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Futuristic Squad-Based Warfare
BY ALESSIO CAVATORE
Games Design: Alessio Cavatore Graphic Design: Sean Turtle Photography: Ben Sandum, Warwick Kinrade and Chris Palmer Thanks to: all of the users on the Mantic forums, Matt Gilbert, Stewart Gibbs, Josh Roberts, Dylan Owen��� oh yes, and Ronnie too!
Copyright © Mantic Entertainment Ltd� 2012
The Corporation � � � � � � � � � � � � � � � � � � � � 4 The Marauders � � � � � � � � � � � � � � � � � � � � � 6 The Forge Fathers � � � � � � � � � � � � � � � � � 12 The Veer-myn � � � � � � � � � � � � � � � � � � � � � 12 The Rules � � � � � � � � � � � � � � � � � � � � � � � 20
Models and Units � � � � � � � � � � � � � � � � � � � � 21 Stats � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 22 Unit Leaders � � � � � � � � � � � � � � � � � � � � � � � � 23 Line of Sight� � � � � � � � � � � � � � � � � � � � � � � � � 23
Initiative Phase � � � � � � � � � � � � � � � � � � � � 24 Activation Phase� � � � � � � � � � � � � � � � � � � 24 end Phase � � � � � � � � � � � � � � � � � � � � � � � � 25 Move � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 26
Unit Interpenetration � � � � � � � � � � � � � � � � � 26 Halt � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 26 Move � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 26 Move At The Double � � � � � � � � � � � � � � � � � � 26 Charge � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 27 Terrain � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 28
shoot� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 30
Moving and Shooting � � � � � � � � � � � � � � � � � 30 Melee and Shooting � � � � � � � � � � � � � � � � � � 30 Pick a Target � � � � � � � � � � � � � � � � � � � � � � � � 30 Determine Firing Models � � � � � � � � � � � � � 30 Check Range� � � � � � � � � � � � � � � � � � � � � � � � 30 Firing and Hitting the Target � � � � � � � � � � � 30 Damaging the Target � � � � � � � � � � � � � � � � � 31 Take It Out! – Independent Fire� � � � � � � � � 33
Melee � � � � � � � � � � � � � � � � � � � � � � � � � � � � 34
Determine Attacking Models � � � � � � � � � � 34 Attacking and Hitting the Target� � � � � � � � 34 Damaging the Target � � � � � � � � � � � � � � � � � 34 Regrouping � � � � � � � � � � � � � � � � � � � � � � � � � 35 Disrupted � � � � � � � � � � � � � � � � � � � � � � � � � � � 35
Nerve � � � � � � � � � � � � � � � � � � � � � � � � � � � � 36
Results � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 36
Armoured units � � � � � � � � � � � � � � � � � � � 38
Armour Movement � � � � � � � � � � � � � � � � � � � 38 Collisions & Overruns � � � � � � � � � � � � � � � � 39 Shooting Against Armour � � � � � � � � � � � � � 40 Armoured Units Shooting � � � � � � � � � � � � � 41 Melee against Armoured Units� � � � � � � � � 42 Nerve Tests for Armoured Units� � � � � � � � 44
Fraggers� � � � � � � � � � � � � � � � � � � � � � � � � � � � 66 Jumpers� � � � � � � � � � � � � � � � � � � � � � � � � � � � 67 Rippers� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 67 Stunts � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 67 Stunt-Bots � � � � � � � � � � � � � � � � � � � � � � � � � � 68 Armour� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 68 Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � � � 68 Heroes and Monsters� � � � � � � � � � � � � � � � � 69 Weapons � � � � � � � � � � � � � � � � � � � � � � � � � � � 69
Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � 45 heroes and Monsters � � � � � � � � � � � � � � 46 Transports� � � � � � � � � � � � � � � � � � � � � � � � 46 special Rules� � � � � � � � � � � � � � � � � � � � � � 47
Armour Special Rules � � � � � � � � � � � � � � � � 50 Weapons Special Rules � � � � � � � � � � � � � � � 51
Forge Fathers army list � � � � � � � � � � � � 70
Army Special Rules � � � � � � � � � � � � � � � � � � 70 Infantry � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 70 Steel Warriors � � � � � � � � � � � � � � � � � � � � � � � 70 Thorgarim � � � � � � � � � � � � � � � � � � � � � � � � � � 71 Stormrage Veterans� � � � � � � � � � � � � � � � � � 71 Godhammer Veterans � � � � � � � � � � � � � � � � 72 Valkyr � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 72 Brokkr � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 72 Forge Guard� � � � � � � � � � � � � � � � � � � � � � � � � 72 Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � � � 73 Armour� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 73 Heroes And Monsters � � � � � � � � � � � � � � � � 74 Weapons � � � � � � � � � � � � � � � � � � � � � � � � � � � 74
Reinforcements � � � � � � � � � � � � � � � � � � � 52 Picking a Force � � � � � � � � � � � � � � � � � � � � 55 Timed Games � � � � � � � � � � � � � � � � � � � � � 58 The ARMy lIsTs � � � � � � � � � � � � � � � � � � 60 Corporation army list � � � � � � � � � � � � � � 60
Army Special Rules � � � � � � � � � � � � � � � � � � 60 Infantry � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 60 Marines � � � � � � � � � � � � � � � � � � � � � � � � � � � � 60 Marine Veterans � � � � � � � � � � � � � � � � � � � � � 61 Rangers � � � � � � � � � � � � � � � � � � � � � � � � � � � � 61 Heavy Weapons� � � � � � � � � � � � � � � � � � � � � � 62 Enforcers - Strike Units � � � � � � � � � � � � � � � 62 Enforcers - Assault Units � � � � � � � � � � � � � 62 Striders � � � � � � � � � � � � � � � � � � � � � � � � � � � � 62 Enforcers - Suppression Units � � � � � � � � � 63 Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � � � 63 Armour� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 64 Heroes And Monsters � � � � � � � � � � � � � � � � 65 Weapons � � � � � � � � � � � � � � � � � � � � � � � � � � � 65
Veer-myn army list � � � � � � � � � � � � � � � � 75
Army Special Rules � � � � � � � � � � � � � � � � � � 75 Infantry � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 75 Night-Crawlers � � � � � � � � � � � � � � � � � � � � � � 75 Stalkers � � � � � � � � � � � � � � � � � � � � � � � � � � � � 76 Nightmares � � � � � � � � � � � � � � � � � � � � � � � � � 76 Scourgers � � � � � � � � � � � � � � � � � � � � � � � � � � 77 Ravenous Horde � � � � � � � � � � � � � � � � � � � � � 77 Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � � � 77 Gougers � � � � � � � � � � � � � � � � � � � � � � � � � � � � 77 Shredders � � � � � � � � � � � � � � � � � � � � � � � � � � 77 Armour� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 78 Heroes and Monsters� � � � � � � � � � � � � � � � � 78 Weapons � � � � � � � � � � � � � � � � � � � � � � � � � � � 79
Marauders army list � � � � � � � � � � � � � � � 66
Army Special Rules � � � � � � � � � � � � � � � � � � 66 Infantry � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 66 Grunts � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 66
Other Races� � � � � � � � � � � � � � � � � � � � � � � 80
he galaxy is burning. The malevolent human Corporation is expanding its sphere of influence, annexing more and more star systems to its territories, bringing every alien civilization it can under its control. Or, if this proves impossible, exterminating them.
