten any other civilisation; for when Shooting attack against the same target as part
a corporation navy takes to the skies it does of the same Activation. If hit, the target will
so in an armada of warships so vast the stars take an additional suppression token over and
themselves are blacked out. above any it would be otherwise due to take.
The second unit is then marked as activated.
Level 2 – Tactical Genius

This Order may only be issued by a Marauder


Commando Captain. The Captain is able to
take advantage of every mistake made by the
opposing force. This Order may be given any
time the opponent rolls one or more blanks
on their Command dice. If successful, the
Commando Captain may take the blank
dice rolled by the opponent and use them
to immediately issue another Order of his
choice. Any units activated by this Order must
do so before the opponent carries out their
own Order and continues with their Turn.
If the Commando Captain’s Order prevents
the opponent from carrying out their own
Order (by killing the original target for
example), the opponent’s Order is wasted.

116
Objectives For example, say in a 2000 point game the
GCPS player has marked 400 points worth
The GCPS has access to the following of units as Meat Shields. The Meat Shield
Secondary Objectives on a roll of 61-66 on units are worth nothing to the opponent if
the chart. destroyed, but the opponent’s kill percentage
will be based on a total force size of 1600
A – Every Penny Counts points, making the other kills more valuable.
Corporate accountants encourage GCPS However, the opponent won’t know this until
commanders to recover damaged equipment the end of the game!
from battle, to be repaired to fight again. Any In addition, Meat Shield units may not claim
GCPS Vehicle that is destroyed but remains Strategic Assets.
on the table becomes a Strategic Asset. Each
of these Vehicles claimed by the GCPS player
at the end of the game is worth 1 bonus VP on
top of any granted by the mission.
B – No Questions Asked

GCPS commanders would prefer for their


troops not to know the whys and wherefores
of war – blind obedience is far better! Gain
1VP for every Order given that rolls more
successes than required.
C – Easily Replaced

At the start of the game, the GCPS player


may secretly mark any Corporation Marine,
Corporation Recruit or Goran Auxiliary units
in the force of the player’s choice as ‘Meat
Shields’. These units are not considered to be
part of the force for the purposes of the Kill
Total for either player.

The Marauders –
Command and Control

Marauders are commonly hired as


mercenaries by Corporation forces for
those occasions when a little targeted
brutality is required. However, the
human troops aren’t always too happy
about fighting alongside the brawny
green-skins, and definitely won’t be
ordered around by them!
GCPS and Marauder units may be
taken in the same force freely, without
either of them counting as Allies.
In addition, Marauder units may
benefit from Orders given by GCPS
Commanders as normal. However,
GCPS units may not benefit from Orders
given by Marauder Commanders.

117
Units

Marines are the backbone of corporate expansion.


Corp. Marines (2-5 Teams)
Most large houses maintain a private army of them
SPD ACC Def res ner
and there are numerous ‘independent security
5 4+ 4+ 4 2 Regular
consultancies’, mercenary groups employed by
Forces

Infantry companies with a desire or need to outsource their


Marine Team Pts: 50 violence. Equipped with mass-produced but robust
Weapon R D AP Special
armour and laser weaponry, there is no shortage of
either demand or supply for troops willing to work a
Laser Rifle 18” 6 - -
contract in war zones throughout the universe.
Assault Weaponry A 4 - -

Flamethrower Equipment Upgrade Pts: 30


Upgrade any Marine team with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon R D AP Special
Flamethrower 12” 2 1 Blast (2D3),
Saturation
Grenade Launcher Equipment Upgrade Pts: 20
Upgrade any Marine team with a Grenade Launcher:
Weapon R D AP Special
Grenade Launcher 12” 2 - Blast (D3+1)

Marine Autocannon Team Pts: 65


Weapon R D AP Special Marines with Laser Rifles
Autocannon 36” 4 1 Heavy Firepower,
Suppressive Fire (1)
GCPS

Assault Weaponry A 2 -

Marine Laser Cannon Team Pts: 75


Weapon R D AP Special
Laser Cannon 40” 2 5 Anti-Tank (D3),
Heavy Firepower
Assault Weaponry A 2 -

Marine Missile Launcher Team Pts: 85


Weapon R D AP Special
Missile Launcher 6-32” 2 3 Blast (2D3+1),
Heavy Firepower
Assault Weaponry A 2 - Marine Autocannon Team
Marine Mortar Team Pts: 85
Weapon R D AP Special
Mortar 12-40” 4 - Blast (D6),
Heavy Firepower,
Indirect,
Suppressive Fire (1)
Assault Weaponry A 2 -

0-1 Comms Trooper Equipment Upgrade Pts: 10


Upgrade any 1 team with a Communications Trooper:
Special Rule: Communications

0-1 Unit Leader Personnel Upgrade Pts: 10


Upgrade any 1 team with a Unit Leader:
Special Rule: Leadership
Marine Communications Marine with
Trooper Grenade Launcher

118
Corp. Veterans (2-5 Teams) Whether out of necessity or choice, many corporate
marines find ‘one short contract’ turning into a
SPD ACC Def res ner
5 4+ 4+ 4 2 Regular
much longer period as a professional or career
Infantry soldier. Veteran units may have seen years of service
Veteran Team Pts: 60 and it is from such squads many marine officers
Special Rules: Headstrong are drawn. After all, the reasoning goes, if you’ve
Weapon R D AP Special survived long enough as a marine to become a
Laser Rifle 18” 6 - -
veteran, you probably know a thing or two worth
listening to.
Assault Weaponry A 4 - -

Flamethrower Equipment Upgrade Pts: 30


Upgrade any Veteran team with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon R D AP Special
Flamethrower 12” 2 1 Blast (2D3),
Saturation

Grenade Launcher Equipment Upgrade Pts: 20


Upgrade any Veteran team with a Grenade Launcher:
Weapon R D AP Special
Grenade Launcher 12” 2 - Blast (D3+1)

Veteran Autocannon Team Pts: 75


Special Rules: Headstrong
Weapon R D AP Special
Autocannon 36” 4 1 Heavy Firepower,
Suppressive Fire (1)
Assault Weaponry A 2 -

Veteran Laser Cannon Team Pts: 85


Special Rules: Headstrong
Weapon R D AP Special
Laser Cannon 40” 2 5 Anti-Tank (D3),
Heavy Firepower
Assault Weaponry A 2 -

Veteran Missile Launcher Team Pts: 95


Special Rules: Headstrong
Weapon R D AP Special
Missile Launcher 6-32” 2 3 Blast (2D3+1),
Heavy Firepower
Assault Weaponry A 2 -

Veteran Mortar Team Pts: 95


Special Rules: Headstrong
Weapon R D AP Special
Mortar 12-40” 4 - Blast (D6),
Heavy Firepower, Life in the Corporation forces is hard –
Indirect, around 5% of a corporation’s military will
Suppressive Fire (1)
Assault Weaponry A 2 - disappear in any given solar year. This is in
addition to combat losses and known events
0-1 Comms Trooper Equipment Upgrade Pts: 10 such as Containment Protocols, industrial
Upgrade any 1 team with a Communications Trooper:
disasters, corporate espionage and deserters.
Special Rule: Communications
Nobody has ever come up with a satisfactory
0-1 Unit Leader Personnel Upgrade Pts: 30 explanation as to what happens to these men
Upgrade any 1 team with a Unit Leader: and women, though the odds are that it isn’t
Special Rule: Command , Leadership good.

119
Corp. Rangers (1-5 Teams) Corp. recruits (2-5 Teams)
Offering even greater rewards than a standard Some recruits to GCPS militaries find themselves the
marine contract, a position amongst a Ranger subjects of intensive drilling and training regimes,
squadron also carries a much higher degree of risk. designed and administered by veteran warriors
Equipped with grav-chutes and heavy laser rifles, intent on turning out the best soldiers in the galaxy.
Rangers will be dropped into the hottest combat These are the lucky ones. For others though, the
zones, often within enemy territory, and tasked with majority, ‘basic training’ might mean a few days
Forces

the most dangerous jobs. Many Ranger companies on a transport ship being shown which end of their
have adopted the motto ‘Rangers Go First’ and, weapon is the dangerous one and how to buckle up
whether this refers to their deployment into enemy their armour before being thrown out and into the
territory or making the journey home in a bodybag, meat-grinder of a hostile alien world. The GCPS
it is nearly always true. must expand to survive, no matter the cost.
SPD ACC Def res ner SPD ACC Def res ner
5 4+ 4+ 4 3 Regular 5 5+ 4+ 4 1 Regular
Infantry Infantry
Ranger Team Pts: 70 Recruit Team Pts: 25
Special Rules: Aerial Deployment, Recon Special Rules: Expendable
Weapon R D AP Special Weapon R D AP Special
Heavy Laser Rifle 18” 6 1 - Laser Rifle 18” 6 - -
Assault Weaponry A 4 - - Assault Weaponry A 4 - -

Ranger Tank Hunter Team Pts: 100 0-1 Comms Trooper Equipment Upgrade Pts: 5
Special Rules: Aerial Deployment, Fire in the Hole!, Upgrade any 1 team with a Communications Trooper:
Recon
Special Rule: Communications

Weapon R D AP Special
Heavy Laser Rifle 18” 6 1 - 0-1 Unit Leader Personnel Upgrade Pts: 5
Upgrade any 1 team with a Unit Leader:
Thermal Rifle 16” 1 5 Anti-Tank (D3+2)
GCPS

Grenades & Mines A 6 5 Special Rule: Leadership

0-2 Ranger Sniper Team Pts: 80


Special Rules: Aerial Deployment, Recon
Weapon R D AP Special
Sniper Rifle 36” 4 1 Heavy Firepower,
Suppressive Fire (1)
Assault Weaponry A 4 - -

0-1 Comms Trooper Equipment Upgrade Pts: 10


Upgrade any 1 team with a Communications Trooper:
Special Rule: Communications

0-1 Unit Leader Personnel Upgrade Pts: 10


Upgrade any 1 team with a Unit Leader:
Special Rule: Leadership

Corporation Rangers Corporation Recruits

120
Corp. Strider Corp. Mule Transport
(Formation: 1-3) (Formation: 1-3)
Many corporation marine forces maintain large fleets The original design for the Mule transporter,
of armoured walkers for combating alien menaces developed by Trontek for its marine bases on the
simply too large for a standard human to handle. Phlegian moons, has been cut up, reworked, and
They may lack some of the ‘after-market’ features an put back together more times than Kraato Gon’s
Enforcer model might have under its hood, but there mechanites. Dozens of variants exist now, each
is also much more room in the cockpit for the pilot. adapted to their particular working environment,
Many pilots will name and paint their vehicle with and most are clones or shameless rip-offs of Trontek’s
pictures of sweethearts or customised unit insignia. frame. Marine Quartermasters will tell you the
Senior officers will turn a blind eye to all but the popularity of the Mule is its classic and rugged
most depraved slogans and pictures. After all, who is design. In truth though, corporate militaries use
going to argue with a marine in a twelve-foot killing them so much because, like the men and women
machine? they carry, they are cheap and easy to replace.