The Corporation’s strategy is to make contact with alien civilizations and dazzle them with humanity’s superior technology [Note: Only 27 species have so far been encountered that possess higher understanding of the sciences than the Corporation]� Appearing as benefactors, Corporation diplomats will offer
massive technological help to these planets: new forms of power, transit, communication and all the benefits a thousand year old technological society can bring� Very few peoples turn this down� Offered membership “as equal partners” in the Great Galactic Co-prosperity Sphere, these new worlds will at first be optimistic and proud of their status, but over time they discover the truth� Their societies undergo massive, traumatic change, overthrowing whatever customs and governance they once possessed in return for the bland, pangalactic culture of the Corporation� Worse, what is initially offered free in the spirit of
and it does not always work� Sometimes the 5 . the Corporation will deploy its considerable military might� Full-scale invasion and subjugation has been the fate of many. Corporation Troopers are worth scores of the warriors of less advanced cultures� The Troopers’ armour is often invulnerable to the natives’ weapons. these slave-societies are drugged by the cheap. and will gladly devote all of their planets’ resources to enriching the Corporation and the few local bureaucrats that run the business for it. while the majority of the population plummet into a state of poverty and servitude� This form of cultural imperialism takes time. get-rich-quick attitudes of Corporation culture.common sentient interest does not remain so for long� Soon the incorporated culture will be dependent on Corporation goods and services. a civilisation may be too savage. leaving them free to mercilessly mow down The Corporation states. even complete annihilation if a race proves too troublesome� Well trained and equipped with the best in military technology. and bled dry to pay for them� Turned into little better than puppet most primitive culture can see through the baubles the Corporation offers to the truth� Other times. too advanced or just too damn alien to risk bringing in to Man’s great galactic family� In these cases.
deep-seated fear: that sooner or later the Corporation will meet its match in the unexplored expanses of deep space… 6 www. a great many Corporation recruitment videos glory in human troops slaughtering spear-waving “savages” for the betterment of the cosmos� If they encounter heavier resistance. and suffers tensions between the great Houses and Companies that comprise it� Many a House has had its trading right revoked and had to quickly move their assets out of a system they previously owned under the supervision of an Enforcers ‘peacekeeping’ force� And all those pampered. the Troopers can bring the awesome firepower of their tanks and walkers to bear� In dire circumstances an expeditionary commander may petition Corporation Central to unleash their most specialised force – the feared Enforcers – who will quickly dispatch even the most stubborn of foes� A system that has been cleared of hostile indigenous aliens is ripe for re-colonization by the humans that form the largest part of the Corporation’s population� More often than not they too are oppressed as they strip the place of its natural resources� From its ancient beginnings in the Solar System. the Corporation has spread like a malignant cancer across the galaxy. but the galaxy is a big place� The Corporation is not the monolithic entity many think it to be. covering entire sectors in its tyrannical rule and suffocating any attempt to live free of its clutches� Their expansion continues.Corporation Weapons Team scores of the enemies with pulses from their laser weaponry� Indeed. rich men who debate and bicker in the sterile halls of Corporation Central share one.manticgames.com .
as a replacement for those treacherous companies of aliens under Corporation Central’s direct command� Corporation Central does its best to keep the Enforcers’ recruitment. overall numbers. equipment. the armoured right fist of Corporation Central� Very little is actually known about the Enforcers� They were first created in the wake of the Mandrake Marauder rebellions. the Council of Seven� Comprised of superior soldiers. while in combat they are as deadly as the wild Marauders� Their loyalty to Corporation Central is absolute� Unmatched in the galaxy. disposition. the Enforcers are the elite of the elite. in actuality. nevertheless the Enforcers remain shrouded in secrecy� The Corporation 7 . but each is worth a score of lesser men� In firepower they are matched only by the Forge Fathers. meaning. the troops of the Enforcers are few in number. this is nigh on impossible. equipped with some of the best technology in the galaxy.The eNFORCeRs – A seCReT ARMy These elite warriors exist to enforce the will of the government – they answer solely to Corporation Central. organisation and membership confidential� In a galaxy as large as ours. and there are certain matters that are readily apparent to an observer.
in their own. away from the Corporation Core Worlds. it does not matter who you fight or why. simple tongue they are “Orx”.W herever there is war you will find the Marauders. it is said that there is not an Marauder Army 8 www. For a Marauder chieftain. Marauders become a menace to civilisation. “Marauder” is not the name these creatures have for themselves. muscled alien brutes who revel in combat. turning to piracy and looting when they can find no paymaster� Marauders can be found everywhere.manticgames.com . Marauders are employed as mercenaries by all the major powers in the galaxy. Hulking. from the most densely populated core systems to the depths of interstellar space� In the wilder reaches of the galaxy. but Marauder suits them well� When peace reigns. only how much you can pay.
but this in itself was not unusual� A Grand Settlement Fleet of some 300 ships. and even today the area remains far from the bustling heart of human civilization� Forty or so worlds of various classes were claimed and scheduled for colonization by automated reconnaissance drones of the Klandax Company� Signs of low level sentient life activity were recorded on these planets. the Orx were confined to a cluster of twenty or so systems halfway toward the spinward end of the Sagittarius arm� At the time. it was a great shame they had not invested in more sophisticated drones� Fleet scout teams made landfall on Caprisiam IV. this was right at the very edge of Corporation territory. and tense ship battles are often the outcome in these situations� It was not always so� Until less than three centuries ago. were dispatched� For Klandax.asteroid belt or moonlet that does not house a pirate nest of these violent creatures� It is not unusual for Corporation scout fleets to travel to an unmapped system only to find a Marauder pirate lord has been there before. including a portion of Klandax Company’s own military. and began to survey sites for The Marauders 9 .
and the fleet moved on to the next scheduled world� The same thing happened there� And then again� And again� What Klandax’s probes had not revealed was that this promising world cluster was infested with these Orx� How they spread is unclear. but these appeared primitive in the extreme� While the fleet surveyors started their work. and a suborbital fighter was launched to destroy the settlement� team and wiped them out� Commander Mitrandesh had the remainder of Friers’ exobiology staff declare the Orx hostile. ancient ruins� Mitrandesh soon realized he had not enough men to pacify the entire region.com . simple metal blades punched through his men’s sophisticated armour by dint of their massive strength alone� Martello insisted they had been tricked. so despite the alien’s savage nature. Friers was dead� The natives had attacked in force. described warriors of unparalleled ferocity. and set about a campaign of extermination� The genocide took six weeks and cost Mitrandesh quarter of his fighting men� Still. forfeiting Klandax’s sole claim to the territory� Enter General Klimt� Named “The White Devil God” by the Kathradny [extinct]. working under license directly for Klandax� Friers was widely regarded as a safe pair of hands. attacked the surveying gained a grasp of the Orx language. Klimt wasted no time in extirpating the Orx from their ancient worlds� But Klimt was impressed by his foe� Wave after wave of howling savages would literally throw themselves at his lines. that they were extremely aggressive� Martello was disciplined for abandoning the bodies and equipment of his men. the natives had killed twenty-three other men. an Orx force. contact with the natives was attempted by renowned exobiologist Dr Jan Friers. although it has been surmised that the Orx once possessed a higher level of civilization. and so Klimt hit upon an idea� He had several 10 www. carrying Corporation weaponry. that the natives had drawn them in to talk simply to assess them� They’d learned precisely two things: One. doing enormous damage before being gunned down� By this time Corporation intelligence had Four hours later. having already participated in first contact with four alien species� He was accompanied by a half company of Corporation Troopers. and reluctantly applied to Corporation Central for military aid. commanding. that the natives called themselves “Orx”. Klandax’s expeditionary commander Prakal Mitrandesh was confident things would go smoothly� Within half an hour of approaching the first native settlement. or were employed as another culture as warriors – their cleared worlds exhibit extensive. ambushing the Corporation representatives� Although they took many casualties.manticgames.an initial colony that would serve as base of operations for further activity in the sector� Large numbers of natives were recorded. secondly. despite their primitive weaponry� Captain Martello. the planet was clear� Sector colonisation headquarters were established.
made them an offer� And so the first battalion of Orx auxiliaries were trained using Corporation war-doctrine� As they were as happy to fight each other as the corporation the worlds were soon cleared. seized control of a flotilla of spaceships and scattered themselves across the galaxy� The Marauder civilization was born. than against you� The Marauders 11 . a new breed of space-faring Orx� Although most Orx auxiliaries were immediately liquidated on news of the Mandrake Betrayal. the Corporation and its enemies still make frequent use of these brutal but very effective troops as mercenaries – the reasoning being. an entire Orx auxiliary legion turned on their masters. during the Mandrake Secession War. and once they were subdued. it is better to have them fighting with you. and Klimt forced Klandax into an embarrassing handover of the new colonies to Klimt’s own masters in House Antigone� Klimt’s scheme was so successful that Orx were employed for decades as shock troopers all over the Corporation� But the Orx learnt their lessons well� A century later.hundred Orx captured.
the Forge Fathers are renowned across the galaxy for their grasp of advanced technology� They are one of the only species in known space whose weaponry and spacecraft are more powerful than those of the Corporation� Their battle-suits are nigh-on impregnable. massive.Forge Fathers The he ancient and proud culture of the Forge Fathers has managed to retain its independence from the Corporation while others have fallen. they are unsurpassed� Their ships are much like they are: slow. artisans beyond compare.manticgames. T While they are far fewer in numbers than humans. Masters of science. resilient to damage. the Forge Fathers are the only aliens to trade with the Corporation on anything approaching even terms. not to mention the incredible rate of fire and penetrative power of their solid-shot weaponry� In the field of space warfare.com . and armed to the teeth� 12 www. the destructive capability of their thermal guns is of tremendous magnitude.
The Forge Fathers 13 . as the torture. their technical secrets cannot be bought. the Corporation would know very little about them at all beyond that which the Forge Fathers wish them to know� Human spymasters can never be sure what they have gleaned is disinformation and which is truth� It is also a sad fact that there are far more corruptible individuals in the Co-Prosperity Sphere than in the Forge Fathers’ Star Realm� Corporation Central is well aware that the Forge Fathers have a great deal more information about mankind than mankind has about the Forge Fathers� Although the core of the Forge Fathers’ realm lies coreward to Corporation space. workings and habits of their civilization have only been won by the Corporation at great cost and effort. and they take great pains to conceal the workings of the machinery that they sell to others� The structure. psychological conditioning and mental engineering employed by the Corporation on war captives work rarely on the robust psyches of the Forge Fathers� Were it not for the few disaffected members of this honourable people willing to sell their secrets.The Forge Fathers are a cautious people in most matters.
asteroid mining or whatever else the clan they belong to happens to specialise in� Depending on what they are engaged to do. largescale construction. a Forge Father fleet can remain in orbit around a planet for anything up to a century before moving on� This is but a short time for Forge Fathers. this is something of a misnomer. and has been greatly extended by medical means� Relations between the Corporation and the Forge Father Star Realm are tense� Military confrontation between the two almost always go in favour of the Forge Fathers� The Forge Fathers might lack the numbers or territorial 14 www. a mountain of metal and stone bristling with weapons� Smaller craft cluster about it.they can be found throughout the galaxy� The great fleets of the Forge Fathers have been plying the heavens for millennia. many are tailored to constructive purpose: geoengineering. fabrication. the longest lived in Corporation custody survived one hundred and fifty years before contriving to take his own life� It is suspected their natural lifespan is at least seventy years longer than this. each great Forge Father starcaravan centres on one or more Ward Ships. selling their services� Although dubbed “Trading fleets” by the Corporation. travelling from system to system.manticgames. and these are multifarious in purpose� Besides smaller warships.com .
with civilisations earmarked for incorporation into the Co-Prosperity Sphere suddenly gaining a much higher level of technology� Several cultures near the borders of the Star Realm have signed mutual protection pacts with the Forge Fathers. needless to say this is of great interest to Corporation peace contractors� There appears to be a new pattern emerging in the activities of the Forge Father trade fleets.ambition to exploit such victories. while every attempt to incorporate Forge Father worlds or clans into the Co-Prosperity Sphere have been foiled. but any trespass into their space by Corporation Fleets has been ruthlessly dealt with. but these transactions are always done on the Forge Fathers’ terms� The activities of the Forge Fathers are of great interest to the Corporation. no matter the means employed� The two powers will trade. not least because they are capable of planetary engineering feats that make the Corporation’s own efforts appear feeble� In particular the Forge Fathers possess the ability to shift a world’s orbit. there is little prospect that the situation will change� The Forge Fathers 15 . but while the Forge Fathers remain preeminent in the field of space warfare. or even allowing themselves to by subsumed into the Star Realm entirely� All this is exceedingly irksome to Corporation Central.
manticgames. machines. a maze of endless holds and storage bays connected by innumerable lift shafts. weighty 16 www. things made and shipped throughout space go at much lower velocity� The bulk haulers of the Corporation are vast. and conduits� Unless circumstances or cargo are exceptional.W herever mankind has gone. The Veer-myn are the latest manifestation of this unwitting partnership.com . and so ore. rats have shortly followed. chemicals. grains. corridors. carriers tend to ply the starlanes between stars close to one another� The armies and dignitaries of the Corporation fly through space at many times the speed of light� Not so the cargoes needed to keep the Co-Prosperity Sphere trading� Shooting such mass past the light barrier is unfeasibly complex and expensive. gigantic vessels made from hollowed out asteroids that are pulled across the cosmos by tug craft� A hauler’s carrying capacity is often in the hundreds of thousands of megatonnes� Each one is the size of a city. all the many.