SPD ACC Def res ner SPD ACC Def res ner
6 4+ 7+ 4 3 10 4+ 7+ 3 2 Vehicle
Vehicle - Tank -
Strider Pts: 130 Mule with Autocannon Pts: 95
Weapon R D AP Special Special Rules: Escort, Open-Topped, Transport (2)
Heavy Burst Laser 28” 6 2 Suppressive Fire (1) Weapon R D AP Special
Assault Weaponry A 4 2 - Autocannon 36” 4 1 Suppressive Fire (1)
Assault R 4 1 -
Urban Assault Strider Pts: 125
Special Rules: Fire in the Hole!
Mule with Laser Cannon Pts: 110
Weapon R D AP Special Special Rules: Escort, Open-Topped, Transport (2)
Heavy Flamethrower 12” 4 1 Blast (2D3), Weapon R D AP Special
Saturation
Laser Cannon 40” 2 5 Anti-Tank (D3)
Chainsaw A 6 3 Anti-Tank (D3)
Assault R 4 1 -
Polaris Strider Pts: 150
Weapon R D AP Special
Polaris Cannon 48” 2 6 Anti-Tank (D6)
Assault Weaponry A 4 2 -

Urban Assault Strider with enclosed cockpit Mule with Autocannon

121
Forces
GCPS

Corp. TAD-65 Hornet SPD ACC Def res ner


Dropship 14 4+ 8+ 4 2 Vehicle
- Tank -
The TAD-65 Hornet is the workhorse of corporate TAD-65 with Rotary Cannon Pts: 145
deployments across the universe. A tri-copter Special Rules: Anti-Grav, Transport (3)
design, the Hornet carries two crew and has a
carrying capacity of fifteen marine personnel Weapon R D AP Special
or their equivalent. Standard armament of the Rotary Cannon 24” 6 1 Suppressive Fire (1)
Hornet is a forward-mounted rotary beam laser
TAD-65 with Laser Cannon Pts: 165
and is mainly intended to clear drop-zones for its Special Rules: Anti-Grav, Transport (3)
passengers. While an attack by one Hornet might
seem inconsequential, a whole squadron can deliver Weapon R D AP Special
enough firepower to dislodge even the most resistant Laser Cannon 40” 2 5 Anti-Tank (D3)
enemy.
TAD-65 with Missile Launcher Pts: 175
Special Rules: Anti-Grav, Transport (3)
Weapon R D AP Special
Missile Launcher 6-32” 2 3 Blast (2D3+1)

Smokescreen Grenades Equipment Upg. Pts: 20


Upgrade any Hornet with Smokescreen Grenades:
Special Rules: Smokescreen

122
Corp. Lancer Battle Tank t Corp. Orbital Commander
The Lancer battle tank has, since its first deployment The command and control systems available to
against Asterian troops in the third war on Burstyn’s a marine Orbital Commander are nowhere near
World, become a mainstay of many large corporate as sophisticated or as fast as those of his or her
forces. Running on gravitic lifters, a licensed Enforcer counterpart. Thus they have less of a role
variation of Xian-Seng’s proprietary tech used in in directing battlefield activity, but the ability to
Enforcer jetbikes, its excellent ground speed made deliver a heavy weapons strike with comparable
it an effective counter to the rapid hit and run if not equal accuracy is still a powerful one. The
tactics Asterian Cyphers used while its high powered position of Corporate OC should therefore be filled
laser cannon proved quite capable of penetrating by an officer with considerable actual battlefield
force shields and destroying drones and armoured experience. Corporate hierarchies being what they
transports. Since then the main weapon assembly are though, it is just as likely the OC is instead a
has been developed to replace the laser with an younger relative of someone really important.
autocannon, allowing the Lancer to also be used in
support of, and against, lightly armoured infantry SPD ACC Def res ner
units. - 4+ - - - -
SPD ACC Def res ner
Orbital Commander Pts: 200
9 4+ 9+ 5 3 Vehicle
- Tank - Special Rules: Command , Orbital Command
Lancer with Autocannon Pts: 220 Weapon R D AP Special
Weapon R D AP Special Orbital N/A 2 5 Area Effect,
Bombardment Blast (4D3),
Laser Rifle 18” 4 - -
Limited (1),
Heavy 8-36” 10 2 Suppressive Fire (2) Suppressive Fire (3)
Autocannon
Assault R 6 3 -

Lancer with Heavy Laser Cannon Pts: 200


Weapon R D AP Special
Laser Rifle 18” 4 - -
Heavy 8-40” 2 6 Anti-Tank (2D3)
Laser Cannon
Assault R 6 3 -

Corporation Lancer Battle Tank

123
Universal Upgrades
The composition and scale of a GCPS army varies t Major Loren Chard
enormously, depending on the size and budget Major Loren Chard’s formative years were
of the controlling corporation. There are certain spent in various corporate marine outfits.
commonalities maintained across much of the GCPS Indeed her first memory is of fighting against
though in order to facilitate transfers of personnel the alien pirates that had slaughtered her
Forces

and skills. Most marine units are organised into family and burned her home to the ground.
platoons, led by either a sergeant or lieutenant. In Her wealth of experience has been earned in
the field, their actions are coordinated by another countless warzones and, as well as being a
senior officer, usually a major or captain. These fearsome fighter, Chard is more than happy
ranks in turn are directed by at least one colonel to share her knowledge with other marine
who, as well as commanding their troops, must also warriors.
take responsibility for reporting back to the parent
company’s owners and shareholders.

Colonel Personnel Upgrade Pts: 75


Upgrade any Infantry unit with a Colonel:
Special Rules: Command , Inspiring

Lieutenant Personnel Upgrade Pts: 30


Upgrade any Infantry unit with a Lieutenant:
Special Rules: Command , Leadership

Sharpshooter Personnel Upgrade Pts: 10


Upgrade any Infantry unit with a Sharpshooter:
GCPS

Special Rules: Precision Fire Order

Medic Personnel Upgrade Pts: 30


Upgrade any Infantry unit with a Medic:
Major Loren Chard Personnel Upgrade Pts: 90
Special Rules: Medic Upgrade any Marine, Recruit
or Veteran unit with Major Chard:
Engineer Personnel Upgrade Pts: 20
Upgrade any Infantry unit with an Engineer: Special Rules: Command , Fortify Position Order, Trainer

Special Rules: Communications, Fire Control

Special Rule: Trainer

Major Chard has a wealth of experience


and uses it to her advantage when
training new recruits.
Any unit that contains Major Chard
improves its Accuracy value by 1. In
addition, all of the unit’s weapons have
the Tag special rule, as other units in
the force try to follow Chard’s lead.

Corporation Colonel

124
The Marauders The near destruction of the GCPS sent shockwaves
across the stars, and whenever Marauders gather in
Even among a galaxy of aggressive races, the number every sentient race holds its breath. Today
conglomerate of species known as the Marauders the Marauders are nomadic, plying the galaxy
stand out in their ferocity and natural violence. as pirates and soldiers for hire. They are the best
mercenaries money can buy, and they know it.
Raised from single-planet barbarism by the Galactic Their services do not come cheap, but they do not
Co-Prosperity Sphere to be their perfect soldiers, the care who they work for; all that matters is the fight
Marauders turned on their masters in a rebellion so and the payoff.
stunning in its intensity that the GCPS was almost
destroyed. That is not to say they will not also fight for
themselves, and when every other species in
Only their usefulness as shock troops stopped their the galaxy will do everything it can to stop the
complete eradication, although it is a naïve or Marauders establishing their own civilisation, that
desperate civilisation that hires too many of them fighting can be brutal. And nobody does brutal as
at once. thoroughly as the Marauders.

125
Units
Goran Auxiliaries Goran Stalkers
(2-6 Teams) (1-2 Teams)
The world of Gora is a fierce and dangerous place In the monsoon-wracked swamps and jungles of
to live and possesses numerous Orc tribes willing to Gora, Goran Stalkers serve their tribes as hunters,
send their warriors in support of Marauder units bringing down beasts like the powerful Gurrak and
Forces

throughout the galaxy. Some leave their home planet the cunning Meopard armed with only their bows
to win glory and honour for their tribes, others do and their wits. On the battlefields of the wider
it for the wealth and power a victorious campaign galaxy they serve as skirmishers and light assault
can bring. Although they are not as well trained or troops, distracting an enemy or keeping them
as well-equipped as the elite commandos they fight occupied while more powerful troops move into a
alongside, they are no less formidable. After all, killing position.
being hacked apart by a meter-long warblade leaves
you just as dead as being shot by a burst laser. SPD ACC Def res ner
5 3+ 3+ 4 2 Regular
Infantry
SPD ACC Def res ner
5 4+ 3+ 4 2 Regular Goran Stalker Team Pts: 50
Infantry Special Rules: Recon
Goran Auxiliary Team Pts: 40 Weapon R D AP Special
Weapon R D AP Special Bows 16” 4 1 -
Assorted Firearms 16” 4 - - Assault Weaponry A 6 1 -
Assault Weaponry A 6 - -
Saboteur Equipment Upgrade Pts: 25
HMG Equipment Upgrade Pts: 10 Upgrade any team with sabotage equipment and
Upgrade any team with an HMG: explosives:

Weapon R D AP Special Special Rules: Saboteur, Fire in the Hole!


HMG 28” 3 1 - Weapon R D AP Special
Toxic Gas Grenades 6” 4 - Experimental,
GCPS

Assault Equipment Upgrade Pts: 15 Stun


Upgrade any team with Ripper Talons:
0-1 Unit Leader Personnel Upgrade Pts: 15
Weapon R D AP Special Upgrade any 1 team with a Unit Leader:
Ripper Talons A 4 2 -
Special Rule: Precision Fire Order, Leadership
Mawbeast Support Upgrade Pts: 20
Upgrade any team with a pair of Mawbeasts:
Weapon R D AP Special
Teeth & Claws A 6 1 Shredder

0-1 Unit Leader Personnel Upgrade Pts: 10


Upgrade any 1 team with a Unit Leader:
Special Rule: Leadership

Goran Auxiliary
Weaponry
Goran Stalker
Weaponry Goran Auxiliary

126
Orc Commandos (1-4 Teams) Goblin Scouts (1-2 Teams)
Commandos are the frontline troops of most Orc Given the sheer number of predatory species on
armies and are as versatile as they are fearless. Gora, it is perhaps a surprise the ‘Goblin’ race has
Some may be old enough to remember the events survived at all, let alone thrived and established its
of the Mandrake wars but most will have been own niche alongside and throughout Orc society.
trained by veterans of the rebellion against the What the Goblins lack in size and brawn though
GCPS. Their weapons and armour might not meet they more than make up for with sharp senses and
the same specifications as a modern GCPS Marine’s keen minds. Goblin spies are hard to spot and excel
gear, but their readiness to fight and will to win are at reporting enemy troop movements while sniper
unmatched. units can be the equal of even Enforcers in accuracy
and kill-efficiency.
SPD ACC Def res ner
5 3+ 4+ 5 2 Regular SPD ACC Def res ner
Infantry
6 4+ 3+ 2 2 Regular
Commando Team Pts: 70 Infantry
Special Rules: Headstrong Goblin Scout Team Pts: 50
Weapon R D AP Special Special Rules: Camouflage, Expendable, Recon
Rifles 18” 6 - - Weapon R D AP Special
Hrunkas A 6 1 - Sniper Rifles 30” 4 1 Heavy Firepower,
Suppressive Fire (1)
Pyro Equipment Upgrade Pts: 35 Assault Weaponry A 4 - -
Upgrade any team with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon R D AP Special
Flamethrower 12” 2 1 Blast (2D3),
Saturation
HMG Equipment Upgrade Pts: 15
Upgrade any team with an HMG:
Weapon R D AP Special
HMG 28” 3 1 -