that the Veer-myn were deliberately made… Whatever caused the change. so Corporation science personnel have it. or perhaps their race was born from some chemical cocktail. dark and inhospitable places. it forced the common brown rat to walk upright and grow many times in size� It gained The Veer-myn 17 . each voyage takes many months. spilled in the transport caverns of a forgotten ship� More troubling is the idea that their emergence was no accident at all. just under one thousand years� Perhaps this huge evolutionary jump occurred because of radiation leaks from poorly shielded reactors. at most. sometimes years� A tug’s crew rarely ventures back into the hauler. found some warm spot in which to live and thrive. and it is here that it evolved� Who knows when the first Veer-myn stood upright and blinked eyes ablaze with newly minted intelligence? The transition from rat to Veer-myn took place phenomenally quickly. and so haulers all possess sections where basic life support and an atmosphere are maintained� At some point in history. but on occasion inspections are required. the rat crept into these cold. or because of cosmic ray bombardment.Nevertheless.
and a mind to use them� Language and a vicious society came quickly. and infest the depths of spacecraft� Wherever they are. from airless colony moons to continent-spanning mega-cities.opposable thumbs. they quickly spread� There are Veer-myn everywhere in the galaxy today� They live deep within the settlements of many races. they cause serious problems� Their spade-like teeth are iron-hard and grow constantly� They are vital tools to the rat- 18 www.com . both crude mirrors of mankind’s own� A new race of space scavengers was born� With an intelligence close to that of a man married with the survival instincts and astounding reproductive rate of the rat.manticgames.
causing agonising pain. a supposedly quarantined world. Veer-myn steal whatever they can� They take food and water. a Veer-myn can chew through reinforced carbons given time� Their bodies are host to numerous unpleasant diseases that they spread from world to world. and not always successful� There are rare cases of Veer-myn tribes being bought off to watch over “their” ship. but in the main they are regarded as unsophisticated pests and exterminated� This attitude greatly underestimates the complexity of Veer-myn society� They are naturally secretive and appear to possess a great deal of native cunning. and an enthusiastic if somewhat haphazard approach to experimentation� They strip the machines of others to get to the raw materials they require for their devices. killing up 25% of the population of each� The Veer-myn were duly blamed. armed with bizarre weapons that spit fire and searing chemicals. somehow managed to break out from its point of origin and infect fifteen systems. so much so that rumours of hidden cities of Veer-myn are just about credible� Less believable are stories of worlds overwhelmed by masses of verminous warriors boiling up out of the ground. crippling city sectors or ships. furthermore stories that are likely to earn their teller a latenight call from Corporation Intelligence� The Veer-myn 19 . rudimentary understanding of more advanced technologies. Corporation spacecraft are routinely scoured for Veer-myn nests. despoiling what they leave behind. sometimes with fatal results� To prevent these mishaps.men. but a Veer-myn must gnaw at hard materials lest their teeth outgrow their jaws. the purple pox of Indraxia. humans cower in reinforced crew quarters while a ship’s atmosphere is vented into space� A drastic measure. mutant monsters that fight beside them� Co-Prosperity Sphere citizens should rest assured that these are just stories. and with good reason� Most problematically. or those tales told of the giant. ruining vital supply shipments� They have an almost preternatural understanding of chemistry. and there are certain units of Corporation troopers who spend entire tours of duty as “rat catchers” aboard those warships large enough to warrant it� On occasion.
com . yet will take time and experience to master. use the closest part of its hull or torso� The distance between two units is measured to/from the closest models in the two units� To avoid confusion. and particularly the army lists. With few and simple rules.The Rules Warpath is a sci-fi small-action wargame set in Mantic’s fictional galaxy at war. Warpath is a game that is easy to learn and fast to play. we have decided to release Warpath at a very early stage of development� The system.manticgames. the pressure and excitement build up. Warpath has been designed to allow you to use a stopwatch or a chess clock to time your moves� As the seconds tick away. The game system uses an intriguing unit activation system that will keep both players on their toes and force them to make some difficult choices to outwit their opponent� And that’s not all – like all Mantic wargames. there is little to get in the way of the fun and slaughter. are still in need of accurate balancing… and that’s where you can help� Please play as many games as you can and give us your feedback at: www�manticgames�com/Forum�html Measuring Distances You can measure distances at any time� The distance between two models is measured to/from the closest point of their bases� If a model has no base. keep your units more than 1” away from enemy units at all times� 20 www. giving you an extra dimension of gameplay and an extra resource to manage during the battle� Following the same successful development pattern we employed with Kings of War.
as shown in Diagram A� The number of models that make up a unit is specified in its Stats (Stats are explained later) and will normally correspond to the number of models you get in the boxes supplied by Mantic� Models in a unit must at all times be in formation. which we will unleash upon you in the notso-distant future! heroes & Monsters (hero. and within 1” of it. Monster) A Hero or Monster is a unit consisting of a single model: either a mighty leader or other officer (Hero). by which we mean within 5” of the unit’s Leader and within 1” of another member of that unit. but see individual entries)� Models and units The models used to play Warpath must be glued on the bases provided with them or identically-sized alternatives� Most models in the game fight together in groups which we call ‘units’� Each unit belongs to one of the following types: Ordnance (Ord) Each Ordnance unit consists of a single large gun and sometimes a number of crew models too� Any crew models are purely decorative and should be arranged around the machine. forming an uninterrupted chain of models (see Diagram A)� Armour (Arm) Each Armoured unit consists of a single model� They range in size from mighty battle tanks to smaller armoured personnel carriers and include armoured cars and other lighter vehicles� t Leader L t t Trooper 1" t 5 Infantry t t t t t L t t t L t t t t 20 Infantry t t t t t t t 5" t 10 Infantry t t t t t t t Diagram A – Units t The Rules 21 . a large alien beast or armoured combat walker or exoskeleton (Monster) or even a combination of the two . while we continue with the development of our apocalyptic mass-battle system. in a suitably realistic fashion� Infantry (Inf) Infantry units normally consist of five to twenty models.like a commander mounted on a great war-beast (often treated as a Hero.In exchange we’ll keep the rules of Warpath up to date for free.