Assault Equipment Upgrade Pts: 15


Upgrade any team with Ripper Talons:
Goblin Scouts
Weapon R D AP Special
Ripper Talons A 4 2 -

Mawbeast Support Upgrade Pts: 20


Upgrade any team with a pair of Mawbeasts:
Weapon R D AP Special
Teeth & Claws A 6 1 Shredder

0-1 Unit Leader Personnel Upgrade Pts: 45


Upgrade any 1 team with a Unit Leader:
+1 Nerve Commando with HMG Commando Pyro
Special Rule: Command , Leadership

Mawbeasts Commando Sergeant Commando with


Ripper Talons

127
Orc Commando
Skyscrapers (1-2 Teams)
Equipped with powerful jetpacks, Orc Skyscrapers
excel at high-altitude deployments. Dropping
directly onto enemy positions, the Skyscrapers use
speed to avoid being shot down, sowing terror and
destruction, before redeploying to wherever they
Forces

are needed the most. Despite the high risk factor -


not to mention the casualty rate - there is never a
shortage of volunteers looking to join these fearsome
daredevils.
SPD ACC Def res ner
6 3+ 4+ 5 2 Regular
Infantry
Skyscraper Team Pts: 85
Special Rules: Aerial Deployment, Anti-Grav, Headstrong
Weapon R D AP Special
Rifles 18” 6 - -
Hrunkas A 6 1 -

Pyro Equipment Upgrade Pts: 35


Upgrade any Skyscraper team with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon R D AP Special
Flamethrower 12” 2 1 Blast (2D3),
Saturation

Assault Equipment Upgrade Pts: 10


GCPS

Upgrade any Skyscraper team with Ripper Talons:


Weapon R D AP Special
Ripper Talons A 4 2 -

0-1 Unit Leader Personnel Upgrade Pts: 45


Upgrade any 1 team with a Unit Leader:
+1 Nerve
Special Rule: Command , Leadership

Hulk (Formation: 1-3)


‘Hulks’, or species GO-84 as they are labelled in
ETCU records, are genetically distinct from (though
closely related to) the more common Orcs of Gora.
Indeed it is supposed that their slower metabolism
and reduced reproductive rate are the only reasons
Hulks are not the dominant species of the two. The
largest Hulks approach three meters in height and
are deployed carrying the largest portable weapons
in a warband’s armoury.
SPD ACC Def res ner
5 4+ 6+ 4 3 Massive
Infantry
Hulk Pts: 125
Weapon R D AP Special
Polaris Cannon 48” 2 6 Anti-Tank (D6)
Fists A 4 2 -

128
Orc Ripper Suits (1-5 Teams) SPD ACC Def res ner

Once intended to allow GCPS armies to field units 5 3+ 5+ 4 3 Large


Infantry
of ‘super-soldiers’, R1-PR suits now allow a single Rainmaker Team Pts: 130
Orc to wield firepower that is often the equivalent of Special Rules: Headstrong
other armies’ main battle tanks. A drawback of the
slightly mismatched spinal fuse technology - a result Weapon R D AP Special
of the premature termination of the Augmented v Rotary Cannon 24” 8 1 Suppressive Fire (1)
Orc Warfare program - is an innate instability that v H.E.W. Beam 48” 2 5 Anti-Tank (D3)
may result in the wearer losing some cognitive and v Rocket Launcher 32” 4 3 Blast (D3)
control capacity with extended use. In essence, the v Smog Grenades 16” 4 - Blast (D6+2),
Orc wearing the suit may go ‘Gun Crazy’. Most Tag
Commanders, and indeed pilots, however see this Assault Weaponry A 4 1 -
as just another reason to place the Rippers at the
heart of any fight. Mauler Team Pts: 80
Special Rules: Headstrong
Weapon R D AP Special
Assorted Weaponry A 8 4 -

0-1 Unit Leader Personnel Upgrade Pts: 35


Upgrade any 1 team with a Unit Leader:
Special Rule: Command , Leadership

Rainmaker Suit

Mauler Suit

129
Goblin Guntrack Marauder Raptor
(Formation: 1-3) (Formation: 1-3)
Orc Commandos have a natural tendency to charge The shock attack role of the first Orc troops employed
headlong at an enemy, regardless of how much fire by the GCPS necessitated the use and mastery of
comes their way. Mobile artillery platforms have fast and lightly armoured vehicles. Though many
therefore played an important role in supporting years have passed since Mandrake, many Orcs
these units almost since the beginning of Gora’s still find great utility in three- and four-wheeled
Forces

history with the GCPS. The ability to suppress an ‘Raptor’ buggies, armed with explosive ordnance or
enemy gunline, keeping heads down even if not projectile weapons.
doing much actual physical damage themselves, has
SPD ACC Def res ner
proved invaluable, giving assault units a chance to 10 4+ 6+ 3 2 Vehicle
close and destroy enemies that by rights should have - Tank -
gunned them down with ease. Raptor Pts: 90
SPD ACC Def res ner Weapon R D AP Special
6 4+ 5+ 3 2 Vehicle Missile Launcher 6-32” 2 3 Blast (2D3+1)
- Tank -
Assault R 4 1 -
H.E.W. Guntrack Pts: 95
Weapon R D AP Special Bull Raptor Pts: 75
Special Rules: Open Topped, Transport (2)
H.E.W Beam 8-48” 2 5 Anti-Tank (2D3)
Assault R 2 - - Weapon R D AP Special
Assault R 4 1 -
Mortar Guntrack Pts: 110
Weapon R D AP Special
Mortar 12-40” 4 - Blast (D6+2),
Indirect, Stunt-Bot (Formation: 1-3)
Suppressive Fire (2)
Assault R 2 - -
The tech in Marauder walkers is relatively primitive
compared to GR-series Striders but most come
GCPS

equipped with high-powered thermal weapons


or lethal close assault gear. This capacity for
destruction, and their high armour values, makes
piloting a Stuntbot a coveted job amongst Goblin
fighters.
SPD ACC Def res ner
5 4+ 7+ 4 3
Vehicle
Stunt-Bot Pts: 135
Weapon R D AP Special
Thermal Cannon 32” 3 3 Blast (2D3)
Buzz-saw A 6 4 -

Mortar Guntrack

H.E.W. Guntrack Stunt-Bot

130
Universal Upgrades
Perhaps unsurprisingly and despite the passing Orcs are thought of by the average human as
of time, many Marauder armies still bear the big, bestial and scary, but ultimately dumb.
hallmarks of corporate training and strategies. Which goes to show that even when you’re
Many commando squads and Ripper units are led 75% correct about something, you can still
by a sergeant and there is a clearly defined command be fatally wrong. In fact, Orcs are on average
just as intelligent as humans, and share
structure all the way up to its leader. Here though
many of the same personality types and
the similarities can end. While some Orc armies are mental characteristics. Unfortunately, these
led by veteran ‘Captains’, some of whom may be are wrapped up in a body that is on average
more than two hundred years old and possessed of a larger, stronger and tougher than a human,
fierce and well-disciplined intellect, others are led by driven by a brain which calculates profit and
‘Warlords’. But, while these mercenary leaders may loss and the violence needed to balance them
have less experience than their older counterparts, in its favour. Fortunately, Orcs have little
they are no less impressive on the battlefield. interest in conquest – fighting is one thing,
but controlling what they have conquered
Commando Captain Personnel Upgrade Pts: 160
afterwards tends to bore them.
Upgrade any Infantry unit with a Captain:
Special Rules: Command , Tactical Genius Order

Mercenary Warlord Personnel Upgrade Pts: 85


Upgrade any Infantry unit with a Warlord:
Special Rules: Command , Inspiring, Leadership
Weapon R D AP Special
Ripper Talons A 4 4 Anti-Tank (D3)

Mercenary Warlord

Commando Captain

Marauder Raptor

131
The Plague Objectives
Plague have access to the following Secondary
The Plague is a lifeform unlike anything else in
Objectives on a roll of 61-66 on the chart.
existence, and older than anyone suspects. It
infects and consumes and mutates almost every A – Infection
living thing it touches, and turns what emerges
Forces

into its own soldiers. The widespread colonies of Every Infantry team destroyed in Assault by a
the GCPS have provided it with ample recruits unit with the Infection special rule adds 1VP
and its armies have grown with every new to the player’s score.
world that discovers one of the mysterious alien
B – Mindless Destruction
Artefacts that release the first dose of the Plague
mutagen. All Commanders in the force may use the
The policy of ‘containment’, of sealing the infected Sabotage Objective Specialised Order. For
away from the rest of the galaxy, was thought to every Strategic Asset they destroy, the Plague
have been successful and for a time, perhaps, it player gains 2VPs.
was. But there are too many Artefacts for all of c – Carnage
them to be isolated and too many outbreaks for
every one to be caught and sterilised. Some have For every turn in which at least 3 enemy units
gone entirely unnoticed. are destroyed in Assault, gain 1VP.
Today, fleets of Plague ships carry the infection
to new worlds, unleashing hordes of shambling
zombies and horrifying monsters all intent on
spreading their deadly legacy. They will not be
Plague

stopped and they cannot be deterred. What the


Plague cannot infect, it will destroy. The complete
subversion or destruction of every other living
thing in the galaxy is its only goal and it will not
end until the entire galaxy is consumed by war.
Orders
It is not only unclear exactly where the Plague
The Plague have access to the following Orders originated, but whether it is even a single
in addition to the standard ones.
condition at all. Though various victims
Level 1 - Transfixed by Fear from different parts of the galaxy have been
observed to share many characteristics, the
Use this Order when you Assault an enemy ferociousness with which the virus takes
unit, before they make any charge reactions. hold regardless of local climate or conditions,
Add D3 suppression tokens to that unit before and its apparent resistance to synthesised
any dice are rolled for the Assault. Unflinching antibodies and medicines suggest either a
units are not affected by this Order.
combination of conditions which work in
Level 2 – Thirst for Blood tandem or else something akin to intelligence
in the way it adapts. The difficulty in studying
Once the victims of the Plague have tasted it is compounded by the GCPS’ insistence on
flesh, their hunger only grows. If a Plague unit immediate quarantine of any planet where it
completely destroys an enemy unit in Assault, is suspected, as much as by its own virulent
you may use this Order to allow the follow- nature. Those scientists who have tried have
up Move action to end by Assaulting a second all wound up dead, either by the hand of the
enemy unit. The enemy may react as normal.
authorities or the Plague itself.

132
Plague Special Rules Vehicle may also be fired upon by friendly
troops.
Some Plague units may be subject to the
following Special Rules. Infection

Explosive Payload This unit carries an active strain of the Plague


virus, and will infect units that it comes into
The Plague virus instils strong destructive contact with, potentially turning them into
tendencies into its victims, and they revel ready-made reinforcements. This rule allows
in total devastation. As such, a common the player to score extra VPs when using the
tactic is to fill their vehicles with explosive Infection Secondary Objective.
or flammable materials and then send them
straight into enemy lines to detonate. Instead The rule has no effect against any Robotic or
of transporting troops, you may use some or all Marauder units.
of a Vehicle’s Transport capacity for explosives
Volatile
- each batch of explosives will reduce the
Transport capacity by 1. A Vehicle carrying an This unit is so biologically unstable that it may
Explosive Payload will always explode when explode in a shower of viscera. Whenever a
destroyed. Each batch of explosives on board team with this rule is destroyed, it explodes
increases the blast radius by D3” (this may in the same way as a Vehicle, with a blast
take it beyond the 6” maximum), and adds 1 radius of 3”. The blast will only damage non-
to the number of hits inflicted. Plague units, but anything destroyed by it will
A Vehicle with this rule may spend a short be subject to the Infection rule as if they had
Action to detonate itself – assume that the been destroyed in Assault.
damage exceeded its Resilience by D3 for
the purposes of the initial blast radius. This

133
Units
3rd Gen 'Ghouls' (2-5 Teams)
When the Plague attacks a corporate outpost
or installation, the most fortunate victims are
the ones killed outright in the assault. Those that
are not, that are instead infected by the Plague,
Forces

find themselves transformed and remade. Their


souls and personalities are lost, subsumed to the
aims and ambitions of the Plague itself. These are
its foot soldiers, numerous and cheap, doomed
and expendable. Whether or not this is truly a
deterioration from their previous existence as Plague 3rd Gen 3rd Gen with
corporate drones is debatable. Unit Leader Grenade Launcher
SPD ACC Def res ner
5 5+ 4+ 4 2 Regular
Infantry
3rd Gen Team Pts: 50
Weapon R D AP Special
Assorted Firearms 18” 4 - -
Assault Weaponry A 8 - -

Flamethrower Equipment Upgrade Pts: 30


Upgrade any team with a Flamethrower:
Plague 3rd Gen Plague-infected
Weapon R D AP Special With HMG Hound
Flamethrower 12” 2 1 Blast (2D3),
Plague

Saturation

Grenade Launcher Equipment Upgrade Pts: 20


Upgrade any team with a Grenade Launcher:
Weapon R D AP Special
Grenade Launcher 12” 2 - Blast (D3+1)

0-2 HMG Equipment Upgrade Pts: 20


Upgrade up to 2 teams with an HMG:
Weapon R D AP Special
HMG 28” 3 - Suppressive Fire (1)

0-1 Mortar Equipment Upgrade Pts: 25


Upgrade any 1 team with a Mortar:
Plague 3rd Gen Mortar and Support
Weapon R D AP Special Crew
Mortar 12-40” 4 - Suppressive Fire (2),
Blast (D6),
Heavy Firepower,
Indirect

Beast Support Upgrade Pts: 15


Upgrade any team with two Beasts:
Weapon R D AP Special
Dogs/Swarms A 6 1 -

0-1 Unit Leader Personnel Upgrade Pts: 10


Upgrade any 1 team with a Unit Leader:
Special Rule: Leadership

Plague Murderbirds

134
3rd Gen 'Zombies' (4-8 Teams) ‘Murderbirds’ (1-4 Teams)
A Plague infection can rapidly spread throughout Known by a variety of names, depending on the
a population centre, converting or killing without nature of local fauna, flocks of infected flying
any apparent prejudice or preference. Some victims creatures are frequently reported as attacking the
will become Stage 3 forms, retaining a modicum of uninfected. Larger Murderbirds, believed to be
intelligence alongside the savage destructiveness the 2nd generation creatures, grow larger and become
Plague imparts. Most, however, appear to lose even aggressive pack hunters, while 3rd generation
that last piece of their humanity and devolve into flocks may number hundreds of smaller creatures
shambling wretches, a kind of cannibalistic ‘herd’, and act as ‘screens’ for other Plague forms. The
seemingly incapable of anything but the most basic co-ordination in these attacks suggests a directing
motor functions - move, kill, and consume. intelligence, the existence of a controller or ‘master’.
Whether this master is a 1st Generation Plague
SPD ACC Def res ner Lord or some other, as yet unidentified variant is as
5 - 3+ 3 3 Regular yet unconfirmed.
Infantry
Zombie Team Pts: 30 SPD ACC Def res ner
Special Rules: Expendable, Unflinching Regular
10 - 3+ 5 1 Infantry
- Height 3 -
Weapon R D AP Special
‘Murderbird’ Team Pts: 60
Teeth & Claws A 6 - - Special Rules: Aerial Deployment, Anti-Grav, Tenacious

Weapon R D AP Special
Beaks & Claws A 8 - -

Plague Zombies

135
2nd Gen ‘Bursters’ (1-3 Teams) 2nd Gen ‘Leapers’ (1-3 Teams)
Stage 2B Plague, colloquially known as ‘Bursters’, Second generation infected are a stunningly brutal
are the main source of transmission of the Plague. mix of power, speed, and aggression. Post-mortem
If allowed to close with an uninfected enemy they exams of specimens brought down in Containment
will inject infectious material through spines in Protocol enforcements have revealed a massive
their limbs and torsos. Well-placed weapons fire can increase in muscle fibre density alongside the basic
cause the Bursters to literally explode before they increase in bulk making them disproportionately
Forces

can do this, but the risk of infection for those caught strong and explaining the ability of such a large
in the spray of ejected material, through wounds creature to ‘leap’ across a battlefield. Efforts are
or damaged armour, is still very real. Mechanical currently underway to assay exactly how much
targets are of course immune to infection, but a 2B native intelligence these creatures retain on
is still strong enough to tear them apart. mutation - they are savage and predatory fighters,
but appear to work well in a ‘pack’.
SPD ACC Def res ner
SPD ACC Def res ner
7 - 5+ 4 3 Large
5 - 5+ 4 3 Large Infantry
Infantry
Leaper Team Pts: 80
Burster Team Pts: 90
Special Rules: Reckless Advance, Unflinching
Special Rules: Infection, Tenacious, Unflinching, Volatile
Weapon R D AP Special Weapon R D AP Special
Teeth & Claws A 6 1 - Teeth & Claws A 8 1 -
Plague

2nd Gen Bursters 2nd Gen Leapers

136
Plague Hornet

Mule (Formation: 1-3) TAD-65 Hornet Dropship


Many variants and models of Mule transporters As the Plague spreads, it grows. Infected marines
have been subsumed into the armies of the Plague add their weaponry and machinery to the new army
during their incursions into human space. As well as as it marches across the universe and this includes
using them to transport mobs of howling infected to Hornets. Their pilots may not be quite as skilful as
battle, the Plague have a tendency to use the truck they were in their previous lives, not quite as sharp
itself as a weapon, literally ramming it into defensive or co-ordinated, and some of their craft bear the
formations, troops, and other vehicles. Their drivers scars and damage of previous engagements. But
may have been made more reckless and aggressive they keep on flying and they keep on fighting.
by infection, but they will often reinforce their
truck’s forward armour and sometimes add combat
ploughs or rams to them before combat. SPD ACC Def res ner
14 5+ 8+ 4 2 Vehicle
- Tank -
SPD ACC Def res ner TAD-65 Hornet Dropship Pts: 140
10 5+ 7+ 3 2 Vehicle Special Rules: Anti-Grav, Transport (3)
- Tank -
Weapon R D AP Special
Mule with Autocannon Pts: 110 Rotary Cannon 24” 6 1 Suppressive Fire (1)
Special Rules: Escort, Open Topped, Transport (2)
Weapon R D AP Special TAD-65 with Laser Cannon Pts: 160
Autocannon 36” 4 1 Suppressive Fire (1) Special Rules: Anti-Grav, Transport (3)
Assault R 6 1 - Weapon R D AP Special
Laser Cannon 40” 2 5 Anti-Tank (D3)
Mule with Laser Cannon Pts: 100
Special Rules: Escort, Open Topped, Transport (2) TAD-65 with Missile Launcher Pts: 170
Weapon R D AP Special Special Rules: Anti-Grav, Transport (3)
Laser Cannon 40” 2 5 Anti-Tank (D3) Weapon R D AP Special
Assault R 6 1 - Missile Launcher 6-32” 2 3 Blast (2D3+1)

0-2 Explosive Payloads Pts: 5 0-3 Explosive Payloads Pts: 10


Upgrade any Mule with up to 2 Explosive Payloads: Upgrade any Hornet with up to 3 Explosive Payloads:
Special Rule: Explosive Payload Special Rule: Explosive Payload

137
Lancer Battle Tank
Plague Lancers often bear the scars of the assault
that left their crew infected - torn-open crew hatches
showing where something huge and horrible broke
into the vehicle, armour panels ripped off or rent
apart. Some are less obviously damaged, the slightly
erratic paths and tendency to try to ram enemy
Forces

vehicles rather than shoot them being the only


giveaways the crew are no longer completely in
control of themselves.
SPD ACC Def res ner
9 5+ 9+ 5 3 Vehicle
- Tank -
Lancer with Autocannon Pts: 220
Weapon R D AP Special
Laser Rifle 18” 4 - -
Urban Assault Strider
Heavy 8-36” 10 2 Suppressive Fire (2)
Autocannon
Striders (Formation: 1-3) Assault R 6 3 -
Typical of observed Plague activity, the preferred
variant of Strider in use by Plague armies appears Lancer with Heavy Laser Cannon Pts: 185
to be the ‘Survivalist’ model with its emphasis on
close-quarters weaponry. A large bore flamer on Weapon R D AP Special
one arm is capable of short range fire and perfect for Laser Rifle 18” 4 - -
burning out troops taking cover within buildings. Heavy 8-40” 2 6 Anti-Tank (2D3)
More resilient constructions can be literally cut Laser Cannon
Plague

apart with the Strider’s gigantic chainsaw. Loss Assault R 6 3 -


of fuel for either weapon is no impediment - the
Strider’s bulk is often sufficient to simply smash
through any obstacle.

SPD ACC Def res ner


6 5+ 7+ 4 4
Vehicle
Plague Strider Pts: 125
Weapon R D AP Special
Heavy Burst Laser 28” 6 2 Suppressive Fire (1)
Assault Weaponry A 4 2 -

Plague Urban Assault Strider Pts: 140


Special Rules: Fire in the Hole!
Weapon R D AP Special
Heavy Flamethrower 12” 4 1 Blast (2D3),
Saturation
Chainsaw A 6 3 Anti-Tank (D3)

Plague Polaris Strider Pts: 140

Weapon R D AP Special
Polaris Cannon 48” 2 6 Anti-Tank (D6)
Assault Weaponry A 4 2 -

138
1st Gen 'Aberration'
Exo-Threat Containment Unit studies place an
Aberration high on the list of targets to be captured
alive for further study. In war, however, a soldier’s
imperative is more likely to be to destroy them
as soon as possible. Simply put, Aberrations are
wrecking machines, able to put holes in tanks and
defensive lines with awesome speed and violence.
Allowing one to cross a battlefield alive could very
well be the last mistake their enemy’s commander
makes.