How fast the model moves. in inches� • To Hit (Hit). or 2D6 (roll two dice and add them together)� Also. Steel Warriors Spd Hit Att Def Ner Steel Warrior 4 4+ 1 5+ 9/11 Special: Headstrong� 22 www. we call them ‘Stats’) which define how powerful it is in the game� These are: • Speed (Spd). we mean a six-sided die. if a rule tells you that you need to roll 4+. simply pick up the number of dice you are allowed to re-roll and roll them again� The second result stands. even if it’s worse than the first� Roll-off When called to roll-off. A unit’s entry will also list any unusual equipment and special rules that apply to its models� The Stats are presented in a profile as in the following example: Forge Fathers. The score needed by the model to hit.com . which we call D6� Sometimes we also use terms like ‘D3’ (the result of a D6 divided by 2 (rounding up)). or ‘D6+1’ (roll a D6 and adding 1 to the result). both with ranged attacks and in melee� • Attacks (Att). A combination of the model’s courage. training and discipline� Special. both players roll a die. when we refer to a die or dice. The score the enemy requires to damage the model� • Nerve (Ner).manticgames. and then compare their results� The highest scorer wins the roll-off� Re-roll in the event of a tie� stats Each model in Warpath has a name and a series of statistics (for short.Dice In these rules. it means you need to roll a number equal to or higher than 4� Re-rolls When you are allowed a re-roll. The number of dice the model rolls when attacking in melee� • Defence (Def).
limbs. ignore the other models in its own unit� You can even lie them down temporarily if you need to (as in reality they might be kneeling or even lying prone on the ground – a safe habit on the battlefield)� If you’re not sure whether a model can see a target or not.unit leaders A unit’s Leader is very important. on 3 or less it cannot� line of sight During the game. a Hero or Monster). that model obviously counts as the ‘Leader’� Of course. tails. etc�) then your model can ‘see’ it� When checking a model’s line of sight. and should be represented by a suitably imposing model so that he clearly stands out from the rest of the unit� The Leader is the commander of the unit. simply lean down on the table and peek from behind the head of the model� If you can see the torso or head of the target model (ignore weapons. the one making the decisions and issuing orders to his subordinates and is often used as a point of reference� If a unit consists of a single model (such as an Armoured unit. banners or other decorations. models can see all around regardless of the direction they are actually facing� The Rules 23 .normally an enemy model that your model (and the unit it belongs to) intends to charge or shoot� Unless stated otherwise. terrain and other models can still get in the way and hide targets from sight� To determine whether your model can see a target. you will at times need to determine whether one of your models can see another one . wings. roll a die� On a 4+ it can see it.
Second unit. Activates automatically� Activates on 3+� Activates on 5+� All units activate on 3+� Activation Phase The player currently with the Initiative must pick any one of his units and take an Activation Test for it� He can activate one to three units in a row before the Initiative passes to his opponent. the test is automatically successful� The required numbers are as follows: If the test is successful. the unit is activated normally and can move and/or attack as described in the rules� The unit then receives a “Done” marker to show that it has been activated for this turn� If the test is failed.com . or decides that he does not wish 24 www. Final activations. players first roll to see who’s going to go first. and so on and so forth until an agreed time limit or turn limit is reached� At the end of the game the players will then work out the victory conditions as described in the Game Scenario section (see page 56)� More formally. roll a die and consult the chart below� Note that in the case of the first unit to activate every time you have Initiative. a turn is divided into the following phases: 1) Initiative phase 2) Activation phase 3) End phase Let’s examine each of these phases in detail� Initiative Phase The players execute an Initiative roll – they roll-off and the winner will decide which player has the Initiative in the ensuing activation phase� First unit. as described below� To take an Activation Test. Third unit. the unit simply mills around in confusion or fails to understand the command and can do nothing for the turn� The unit still receives a “Done” marker and retains a Suppressed marker if it has one� Once one of his units fails an Activation Test or the player activates the third unit. and then alternate activating their units until all of the units in the game have been activated� This concludes the turn and then the next one begins and is played through.manticgames.The Turn A game of Warpath is played in turns� During each turn.
the Initiative passes to his opponent� The opponent must then activate a unit as described above and can continue to do so until he too fails an Activation Test. you could also play a Timed Game. or activates all three units. their opponent retains the Initiative and can try to activate all of his remaining units� This is called ‘Final activations’� During these ‘Final activations’. starting with the Initiative Phase� Game end At the end of turn 5 of the game. the players remove all of the “Done” markers from the table and do some general tidy-up of the field . two or three. when the agreed number of turns is reached. dice. the game ends� On a 4+ a final extra turn is played (Turn 6) and then the game ends� It is of course possible for the players to agree at the beginning of the game to play for a different amount of turns� In either case.to attempt a further Activation Test. markers. all remaining units count as a ‘Second unit’� It is very importnat to note that during Final Activations. and during 25 . always roll for an extra turn in the End Phase of the last turn� You can instead decide that you are going to play for a set amount of time – we suggest half an hour per 500 points being used (e�g� two hours for a 2000pts game)� Lastly. teacups and all other debris of battle� Then you’re ready to begin the next turn. or decides that he is not going to attempt another� At this point the Initiative reverts back to the first player. tape measures. and might just ignore their leaders’ orders and stay put� Every time you pass a successful Activation Test for a Suppressed unit (including an automatic pass for a first unit. you must immediately roll a die for that unit to see if it shakes off the effects of Suppression� If the result is one.removing stranded casualties. and so on and so forth� Final Activations Once a player has finished activating all of the units in his army. the unit remains Suppressed and the Activation Test counts as failed instead – the Initiative passes to the enemy as normal� If the result is four. the player can keep going and try to activate units even if he fails an Activation Test� He keeps doing this until he has tried to activate all of the remaining units in his army and they have all received a ‘Done’ marker� ‘Final Activations’). all remaining units (including the first one!) activate on 3+� In other words. as explained in the Timed Games section� The Rules Activating suppressed units You will see later than units can become Suppressed if they receive fire from the enemy and fail a Nerve test (see page 36)� A Suppressed unit is less likely to react to your activation. five or six. either player rolls a die: on a 3 or less. the unit shakes off the Suppression and activates as normal� Remove its ‘Suppressed’ marker� end Phase Once all units have been activated.
the models can make any number of changes of direction. Heroes and Ordnance on the other hand. so you’ll have to be sure that they have enough movement to end up clear of their friends� Enemy Infantry. it can execute one of the movement actions described below (Halt. L t t t 2) Leader moves 2" in another direction. ending their move no further than 5" from the Leader within 1" from another model in the unit. as shown in Diagram A on page 21)� During this move. Move At The Double or Charge) and then. but up to double their Speed� See Diagram C� This Diagram C – At The Double t t L t t t t 1) Leader (Spd 4) moves 6" of its At The Double move. 3) Each other model in the unit is moved up to 8" (double their Speed stat). as do all Armoured units (friend and foe)� halt The unit does not move at all� Move Move each of the unit’s models in any direction up to a number of inches equal to their Speed� Models must end their move in formation (i�e� within 5” of the unit’s Leader and within 1” of another member of that unit.Movement When a unit is activated. Move. ending their move no further than 5" from the Leader within 1" from another model in the unit. as long as no model moves further than its Speed� See Diagram B� This is often refered to as a “normal Move” or “normal speed”� Usually the unit can still fire after moving like this but some heavy or cumbersome weapons require a model to stay still in order to fire� Move At The Double The models in the unit can move as described above. fire their weapons as described in the Shooting section� unit Interpenetration Infantry. Heroes and Ordnance models� They cannot however end their move on top of other models. 26 www. forming an uninterrupted chain of models. where permitted.com . completing its At The Double move t t t t t t t L t t Diagram B – Move Original Position of Unit t Leader L t t Trooper t t t t L t t 1) Leader (Spd 4) makes a move of 3" t New Position of Unit 2) Each other model in the unit is moved up to 4" (their Speed stat). Heroes and Ordnance models can move through friendly Infantry.manticgames. block movement.