SPD ACC Def res ner


6 - 6+ 6 4 Massive
Infantry
Aberration Pts: 175
Special Rules: Bulky, Expendable. Infection, Reckless
Advance, Unflinching
Weapon R D AP Special
Teeth & Claws A 12 4 -

Teratons (Formation: 1-3)


Humans are not the only race susceptible
to infection, but Teratons are a particularly
threatening vector. How exactly the infection affects
their brain chemistry is unclear - ETCU scientists
barely understand the changes wrought on human
victims. But some native intelligence appears to
have been retained as anecdotal records suggest
Plague Teratons exerting a leadership influence
over other infected. Regardless of their place in
Plague hierarchy, with their bulk and natural
armour further enhanced by the infection, Teratons
are capable of inflicting massive damage as they
rampage across a battlefield.
SPD ACC Def res ner
5 - 7+ 3 4 Massive
Infantry
Plague Teraton Pts: 160
2nd Gen Teraton Special Rules: Command , Unflinching
Weapon R D AP Special
Teeth & Claws A 4 3 -

139
1st Gen 'Plague Lord'
Analysis of data from early encounters with infected
armies seemed to indicate Stage 1 hosts were mere
brutes - undeniably powerful, with their mass at
least doubled and their entire bodies covered in
thick spiked armour, but lacking any intelligent
drive. The flood of data that has accompanied the
Forces

recent rise in Plague incursions casts doubt on


that theory. Many Enforcer commanders now refer
to these creatures as Plague Lords, a change in
terminology reflective of the belief these gargantuan
monsters have more control of themselves and the
armies rampaging ahead of them than previously
thought possible.

SPD ACC Def res ner


5 - 7+ 5 5 Massive
Infantry
1st Gen 'Plague Lord' Pts: 260
Special Rules: Command , Infection, Inspiring,
Unflinching
Weapon R D AP Special
1st Gen Plague Lord
Teeth & Claws A 8 3 -
Plague

140
Universal Upgrades
The chaotic nature of a Plague army makes
determining their exact command and control
mechanisms difficult to establish. In hordes
dominated by groups of early-stage mutations
though, it seems the case that one Stage 1 will exert
its authority over all others, giving ‘orders’ through
vocal, pheromonal, and, possibly psychic cues.
There are also recorded instances of Plague armies
being made up almost entirely of latter-stage ‘3s’
and ‘3Zs’. In these cases witnesses claim to have
seen formerly respected corporate officers, some as
high as lieutenants, actively directing their infected
comrades into battle.

Plague Lieutenant Personnel Upgrade Pts: 40


Upgrade any unit with a Lieutenant:
Special Rules: Command , Leadership

t Subject 901

Stelson Wire might have been just one more


of the countless GCPS citizens infected and
mutated by the Plague during its rampage
across the galaxy, were he not plucked
from the surface of Feltzer’s Rest by a
secretive corporate research group. Wire
was implanted with a cybernetic harness,
designed to bring him under the group’s
control, yet was somehow able to break free.
All records of the experiments on Subject
901 are heavily guarded, but stories still
circulate of the crazed Leaper with the bio-
implants joining Plague armies across the
outer Spheres.

Subject 901 Personnel Upgrade Pts: 100


Upgrade any Infantry unit with Subject 901:
Special Rules: Command , Unflinching
Weapon R D AP Special
Teeth & Claws A 6 2 -

141
The Veer-myn Level 2 – Take Cover!

The Veer-myn have a preternaturally strong


Within the darkest and most hidden places there survival instinct. All Infantry units within
are secrets. Alongside the growth of the GCPS range of a single Commander that have not
and the expansion of the human race, a whole yet been activated may simultaneously make a
other alien civilisation has flourished. These are Move action into defensible terrain if possible.
Forces

the Veer-myn. This may not be used to engage the enemy.


This marks any participating unit as activated.
For the longest time they were content to stay
hidden. Their nests grew, only taking enough Objectives
from their hosts, the aliens that lived above their
The Veer-myn have access to the following
lairs and beside their tunnels, to survive, but Secondary Objectives on a roll of 61-66 on
rarely enough to cause inconvenience. That has the chart.
now changed.
A – Surprise Attack
The universe is changing and they, somehow,
know it. War is everywhere, danger is constant, Gain 1VP for every enemy unit destroyed by
but the Brood Mothers and Maligni of an a Reserve Veer-myn unit on the turn it arrives
uncountable number of nests and colonies on the board.
have not been idle. Their armies of brethren B – Loot the Wreckage
outnumber their enemies. Many powerful war
machines have been built too, repurposing and The scientists of the Maligni caste will make
enhancing the technology stolen from other good use of any enemy technology that
Veer-Myn

races, making it even more deadly if slightly less can be reclaimed after a battle. Any enemy
stable. Sometimes the efforts of the two have Vehicle that is destroyed but remains on the
been combined, creating monstrous creatures table becomes a Strategic Asset. Each of these
capable of tearing apart any foe with tooth and Vehicles claimed by the Veer-myn player at
claw and terrorising those that witness them. the end of the game is worth 1 bonus VP on
top of any granted by the mission.
The time for hiding is over. The time of scratching
c – Sabotage
an existence from the waste of other races too.
Now the time of the Veer-myn has come. The All Commanders in the force may use the
time for war. Sabotage Objective Specialised Order. For
every Strategic Asset they destroy, the Veer-
Orders myn player gains 2VPs.
The Veer-myn have access to the following
Orders in addition to the standard ones.
Level 1 - Swarm

All unactivated Nightcrawler and Night Terror


units, regardless of armament, within range
of a single Commander may be activated
simultaneously. This marks all participating
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 you must roll to damage with all
units before determining casualties. Targets
shot by multiple units will take a suppression
token for being hit by each unit.

142
veer-myn They may only do this if there is enough room
Special Rules to physically place them in contact with the
marker, without them entering within 1” of an
Some Veer-myn units may be subject to the enemy unit or defensible terrain piece.
following Special Rules.
Tunnel Runners Many rumours and theories abound about
the origin of the Veer-Myn, though the truth
Once a Veer-myn Tunneller has arrived on
the board using its Subterranean Deployment of any of them is impossible to verify.
rule, place a tunnel marker in the position
where it arrived. If you don’t have a tunnel Veer-Myn are not given to philosophising
marker, use a spare counter or model to mark on the nature of their existence. To them the
this point. question is not so much why they are here as
For the rest of the game, units with this rule where they can go next and whether there is
previously placed in Reserve may arrive enough food.
on the board from any tunnel marker as if
they had the Subterranean Deployment rule One thing is certain – they are unlikely
themselves, without rolling any Command to ever vanish from the galaxy. Physically
dice to do so. robust and tenacious, the similarities to rats
of old earth are more than aesthetic.

143
Units
Nightcrawlers (1 Team)
Nightcrawlers, believed to represent one of the lower creepers
castes in a nest, are the rank and file troops of Veer- Creepers are the sneakiest members of a
myn armies. There are certainly lots of them - many Veer-myn nest, the best of their race at
battlefield commanders have reported being overrun finding secret, hidden ways and routes
Forces

by hordes of Nightcrawlers firing ray gun rifles through whatever terrain they inhabit,
and pistols, led by Maligni with bizarre chemical and then vandalising whatever they find.
weapons, when engaging a sizeable nest. They Carrying cutting gear and packages of
may appear to be incredibly brave, often charging infectious materials and unstable explosives,
headlong at superior firepower, but perhaps they Creepers can immobilise vehicles, disrupt
are simply more afraid of what is behind them. The communications gear, and spread disease
motivating power of a Brood Mother’s wrath should amongst personnel. Occasionally a Creeper
not be underestimated. squad will reveal itself, taking advantage
SPD ACC Def res ner
of the confusion their efforts have created
6 5+ 4+ 3 1 Regular to strike against an enemy with knives and
Infantry pistols. More often than not though, they will
Nightcrawler Team Pts: 30 simply skulk back to their own lines, or creep
Special Rules: Expendable off to find new targets to sabotage.
Weapon R D AP Special
Ray Gun 18” 8 - -
Teeth & Claws A 6 - -

Nightcrawler Stalker Team Pts: 30


Special Rules: Expendable
Veer-Myn

Weapon R D AP Special
Ray Pistol 10” 8 - -
Teeth & Claws A 10 - -

Malignus Heavy Ray Gun Personnel Upg. Pts: 15


Upgrade any Nightcrawler or Stalker team with a Nightcrawlers with Ray Guns
Malignus with Heavy Ray Gun:
Weapon R D AP Special
Heavy Ray Gun 32” 3 4 Experimental

Malignus Chem-Thrower Personnel Upg. Pts: 25


Upgrade any Nightcrawler or Stalker team with a
Malignus with Chem-Thrower:
Weapon R D AP Special
Chem-Thrower 18” 2 2 Blast (2D3),
Experimental

Nightcrawler Creeper Team Pts: 50 Nightcrawler Stalkers


Special Rules: Fire in the Hole!, Reckless Advance,
Saboteur
Weapon R D AP Special
Ray Pistol 8” 10 - -
Knives, A 4 - -
Teeth & Claws
Explosives A 4 4 Anti-Tank (2)

Nightcrawler Creepers

144
Maligni (1 Team) Nightmares (1-3 Teams)
Veer-myn communication, although apparently For many races, the rat-like appearance of the Veer-
backwards and limited to human ears, is often myn provokes some very primal responses. Disgust
nuanced and subtle relying as much on scent and and hatred are, of course, common. But fear is a
ultrasonic screeches as on spoken words. This strong emotion too, something the Maligni do
emphasis on scent is carried over into the Chem- indeed appreciate. Hence the creation of Nightmares
Spitter devices Maligni carry into battle. The - bigger, stronger, even more ferocious Veer-myn
throwers fire packets of a caustic chemical soup with soldiers, carrying the heaviest Chem-throwers their
somewhat limited range but great effect against Malignus can give them. These are Veer-myn set to
enemy targets. The chemical mix also includes tasks and missions requiring more brawn and more
scent pheromones, indicating the Malignus and brain than simply charging forwards. Nightmares
nest responsible for its creation, thus marking both are sent to terrorise the enemy while they are being
territory and targets as being ‘owned’ by the firer. torn apart.
SPD ACC Def res ner SPD ACC Def res ner
6 4+ 4+ 4 2 Regular 5 5+ 5+ 4 2 Large
Infantry Infantry
Maligni Team Pts: 65 Nightmare Team Pts: 65
Weapon R D AP Special Weapon R D AP Special
Chem-Spitter 12” 4 1 Blast (D3) Chem-Thrower 16” 4 2 -
Combat Drill A 6 1 Shredder Combat Drill A 6 3 Shredder
Heavy Ray Guns Equipment Upgrade Pts: 25 Nightmare Shredder Team Pts: 70
Upgrade any team with two Heavy Ray Guns:
Weapon R D AP Special
Weapon R D AP Special Twin Combat Drills A 10 3 Shredder
Heavy Ray Gun 32” 6 4 Experimental
Nightmare Chem-Thrower Team Pts: 85
Chem-Throwers Equipment Upgrade Pts: 40
Weapon R D AP Special
Upgrade any team with two Chem-Throwers:
Chem-Thrower 16” 2 2 -
Weapon R D AP Special Combat Drill A 3 3 Shredder
Chem-Thrower 18” 4 2 Blast (2D3),
Experimental Heavy 18” 3 3 Blast (3D3),
Chem-Thrower Experimental

Nightmare Ravager Team Pts: 75


Weapon R D AP Special
Chem-Thrower 16” 2 2 -
Combat Drill A 3 3 Shredder
Heavy
Combat Drill A 2 4 Anti-Tank (D3+1),
Shredder

Veer-Myn Maligni

Veer-Myn Nightmare Nightmare Ravager Heavy Chem-Thrower

145
Night Terrors (1 Team) SPD ACC Def res ner

The Maligni of many nests do not restrict 7 5+ 5+ 4 4 Massive


Infantry
their tinkering and experimentation to purely
Terror with Reaper Harness Pts: 90
mechanical or chemical pursuits. Night Terror Special Rules: Expendable, Unflinching, Unseen Terror
corpses have revealed DNA strands almost identical
to those of ‘normal’ Veer-myn subjects, but their Weapon R D AP Special
physiology is much changed, being larger and even Scythes A 10 2 -
Forces

more bestial. They can still be just as stealthy as


Terror with Acid-Sprayer Pts: 150
their smaller brethren - many corporate units have Special Rules: Expendable, Unflinching, Unseen Terror
been annihilated by a Terror that suddenly sprang
unheralded from a mob of Nightcrawlers or burnt Weapon R D AP Special
alive in their positions by the gouts of acid from a Chem-Sprayer 12” 4 2 Area Effect,
back-mounted Sprayer. Blast (2D3),
Experimental,
Saturation
Teeth & Claws A 8 1 -

Special Rule: Unseen


Terror

Night Terrors are barely controllable,


especially when they see something
representing a threat, or a meal! The
Veer-myn do their best to keep the
Terror out of sight of the enemy until
Veer-Myn

the last minute, when it is unleashed.


Night Terrors cannot be targeted by
Shooting attacks while there are at least
3 Nightcrawler units within 6” of it,
representing the Nightcrawlers keeping
it hidden within their ranks. It does not
block line of sight – it is considered to
simply not be on the table for targeting
purposes.
In addition, the Veer-myn player
needs these troops to keep control of
the Terror. At the beginning of each
of the Terror’s Activations where there
are less than 3 Nightcrawler units
within 6”, roll a die. On a 1-2 the Terror
will be uncontrollable. It must use
its Activation to move as directly as
possible towards the nearest other unit,
friend or foe, and engage it in Assault.

146
Tunnel Runners
(Formation: 1-3)
Lured into Maligni workshops by the exciting
sounds of large and barely controlled engines
revving up to high speeds, and their brains
subsequently rotted by the fuel-tank fumes leaking
from those same machines, the riders of Veer-myn
Tunnel Runners have even less regard for personal
safety than is typical for their race. After speeding
along the passages and tunnels of the nest, Tunnel
Runners will burst into the open, spraying chemical
fire at the enemy and running down anyone not fast
enough to get out of their way.
SPD ACC Def res ner
10 4+ 6+ 3 2 Massive
Infantry
Tunnel Runner Pts: 100
Special Rules: Bulky, Tunnel Runners
Tunnel Runner Weapon R D AP Special
Twin 12” 4 1 Blast (D3)
Chem-Spitters
Wheel A 6 1 -

Rumbler Weapon
Platforms (Formation: 1-3)
Although they are disdaining and distrustful of
many of the alien races they encounter, the Maligni
are not above ‘borrowing’ tech they find particularly
useful or intriguing. Lasers in particular seem to
catch the attention of many Veer-myn. It could be
something to do with their wider perception of the
visual spectrum, or perhaps they just like to watch
things burn. Whatever the case, the heaviest and
most dangerous radioactive laser weapons and the
most potent Throwers in a nest will be mounted on
Rumbler with Super Heavy Chem-Thrower simply if more or less reliably constructed motorised
platforms.
SPD ACC Def res ner
5 4+ 6+ 3 2 Vehicle
- Tank -
Thrower Weapon Platform Pts: 120
Weapon R D AP Special
Super-Heavy 24” 4 3 Area Effect,
Chem-Thrower Blast (3D3),
Experimental
Assault R 4 - -

Laser Weapon Platform Pts: 80


Weapon R D AP Special
Super-Heavy 40” 6 6 Anti-Tank (D3),
Ray Gun Experimental
Assault R 4 - -
Rumbler with Super Heavy Ray Gun

147
Tunneller
Built by Maligni from pilfered and repurposed Special Rule: Pheromone
mining machinery, the basic Tunneller is made to Trail
enlarge a nest’s living space but is equally good at
undermining enemy positions. Often the first an The chemical tank mounted onto the
enemy will know of the presence of a Tunneller back of the Tunneller emits a scent
is when a unit disappears, swallowed up by a that can be detected by all Veer-myn in
Forces

sinkhole that suddenly opens beneath them.


Perhaps more worrying are larger Tunnellers,
the brood, allowing them to follow the
complete with transport compartments filled to vehicle through the tunnel network.
bursting with a mass of Veer-myn bodies or heavy This bestows the Tunnel Runners rule
chemical weapons, surfacing behind battle lines and
fortifications without warning. upon any Infantry units kept in Reserve.
SPD ACC Def res ner
Special Rule: Rock
7 5+ 8+ 4 3 Vehicle Corroder
- Tank -
Tunneller Transport Pts: 170 This Tunneller coats its drill bits in
Special Rules: Transport (2), Subterranean Deployment corrosive chemicals, which eat away
Weapon R D AP Special at the earth as the Tunneller moves
Drill Head R 8 4 Shredder forward.
Tunneller Weapons Platform When you use the Tunneller’s
with Chem-Sprayer Pts: 225 Subterranean Deployment rule to
Special Rules: Subterranean Deployment enter the table with a Reserves Order,
Weapon R D AP Special this Tunneller may re-roll one of the
Chem-Sprayer 12” 4 3 Area Effect,
Command dice. In addition, the AP of
Veer-Myn

Blast (2D3),
Experimental, the unit’s Drill Head is increased to 5.
Saturation
Drill Head R 8 4 Shredder

Tunneller Weapons Platform


Super-Heavy Ray Gun Pts: 210
Special Rules: Subterranean Deployment
Weapon R D AP Special
Super-Heavy 40” 6 6 Anti-Tank (D3),
Ray Gun Experimental
Drill Head R 8 4 Shredder
0-2 Additional Transport Sections Pts: 30
Upgrade any Tunneller with up to two additional sections:
Special Rule: Transport (2) – cumulative

Pheromone Trail Pts: 40


Upgrade any Tunneller with a Pheromone Trail:
Special Rule: Pheromone Trail

Rock Corroder Pts: 30


Upgrade any Tunneller with a Rock Corroder:
Special Rule: Rock Corroder

148
Tunneller with additional transport section

149
t Tangle
The birth of a Tangle to a Veer-myn nest can be a Special Rule:
blessing or a curse. Revered by the Maligni almost Prophet
as much as the Brood Mother, Tangles possess a
The Tangle is revered in Veer-myn society
rudimentary psychic power and their presence
for its shamanic powers. It bestows its
on a battlefield can whip up their brethren into
visions upon the others in its brood, and
Forces

an unstoppable fury. Bordering on madness,


leads them through the galaxy toward
Nightcrawlers and the like will either sweep their
some unknown goal. GCPS reports
enemies aside in a rabid frenzy or simply charge
of Veer-myn escaping a ship shortly
headlong to their dooms. The effect can be even
worse if it is the minds of the nest’s enemies the
before it suffers an unfortunate disaster
Tangle breaks into.
are attributed to the premonitions of a
Tangle within the brood.
SPD ACC Def res ner
Massive
While the Tangle is not a Commander
5 - 4+ 4 3 Infantry as such, it can use its premonitions to
- Height 2 -
direct its brood towards the events
Tangle Pts: 200
Special Rules: Bulky, Inspiring, Prophet, Protection
they were fated to witness. At the
(Nightcrawlers) beginning of each turn the Tangle will
generate 2 Command dice. These dice
Weapon R D AP Special
may only be used by the Tangle itself,
Malignus A 4 1 -
Bodyguard and the Tangle may not use the regular
Command pool. The dice may be used
to issue Orders of any level. The Tangle
is considered to have a Command value
of  for any rules that require it, such
Veer-Myn

as the Call to Arms Order. If the dice


are not used by the end of the turn, they
are discarded.
New Order - Level 2 -
Premonition

The Tangle imparts one of its visions


into the minds of an opponent’s unit,
distracting it from the task at hand.
This Order may only be given by a
Tangle.
The Tangle imparts one of its visions
into the minds of an opponent’s unit,
Veer-Myn Tangle
distracting it from the task at hand.
If the Order is successful, choose an
unengaged, unactivated enemy Infantry
unit within range. Roll a single D6 and
compare it to the unit’s Nerve stat. If
the result on the die is greater than the
unit’s 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 player’s
activation.

150
Universal Upgrades
The absolute authority of a Brood Mother extends t Hacker Halftail
to the battlefield. The fanatic loyalty displayed to Exiled from his own nest after the destruction
her by the gangs of Veer-myn around her borders on of its home ship in an unexplained reactor
the religious - indeed it is believed many Veer-myn meltdown, the Veer-myn Creeper Hacker
Halftail has found numerous homes amongst
do worship the Tangles that sometimes accompany other Veer-myn colonies. His shame is there
them to war. Exposure of the Brood Mother herself for all to see, signified as it is by the loss of half
comes with no small amount of risk though and of his tail. But his expertise in sowing chaos
much power will be delegated to her band of Maligni. and committing sabotage are unrivalled and
Some will lead individual gangs, some control the there is always a need for his skills somewhere
nest’s war machines and beasts. Occasionally a sole in the galaxy.
Malignus, often a Progenitor, will have command of
the entire brood.