and two chargers could not make it into base contact with any enemy (no more space!). it can reach the closest model in the target unit. t Charging models try to make t it into base contact with enemy models and are spread as evenly as possible amongst the enemies they can reach. if any of a unit’s models must go through these types of terrain in order to reach their targets by the shortest route possible. so they are left at the back. which it wants to charge. After moving the first model. trying to get as many models in base contact as possible� If there is no space for all of your models to make it into base contact with an enemy in the The Rules 27 . Its charge is therefore successful.normally means that the unit will be unable to fire� Diagram D – Charge t Charge This is the most exciting type of movement but is also the most complex� A charge is the only way your models can move into contact with the enemy� A unit can charge a single enemy unit (‘the target’) as long as the following conditions are met: • at least one model in the charging unit can see at least one model in the target unit • at least one of the charging unit’s models can reach one model in the target unit. the Charge is successful� Otherwise the unit cannot Charge (and it must choose another movement action instead)� Note that during a Charge. going around Blocking Terrain and enemy units. 8" t L t t t t t Unit A t t t t t L t t t t Unit B t t L t t t t Moving Chargers If a charging model can make a double move and. Note that no charging models could reach the enemy model furthest away (too far!). move all remaining chargers into base contact with models in the target unit by the shortest route possible� This follows the rules for an At The Double move (other than Difficult Terrain not slowing them down) and these models must end their move in formation� As you move into contact with the enemy. models move through obstacles and areas of Difficult Terrain without reducing their movement as they would when not charging (see the terrain rules below)� However. the entire unit will suffer a slight penalty in the ensuing melee (more on this later)� 2) Unit A charges into t t L base contact with t t t models in the target unit. you must spread your models as evenly as possible amongst the enemies they can reach. as described below • it is actually possible for the charging unit to damage the target in the ensuing melee t t t t t L t 1) Unit A (Marauders Spd 5) is within 10" of enemy unit B.
target unit, or if some of the charging models cannot reach any enemy, simply place them as close as possible behind the rest of their comrades, and of course still in formation� The models in the target enemy unit are not moved, as they brace themselves for the impact� When charging, models can move to within 1” of any enemies, though they can only move into base contact with the enemies they charged� This means that sometimes a charging unit may end up very close to one or more enemy units it has not charged (e�g� when charging tightly packed enemies)�
Charging suppressed enemies
Lying down in cover is not very useful if someone is right on top of you trying to stab you with a bayonet� If a Suppressed unit is charged, it automatically loses the Suppressed marker, as the soldiers stand up and prepare to desperately defend themselves�
single Terrain Pieces
These are individual pieces like a lone tree, a boulder, a fence, a hedge or a wall� They are going to either be Blocking Terrain, an Obstacle or Decorative Terrain� • Blocking Terrain� We recommend treating solid areas of rock, high walls and other large pieces as Blocking Terrain� Units cannot move across Blocking Terrain and must go around it� • Obstacles� Obstacles are long and narrow pieces of terrain, like a low wall, fence, hedge, a stream, etc� – something that a man-sized creature could see over and clamber across easily�
Elements of terrain make your table look more impressive, and also help hiding your troops from the enemy’s long-range firepower, making the game more interesting as troops manoeuvre around looking for cover or a better line of fire� In wargames, terrain is normally one of two types: a single terrain piece or an area of terrain� The rules for both are given below� Before the game, you should agree with your opponent how you are going to treat each of the pieces of terrain on the table�
Units can move over obstacles normally (even ending halfway over them) but cannot cross them while moving ‘At The Double’� • Decorative Terrain� This category groups small terrain pieces like individual bushes or trees, lampposts, street signs, etc� A unit can move over Decorative Terrain pieces as it pleases, ignoring them altogether� However, it is best if you still make sure your models don’t end up on top of them, so you don’t have to move these pieces of terrain, which could be important if they are big enough to influence line of sight�
Areas of Difficult Terrain
This type of terrain consists of things like single-storey ruined buildings, alien jungles, scattered mining or colonial infrastructures, cratered areas or broken, rocky terrain, scree, and so on� These are normally made by gluing a number of pieces of terrain onto a large base� This conveniently demarcates the area of the terrain – the entire area of the base counts as Difficult Terrain� Models can move through these areas, but all distances travelled through these areas are doubled (e�g� every inch of Difficult Terrain they cross counts as two inches)�
Buildings are complex terrain that deserves its own section – see page 53� The Rules
After moving an activated unit, you can choose a target for them and open fire!