Brood Mother Personnel Upgrade Pts: 150


Upgrade any Infantry team with a Brood Mother:
+1 Nerve
Special Rules: Command , Inspiring, Protection
(Nightcrawlers)

Progenitor Personnel Upgrade Pts: 40


Upgrade any Infantry team with a Progenitor:
Special Rules: Command , Leadership Hacker Halftail Personnel Upgrade Pts: 100
Upgrade any Creeper team with Hacker Halftail:
Master Creeper Personnel Upgrade Pts: 50 +1 Nerve
Upgrade any Creeper team with a Master Creeper: Special Rules: Command , Sabotage Objective Order,
Disruption, Recon
Special Rules: Command , Sabotage Objective Order, Recon

Special Rule: Disruption


This unit gains access to a new type of
long action: Disrupt. This action may
be used against any enemy unit within
12”. Roll a die.
1. No effect.
2. Remove one of the following
Progenitor special rules of the Disrupting player’s
choice from the unit and its weapons
until the end of the Turn – Anti-Grav,
Communications, Independent Target
Matrix, Shield (X), Tag.
3. As above, plus add a Suppression
Token to the unit.
4. As above, plus add a second
Suppression Token to the unit.
5. As above, plus pick one of the unit’s
ranged weapons – it cannot fire this
turn.
6. As above, plus mark the unit as
activated.
Brood Mother

151
Within his suit of Anttikk armour Krakun was growling. The fighting had been going for
hours now - his Hailstorm cannon’s ammunition had been recycled and replaced three
times already and warning lights were beginning to illuminate from the couplings on his
hammer. Nevertheless, there was no shortage of vermin to crush so he kept on fighting.
Reference

He was near the centre of the line, blocking the gaps between a line of piled rubble and
earthworks with his bulk and annihilating anything stupid enough to charge him. On
each side Steel Warriors and Forge Guard added their fire to his.
Veer-myn streamed out of the buildings before him, a living carpet of screeching, squalling
bodies racing across the blood-soaked ground, and across the bodies of their brethren
Krakun and his clan had already dispatched that day. They were a rabble, nipping and
scratching at each other as they swarmed from broken windows and shattered doorways,
from cracks between buildings and craters in the ground. Their nest was beneath the
streets, a festering labyrinth of sewers and tunnels. Krakun knew they would burn them
clean as soon as the right gear was in place, but until then they would hold the line here,
keeping the Veer-myn trapped.
His cannon spat out solid fist-sized rounds at supersonic speed, chewing through the
charging line of fur and flesh. Each impact dropped a Veer-myn warrior, ripped off a
limb or pulped a skull, and many of his shots retained enough velocity to take out the one
behind as well. Dozens of them were killed and maimed in seconds, but still they charged
on, sheer weight of numbers carrying them across the broken and littered ground to the
dwarven lines.
Krakun disengaged his cannon and shunted power across to his hammer. He stepped
forward into the throng of Veer-myn bodies and swept the weapon to and fro, its mass
and the thermal emitters in its head making it a deadly wrecking ball, pulverising Veer-
myn into sprays of steaming yellow blood with each pass.
It was dirty work. He could feel blood and shattered bones splash across his armour and
he chose to ignore the smell. But, he was moving forwards, and as he stomped his foot
down on the spine of a crippled Veer-myn trying to crawl away, he heard a satisfyingly
pitiful squeak.
Then, too late, he realised his mistake.
A rumbling vibration he could feel in his spine intensified and suddenly he was falling,
the ground giving way beneath his feet and opening up like a black mouth, swallowing
him whole.
A Tunneller vehicle had worked its way beneath him, excavating a fifteen-foot deep
chamber while the ones on the surface drew him out of the line, his Antikk’s weight further
weakening the ground he walked on.
At the bottom of the pit he pushed himself to his feet, more warning signs flashing red
across his vision as he did. This time, he was the one who had been trapped.

152
Reference

153
Optional If you have buildings with multiple floors,
you may decide to designate each floor of the
Extras largest buildings as a separate terrain area.
In this case there will be floors that do not
After you’ve got a few games under your have an edge touching the gaming area, and
Reference

belt, you may find that you’re up for trying therefore cannot be moved directly into
something a bit different. Warpath is a fairly without the Anti-Grav rule.
abstract game, which means that some of
the more detailed situations that you might Instead, units wishing to occupy the upper
want to recreate aren’t covered by the rules. floors must first move into the ground floor,
However, that doesn’t mean you can’t include and then move onto subsequent floors using
them in your games anyway. The framework is further Move actions.
here – it’s quite simple to come up with some
‘house rules’ to represent these other options. Conversely, units wishing to leave the building
Below you will find a few fun examples. Note again would need to move back down the
that these are just ideas, and are not considered building in the same way.
fully balanced and legal for tournament play.
Rearguard
Use the image of the big blue board on this Further to the above, you may want to
page. represent the unit securing and booby-
trapping the lower floors as they advance, so
Multi-Storey as not to be surprised by enemies attacking
Buildings from below.
Some gamers and stores will have huge city- To represent this, you could allow units on a
based gaming boards from other games, and higher floor to make charge reactions against
will want a way to make best use of them in units Assaulting them from a lower floor,
Warpath. This could be as simple as adding whereas the unit below wouldn’t have that
extra rules for fighting inside the buildings, option, as with the standard rules on page 53.
all the way through to designing a custom You could even take it a step further, counting
mission where the objective is to reach and upper floors as fortified against lower ones, so
hold the top floor of a tower complex. the unit with the higher ground could Shoot
as a reaction, and have more cover against
Shooting.

154
Dive! If you fancy playing smaller-scale games, we
Of course, now that you’ve got such tall recommend that you simply use cm instead
buildings, and armies full of futuristic jet of inches for all the measurements, so a Steel
packs, who wouldn’t want to dive off of the Warrior would move 4cm and shoot 20cm for
top? example. All of the other rules can remain the
To represent this, if a unit with the Anti-Grav same.
rule is on the roof of a building, it could make There are a couple of options with regard
a Double Move off of the top, but could add
the building’s height to the distance it moved. to board size. If you want to play with truly
For example, a Speed 6 unit of Enforcers on massive armies, it’s best to stick with a standard
top of a Height 5 building that wanted to move 6' by 4' board, and just fit more models onto
off of it, you could add the building’s height of it! Movement and positioning will become a
5 to their Double Move of 12" for a total of 17". much more tactical aspect of the game when
playing this way, giving you a new take on the
Destructible game.
Scenery
Alternatively, you could scale the board down
In some games, you may decide that you want
to destroy the scenery – you could even set it with the miniatures and play with regular
as the primary objective in a mission. 2000-3000 point armies and fit the games on
your coffee table. The board size would be a
This is simple enough. You just need give each tiny 72cm by 48cm – ‘Travel Warpath’!
building a Def and Res value and treat it as
an immovable Vehicle. Units occupying the Multi-basing and
terrain when destroyed would take damage as Dioramas
if they were passengers in a Transport.
Finally, for the hobby enthusiasts out there
A storage container may be Def 6+ and Res 3 we’ll end with a note on the potential offered
for example, whereas a bunker could be Def by Warpath’s team bases.
8+ and Res 5.
The exact position of the miniatures within
You may of course decide to say that only
certain buildings will explode (like a fuel the team bases is irrelevant for rules purposes
dump for example), whereas others just – all that’s important is that the models
become impassable when destroyed. represent the team you have selected for your
force, with the correct upgrades shown. Even
If the building’s Res was doubled, you could if your base has a slightly different number of
decide to take the building off of the table, figures on it, that’s fine as long as it’s clear to
representing it being razed to the ground. your opponent what it represents.
A Different Scale
Therefore, provided that you don’t want to
Lots of gamers have armies in their collection be able to remove your individual models to
that use smaller-scale miniatures – usually use them in other games, you could actually
6mm, 10mm or 15mm. We have been build each team base into a mini-diorama.
experimenting in the office by scaling down You could portray your team members
some of the Warpath range to these sizes – dragging their casualties along with them, or
perhaps a project for the future… put together a little duel scene with an enemy
Playing games at these scales allows for larger model, or add some decorative terrain to the
armies and more epic battles. The Warpath bases – have your team hiding in some ruins
rules are not only designed in such a way that for example.
you can play at smaller scales with the same
set of rules, but will also accommodate huge Armies put together in this way can look
5000 point + games with ease – still playable fantastic, so if you’re looking for a new hobby
in just a few hours. project, why not give it a try!

155
Index
Accuracy 18, 43 End of the Turn 36
Actions 36, 37 Enforcers 78-79, 92-103
Reference

Activations 36 Engaged 39-40, 41, 46


Aerial Deployment 58 Equipment Upgrades 75
Alien Intel 103 Escort 59
Allies 77 Expendable 59
Alternative Weapons 19 Experimental 59
Anti-Grav 58 Explosive Payload 133
Anti-Tank (X) 58 Failed Charge 40
AP (Armour Penetration) 19, 44, 46 Fire Control 59
Area Effect 59 Fire in the Hole! 60
Assault Action 39, 46-47, 56 Firestorm 69
Asterians 80-91 First Activation 26, 36
Attacker 25 Flanking Manoeuvre 70
Blast (X) 59 Flyers 57
Blaze Away 39, 45 Focus Fire 116
Bounding Overwatch 69 Forces 74-79
Bribery 116 Forge Fathers 104-115
Bulky 59 Formations 54
Call to Arms 70 Fortified Terrain 40, 43, 52
Camouflage 59 Fortify Position 72
Casualties 44, 46 Fusillade 92
Change of Plans 69 Gaining Ground 47
Charge Reactions 39-40 Game Length 26
Charging 39-40, 46 GCPS 116-131
Class 14, 18, 20 General 76
Combined Attack 70 Grounded 36, 49
Command 16, 18, 67-72 Hatred of Mankind 115
Commander 67-68 Headstrong 60
Comms Interference 71 Heavy Firepower 60
Communications 59 Height 20, 50
Coordinated Offensive 92 High Value Assets (HVA) 76
Counter Attack 69 Hit and Run 69
Countermeasures 93 Hologram 80
Courage Under Fire 69 Impassable Terrain 50
Cover 22, 43, 50, 51 In Play 17
Decorative Terrain 50 Independent Target Matrix 60
Defence 18, 44, 46 Indirect 60
Defender 25 Infection 133
Defensible Terrain 21-22, 40, 51-53 Initiative 25
Deployment 25, 26 Inspiring 60
Dice Value (Weaponry) 19, 43, 46 Kill Total 26
Dice 16 Large Infantry 14
Dirge of Death 80 Last Stand 71
Disengage 41 Leadership 60
Disruption 151 Limited (X) 60
Double Move 41 Line of Sight 20-22, 42
Draw 26 Live to Fight Another Day 89
Edge of the Board 40 Long Action 36, 37