Ranged Weapon Profiles
Each ranged weapon has its own profile specifying its Firepower (Fire), Range (Ran) and any other special rules it might have� For example:
Fire Ran Laser rifle Light Laser Cannon 1 1 24 Special –
Moving and shooting
Units that have just moved At The Double are too busy moving and cannot shoot� Some cumbersome weapons can fire only if the unit called a Halt� When that’s the case, it will be specified in the weapons’ rules�
48 Piercing (6)
Melee and shooting
Units that have any models in base contact with enemies cannot shoot, nor be chosen as a target for shooting�
For some common ranged weapons’ special rules, see page 51�
Pick a Target
The firing unit can pick a single enemy unit as a target for its ranged attacks� In order to do so, at least one of its models must be able to see at least one of the models in the target unit�
Firing and hitting the Target
Each weapon being fired has a Firepower (Fire) value that shows you how many dice you roll when firing it� Roll that many dice for each weapon that has been determined to be in range of the enemy unit� Your firing models’ dice rolls, after applying any modifiers that apply, must score a number equal to or higher than their To Hit (Hit) value in order to hit their targets� Discard any dice that score less than that�
Determine Firing Models
Once the firing unit has picked a target, any model that can see at least one model in the target unit can open fire with one (and only one!) of its ranged weapons� It’s a good idea to turn all firing models towards the target, and any models that are not firing away from it to make the distinction clear�
A number of factors can make a hit less likely to happen� The most common are: • -1 extreme range� The target is over half of the weapon’s range away� • -1 Suppressed target� The target is Suppressed� • -1 soft cover� The target is in soft cover (see below)� • -2 hard cover� The target is in hard cover (see below)�
Each weapon has a range in inches shown in its profile (see examples below)� Measure the distance between the firing model and any of the models it can see in the target unit� If the distance is equal to or less than the weapon’s range, the entire enemy unit is in range (not just the model you measured to)�
For each of these factors, deduct the modifier from the score rolled by the dice� For example, if your models normally need a 4+ to hit, but are shooting at a target in soft cover, you will need to score 5 or more to hit instead and achieve the required 4+ result� If the target was at extreme range as well, you would need 6s� It can happen that the range modifier only applies to some of the firing models, as some are in extreme range and some are not� If this is the case, roll to hit separately for the various groups of weapons, but then put all hits caused back together before rolling to damage (see below)� Any dice that rolls a 1 is always a miss, regardless of modifiers� However, if modifiers to the roll mean that the firers would need more than 6 to hit, they can still shoot� In order to hit, however, you need to first roll a 6 and then roll again and score a 4 or more (no modifiers or re-rolls apply to this second roll)�
• If at least half of the models in the target unit are completely or partially obscured by intervening terrain or other units (friend or foe), from the point of view of at least half of the firing unit, the target is in cover� • If the majority of the target unit’s models are on, or in base contact with, an area of Difficult Terrain that the players have agreed offers cover, the target is in cover� • If the majority of the firing unit’s shots have to go through 3” or more of an area of Difficult Terrain that the players have agreed offers cover, the target is in cover� If the majority of the cover is made of things that in reality would partially hide the unit from sight, but not provide much physical protection against bullets or shrapnel use the soft cover modifier (e�g� woods, bushes, camouflage nets, as well as infantry units and heroes)� Otherwise, use hard cover (e�g� walls, ruins, craters, rocky areas, as well as other units except for infantry and heroes)� It is important that you and your opponent discuss and agree before the game which terrain is going to count as hard and soft cover� If you’re not sure if the target is in cover, roll a die� On a 4+ it is not, on 3 or less it is�
To decide whether the target unit is in cover, take a look at it from behind the heads of the firing unit’s models� Always ignore other models in the firing unit – they’re trained to keep out of the way� Also ignore other models in the target unit – you cannot use your team mates as cover! • If at least half of the models in the target unit have no cover whatsoever from the point of view of at least half of the firing models, the target is not in cover�
Damaging the Target
After discarding any dice that missed, pick up the remaining dice and roll them again to try to damage the enemy models� The number your firers need to roll to damage their targets is equal to, or higher than, the targets’ Defence value� The Rules
regardless of modifiers� cover from the point of view of any firing model). then you must take any models that are visible to the firers but in cover� Finally.manticgames. ricochets and bullets going through walls ensure that nobody is safe� Testing Nerve After firing with all models in a unit. you remove one of the models in the target unit� This is done in a strict sequence. you can take casualties from models that are completely out of sight of all of the firing models – shrapnel. following the rules below� Note that the rules are given in order of importance� • You cannot take the unit’s Leader until there are no other models left – he’s always the last to die� In reality this represents other troopers in the unit taking on the role (and gear) of the Leader if he is killed� • You cannot take any models that stand out from the normal troopers (e�g� models carrying support weapons.This roll can sometimes be modified by special rules� For example. some units (like most Armoured units) have a Defence value of 7 or more. etc�) until all of the normal troopers have been removed� This represents other troopers in the unit picking up the weapons of the specially armed trooper if he is killed� • You must try as much as possible not to break the target unit’s formation� • First you must take any models in the open (i�e� visible and not in 32 www.com . you immediately test the Nerve of any enemy unit(s) that your unit inflicted enough damage on (see the Nerve section)� This test will determine whether the enemy will stand or be destroyed� effects of Damage – Casualties For each hit that scores damage. there may be some weapons which have different modifiers than others� You should roll these separately or perhaps use different coloured dice to distinguish them� Any dice that rolls a 1 always fails to damage. and removing casualties. so they cannot be damaged unless the firer has some positive modifiers to this roll� As before.
imagine that the rest of the unit does not exist)� Warpath: The Rules 33 . they are used to take on enemy tanks and other heavily armoured targets� When a unit fires. units can be upgraded by giving one or more of their models a very powerful man-portable weapon.Take It Out! – Independent Fire Sometimes. ignoring models from its own unit (basically. always determine line of sight and cover by looking from the viewpoint of the independent firing model. but you must declare all targets before rolling any dice� When resolving the independent fire. any model firing a weapon with a Piercing value of (4) or more can target any visible enemy. whose nature varies enormously between armies� In general. regardless of what his teammates are shooting at� You can resolve the shots from independent firing weapons before or after firing the rest of the unit.
to try to damage the enemy models� The number your attackers need to damage their targets is equal to. however. we imagine that the impetus of the charge means your men are doing most of the attacking� If the enemy is not destroyed. some units (like most Armoured units) have a Defence value of 7 or more. but are attacking an enemy that was Suppressed when it was charged.manticgames. if your models normally need a 4+ to hit. they hit on 3+ instead� Any dice that rolls a 1 is always a miss. the targets’ Defence value� This roll can sometimes be modified by special rules� For example. you need to first roll a six and then roll again and score a 4 or more (no modifiers apply to this second roll)� Determine Attacking Models Any model that is in base contact with at least one model in the target unit must attack with its close combat weapons� Attacking and hitting the Target Each attacking model has an Attacks (Att) value that shows you how many dice you roll when it attacks in Melee� Roll that many dice for each attacking model� Your attacking model’s dice rolls. after applying any modifiers that apply. add or deduct the modifier from the score rolled by the dice� For example. pick up the remaining dice and roll them again. or higher than. but for the sake of playability. they can still attack� In order to hit. regardless of modifiers� Modifiers A number of factors can make a hit more or less likely to happen� The most common are: • -1 defensive positions/disrupted charge� The majority of the models in the target unit are behind an 34 www. then your warriors must now strike against the enemies that they have charged – we call this ‘Melee’. but we we also refer to it as ‘combat’ or ‘close combat’� In reality the enemy warriors would also be fighting back against yours.com . must score a number equal to or higher than their To Hit (Hit) value in order to hit their targets� Discard any dice that score less than that� Damaging the Target After discarding any dice that missed. if modifiers to the roll mean that the attackers would need more than 6 to hit. regardless of modifiers� However. because their foes are very likely to soon charge back in to avenge their fallen comrades� obstacle and/or the chargers’ move meant that one or more models moved through any areas of difficult terrain or over obstacles� • +1 target suppressed� The target unit was Suppressed when it was charged� For each of these factors. so they cannot be damaged unless the attacker has some positive modifiers to this roll� There may be some weapons which have different modifiers than others� You should roll these separately or perhaps use different coloured dice to distinguish them� Any dice that rolls a 1 always fails to damage. your men will fall back and brace themselves.Melee If your activating unit has charged an enemy unit.