156
Major Victory 26 Shield (X) 62
Marauders 116, 125-131 Shield Projection (X) 62
Massive Infantry 14, 54 Shoot 42-45
Masters of Engineering 104 Short Action 36, 37
Measuring 17, 37, 42 Short Range 43
Medic 60 Shredder 55, 63
Minor Victory 26 Signal Relay 89
Missions 24, 26, 30-35 Smokescreen 63
Mobile Defences 60 Specialised Orders 72
Modifiers 16, 43, 44, 46 Speed 18, 37
Move Action 37-41 Strafing Run 57
Move, Move, Move 69 Strategic Assets 25, 27
Nerve 18, 44, 46, 49 Stun 63
Observer 81 Subterranean Deployment 63
Obstacles 46, 50 Support Upgrades 75
Open-Topped 65 Suppression 36, 38, 43, 44, 46, 49
Orbital Command 60 Suppressive Fire (X) 63
Orders 67-72 Swarm 142
Overwatch 48 Tactical Genius 116
Personnel Upgrades 75 Tag 63
Pheromone Trail 148 Take Cover! 142
Plague 132-141 Tanks 56
Points 18, 74-79 Teams 14-15, 18-19
Positioning 15, 37, 54 Teleport 89
Precision Fire 72 Tenacious 63
Premonition 150 Terrain 20-22, 24-25, 38, 40, 50-53
Primary Objectives 26 Terrain Capacity 53
Prophet 150 Thirst for Blood 132
Protection (X) 61 ‘Tis But a Scratch 104
Rally 48 Trainer 124
Ramming 56 Transfixed by Fear 132
Range 19, 42 Transport (X) 64
RDL Transmission 93 Tunnel Runners 143
Reckless Advance 61 Turns 36
Recon 61 Unflinching 51, 65
Recovery 36, 49 Unique Units 76
Refresh 70 Unit Bases 14-15
Regroup 48 Unit Size 18
Regular Infantry 14 Unit Upgrades 75
Repair 72 Units 14-15, 18-19
Reprioritise the Mission 71 Universal Upgrades 75
Request Orbital Assistance 71 Unseen Terror 146
Re-roll 16 Veer-myn 142-151
Reserves 70 Vehicles 54-57
Resilience 18, 44, 46, 55 Victory 26
Rock Corroder 148 Volatile 133
Sabotage Objective 72 VPs (Victory Points) 26, 29-35
Saboteur 61
Saturation 62
Secondary Objectives 27-28
Setting Up 24-25
Shadow 21, 57

157
Blank Warpath Name:
Army List SPD ACC Def res ner

Name:
SPD ACC Def res ner Team: Pts:
Special Rules:

Team: Pts: Upgrades:


Special Rules:
Weapon R D AP Special
Reference

Upgrades:

Weapon R D AP Special
Team: Pts:
Special Rules:

Team: Pts: Upgrades:


Special Rules:
Weapon R D AP Special
Upgrades:

Weapon R D AP Special

Name:
SPD ACC Def res ner

Team: Pts:
Special Rules:
Team: Pts:
Upgrades:
Special Rules:
Weapon R D AP Special
Upgrades:

Weapon R D AP Special
Team: Pts:
Special Rules:
Upgrades:

Weapon R D AP Special Team: Pts:


Special Rules:

Upgrades:
Name: Weapon R D AP Special
SPD ACC Def res ner

Team: Pts:
Special Rules: Name:
SPD ACC Def res ner
Upgrades:

Weapon R D AP Special Team: Pts:


Special Rules:

Upgrades:

Name: Weapon R D AP Special


SPD ACC Def res ner

Team: Pts: Team: Pts:


Special Rules: Special Rules:

Upgrades: Upgrades:

Weapon R D AP Special Weapon R D AP Special

158
Quick Play Sheet
Turn Sequence (P. 37) Charge Reactions (P. 39)
• Players alternate activating one • Move Line of Sight (P. 20)
unit at a time. • Blaze Away • Check separately for each
- In Turn 1, the Mission states • Regroup team, from any part of the
who goes first. • Remove activation token* shooter’s base to any part of
- In Turn 2 onwards, the player • Shoot** the target unit.
who finished first in the • * only when in defensible terrain • All units and terrain areas
previous turn goes first. • ** only when on Overwatch or in block line of sight up to their
- If one player has no units fortified terrain height.
left to activate, the other may Double Move (P. 41) • They cast a ‘shadow’ behind
activate all remaining units. • Move each team up to its Speed them as deep as their height
• End of the Turn – remove all value. in inches.
activation tokens. • Units may not Double Move into • Terrain units lower than both
Activations (P. 37) or out of terrain. units never block line of sight.
• 2 different short actions, or 1 long Disengage (P. 41)
• Terrain or units of a lower
action. • Like a Double Move, but the unit
height than one unit but the
- Check suppression before cannot engage.
same height or higher than
activating. the other only block line of
- Mark the unit as activated Positioning (P. 15)
sight if one unit is completely
when finished. • All teams must be within 2” within its shadow.
- An engaged unit may only of at least one other team in • Terrain or units the same
Assault or Disengage. the same unit, forming an height or higher than both
- A grounded unit must make uninterrupted chain. units always block line of
a Recovery roll, and then • No team may enter within 1” sight.
Rally. of any other unit unless it is • Defensible terrain can be seen
Actions (P. 38) engaging the enemy. into, out of, and over, but not
Short Long through.
• Move • Assault Shoot (p. 42) • If line of sight is blocked, that
• Shoot • Double • 1. Pick a Target team cannot shoot. If the
• Regroup Move • 2. Check Line of Sight (P. 20) target is visible, check cover.
• Disengage - See right. Cover (P. 22)
• Overwatch • 3. Check Range • If you can see a team in the
• Rally - Measure separately for each target unit, but cannot draw
team, from any part of the an unobstructed line of sight
Move (P. 38)
shooter’s base to any part of to every part of its base, it is
• Move each team up to its Speed in cover.
the target unit.
value. • If at least half of the target
• 4. Fire!
• Suppressed units halve their Speed. unit’s teams are in cover, the
- Roll dice equal to Dice value
• Friendly Infantry may be moved unit is in cover. Units inside
of weapons.
through. defensible terrain are always
- Roll weapons with different
• If entering terrain, all teams must in cover.
AP or Special Rules
be able to reach. Other units in • Obstructions in base contact
separately.
contact with the terrain are moved with the shooting unit are
- Compare to unit’s Acc.
1" away. not counted as cover for the
- Modifiers
• Units moving into contact with target unit
• +1 Short Range
an enemy are charging, and
• -1 Cover
immediately make an Assault
• -1 Fortified Terrain
action. Blaze Away (P. 45)
• -1 Suppression
• Units that are not grounded, • Make a Shoot action with Acc 6+.
- 1s always miss. 6s always hit.
already engaged, or marked as Each hit adds 1 suppression token,
- If any hits are scored, add a
activated may make a Charge but no damage.
suppression token.
Reaction. Assault (P. 46)
• 5. Roll to Damage • 1. Roll to Damage
- Units in defensible terrain
- Roll remaining dice against - Roll dice equal to Dice value
may react even if activated.
target’s Def. of weapons with Range A.
- Any reaction except Regroup
- Modifiers - Roll weapons with different
marks the unit as activated.
• +X Armour Piercing AP or Special Rules
- Move actions cannot engage
- 1s always fail. separately.
the enemy.
• 6. Remove Casualties - Compare to target’s Def.
- Shoot and Blaze Away
- For every amount of damage - Opposing player does the
actions must target the
equal to Res: same.
charging unit.
• Remove one team. - Half dice if activated.
- If a reaction prevents the
• Add a suppression token. - No dice if grounded.
charge, the charging unit
• 7. Suppression Check - Modifiers
may only make a Move
- If leftover damage reaches • +1 Charging
action instead, and may not
or exceeds target’s Ner, add • +X Armour Piercing
engage.
another suppression token. • -1 Suppression

159
159
- No charging bonus against a Terrain (P. 50) they are in the shadow of
unit in terrain. • Units in terrain: terrain or another unit. They
- 1s always fail. - Measure from any part of the only suffer the cover modifier
• 2. Remove Casualties terrain piece. when shooting into
- For every amount of damage - Are always in cover. defensible terrain.
equal to Res: - Are Unflinching. - Cannot be engaged.
• Remove one team. Vehicles (P. 54) - Are removed when
• Add a suppression token. • All attacks against Vehicles have destroyed, and do not
• 3. Determine Winner the Shredder rule. damage nearby units.
- Unit with least damage is the • Damage - Can make Strafing Run
Reference

winner. - If damage on a Vehicle actions:


- In a draw, both sides are the equals its Res, it is destroyed •
Make a Double Move,
winner. and left as impassable terrain. but draw a line from the
• 4. Suppression Check - If damage exceeds Res, it start position to the end
- If leftover damage reaches explodes. All units within position (which can be off
or exceeds loser’s Ner, add X" (where X is the amount of the board). Shoot one
another suppression token. Res was exceeded by) suffer unit beneath this line and
• 5. Gaining Ground Res+D6 hits with AP1. It is any unit engaged with it.
- Winning player may make a then left as impassable Add 1 suppression token
Move action with losing unit, terrain. to all other units beneath
but cannot engage. - If damage is double Res or the line and any units
- Winning unit may then more, it is removed after engaged with them. The
make a Move action, but may exploding. Flyer is then placed into
not engage a new enemy. • Formations: Reserve.
Overwatch (P. 48) - Activate together. Command (P. 67)
• Place on Overwatch counter - Must stay within 6" of each • One Order per unit per Turn.
next to the unit, and pass to your other. • Giving Orders:
opponent without activating. - May Shoot, Blaze Away or - Orders use up your
• The unit may activate later in the Assault the same target, Activation. Use before an
Turn, but may only perform 1 rolling all dice before Activation, on an unactivated
action. casualties. friendly unit.
Regroup (P. 48) - If one is destroyed, others - Orders are used in
• Remove 1 suppression token. add a suppression token.
Rally (P. 48)
response to an enemy action.
- Are otherwise separate units. - Other Orders are given
• Remove D3+1 suppression tokens. • Tanks:
• Make a Move action. Cannot before or after an Activation,
- Cannot enter terrain or do not mark units as
engage. engage enemies in terrain.
Suppression (P. 49) activated, and can be used on
- Can move into and through activated units.
• Suppressed if suppression tokens enemy Infantry. This is a
equal to or higher than Ner. - Commanders can issue
charge and the Tank will Orders up to Command
• Grounded if suppression tokens Assault even if it ends its
equal to or higher than twice Ner. value.
move out of contact. - All targets must be within the
• The following add suppression - Can charge other Vehicles,
tokens: same Commander’s 12"
but may not move through range.
- 1 for any hits from a Shoot them.
action. - Grounded Commanders
- Are never engaged. cannot issue Orders.
- 1 for each hit from a Blaze - Only Assault when they
Away action. - Dice:
charge (not when they are • 1 success
- 1 for each team removed. charged by others) using
- 1 token for leftover damage weapons with Range R. • 2 successes
reaching or exceeding unit’s - Can only retaliate in Assault, • 3 successes
Ner. with full dice, if the attacking
- X for being hit by a weapon • Blank = 0 successes
unit is also using a Range • + = return die to pool
with Suppressive Fire (X). R attack. This does not mark
• Grounded units: after Order.
them as activated. - If more than one blank face is
- Can only Rally. - Can Shoot as a charge
- Cannot make charge rolled, opponent may add 1
reaction. Command die to their pool.
reactions. • Flyers:
- Cannot retaliate in Assault. - Orders need successes equal
- Ignore all terrain. to their level.
- Cannot issue Orders. - Must end their Activation at Setting Up (P. 24)
- Must roll for recovery before least their Speed value in • 1. Select Mission
activating. inches away from their • 2. Build Forces
• Recovery starting point. • 3. Place Terrain
- Roll one die per team. For - Do not halve Speed when • 4. Roll for Initiative
each result greater than Ner, suppressed. • 5. Set Objectives
remove a team. Do not add - Are at -1 to hit when shot at. • 6. Deploy
suppression tokens. - Do not have a height. They • 7. Play
can always be seen and can
always see all units unless

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