you remove one of the models in the target unit� This is done in a strict sequence. you immediately test the Nerve of the enemy unit that your unit inflicted enough damage on (see the Nerve section)� This test will determine whether the enemies will stand or be destroyed. but normally confer a special rule to the model wielding them� For some common melee weapons special rules.effects of Damage – Casualties For each hit that scores damage. whether it is successful or failed. following the rules below� Note that the rules are given in order of importance� • You cannot take the unit’s Leader until there are no other models left – he’s always the last to die� This represents other troopers in the unit taking on the role (and gear) of the Leader if he is killed� • You cannot take any models that stand out from the normal troopers (e�g� models carrying support weapons. see Regrouping below� Note that in Melee. once all models have attacked and casualties have been removed. it can either stay where it is or move up to D6” in any direction. results of Melee Weapons Unlike ranged weapons. your unit did not manage to destroy its enemies. if your unit managed to destroy the enemy it was fighting. see the Special Rules section on page 51� The Rules 35 . except that your models must attempt to return towards the position they started the charge from� As you do this. it is automatically Disordered� Place a Disordered marker next to it� In its next activation. following all of the rules for a normal move� If. melee weapons do not have a profile. the unit cannot shoot or use any other ranged attack� After their next Activation Test. on the other hand. as described below� Regrouping At the end of the Melee and after any Nerve tests have been resolved. you must ensure that your models end up in formation and more than 1” away from any enemy model (you might occasionally have to move them further than the dice roll would allow to clear the enemy unit)� The enemy models are left in place� Disordered If a unit is not destroyed by a charging enemy. you must pull back� Immediately execute a full D6” move following all of the normal rules. then you must take any models not in base contact with your models� ‘Suppressed’ count as ‘Destroyed’ instead. etc�) until all of the normal troopers have been removed� This represents other troopers in the unit picking up the weapons of the specially armed trooper if he is killed� • You must try as much as possible not to break the target unit’s formation� • First you must take any models that are in contact with your own models. the Disordered marker is automatically discarded� Testing Nerve At the end of each Melee.
If you roll an eight or nine. there are now only six warriors in the enemy unit.e. never to return� Nerve Results If the total is equal to or higher than the enemy unit’s Destruction limit. the enemy unit will be Suppressed. but equal to or higher than the Suppression limit. which means that your next unit to attack them only needs to inflict three casualties (i. as explained in the Activation section� If the Nerve test is caused by melee attacks. it will become more and more likely to lose cohesion. the unit suffers from a Suppressed result (see below)� If the total is lower than the unit’s Suppression limit. 50% of six) to force a Nerve test. which means it is completely unaffected and continues to fight on as normal� Do remember that if the Steady result is caused by a melee attack. If you roll a ten or more. you have inflicted a serious amount of damage and can now test their Nerve� This of course means that it gets increasingly easier to cause Nerve tests on enemies units as they reduce in size� For example. as explained in the Melee section� When to Test If the unit you are activating shoots or charges an enemy unit and kills at least 50% of their current numbers (calculated at the point your unit first activated). the unit treats Suppressed results as Destroyed! instead – lying flat on the ground is not a great 36 www. let’s say you are testing against the Nerve of an enemy unit that has a Nerve of 8/10. the enemy unit will be Steady.As a unit accumulates damage. how to Test Each unit has two numbers under its Nerve value� The first number is the unit’s Suppression limit.manticgames. roll 2D6 and add to the result any modifiers that apply (from Special rules. but drops to the ground and takes cover� This makes the unit more difficult to activate. suppressed The unit continues to fight. the enemy unit is Destroyed. until eventually it will turn tail and run from the field. the unit suffers a Destroyed! result (see below)� If the total is lower than the Destruction limit.com . an enemy unit that consists of ten warriors suffers four casualties from the fire of one of your units. the Steady unit still needs to be marked as Disordered. the unit is Steady. If you roll a seven or less. That is not enough to make them test. However. etc�)� This is the total you’re using to ‘attack’ the enemy unit’s Nerve� This total is then compared with the Nerve values of the enemy unit� For example. the second number is its Destruction limit� To test the Nerve of an enemy unit.
depending on the enemy…)� Destroyed! The unit is scattered and runs for the hills or surrenders to the enemy� To all intents and purposes it is Destroyed remove it from the game� The Rules 37 . so the unit surrenders instead and is either slaughtered on the spot or taken prisoner (or devoured.defence against melee opponents.
Armoured units (or ‘Armour’ for short) follow the rules as given previously.manticgames. just like moving At The Double for non-armoured units� Diagram E – Hard Turn Manoeuvre The Armoured unit moves at normal speed – this is always straight forward or straight backwards up to its Speed in inches� At any point during this move (i�e� before or after moving. 12" 24" 38 www. you can give do one of the following: halt This is just the same as any other unit – the Armoured unit remains stationary� hard Turn The Armoured unit moves by simply pivoting around its centre to face any direction� See Diagram E� Full speed The Armoured unit advances straight forward. up to double its Speed in inches� See Diagram G� This prevents it from shooting that turn.com . then moves another 5". Armour Movement Armoured units move in a very different way from other units� So when moving an Armoured unit. without any pivot. the Armoured unit can also make a single pivot around its centre of up to 90 degrees from its original facing� See Diagram F� Diagram G – Full Speed Armour with Speed 12 can move Full Speed forward up to 24". except that they consist of a single model and use the exceptions listed here below� Armoured Units Diagram F – Manoeuvre Armour with Speed 12 moves 7". or anywhere along the move). pivots.
and they have a Crushing Strength value specifically for this purpose��� read on� When doing so. friends and foe.Collisions & Overruns You will have noticed that Armoured units cannot charge� Just as normal. see Collisions)� Terrain and Armour Armoured units move at normal speed across any type of terrain other than Blocking Terrain� However. the Armoured unit makes D6 Melee attacks against every enemy unit it moved over. roll a die The Rules 39 . an Armoured unit moves at Full Speed into contact with another Armoured unit and then stops� A Collision causes D6 automatic hits on both vehicles� Roll a separate die for each vehicle and roll for damage against both your and the enemy’s Armoured unit using the appropriate Crushing Strength value for each vehicle� If any unit is damaged in the process. otherwise you risk inflicting more damage against yourself than the enemy� Diagram H – Overrun t t L t t Overruns When moving at Full Speed. Heroes and Ordnance units (but not other Armoured units. these are Melee attacks!)� Collisions In a Collision. representing a combination of soldiers being run over and the demoralising effect of having to run away from an armoured behemoth� These attacks always hit on a 4+. move these models as little as possible to make room for your Armoured unit� See Diagram H� Immediately after finishing the move. when they are moving at Full Speed. using the Crushing Strength value of the armoured unit� Test the Nerve of any enemy unit taking enough damage as described in the Nerve section (and remember. including against your own unit! It goes without saying that it’s much better to launch your hardest vehicles against flimsy low-Defence enemy Armoured units than the other way around. just as normal� If this is impossible and your Armoured unit stops over enemy models. take a Nerve test for them. Armoured units are allowed to move through enemy Infantry. they are allowed to move into contact with enemy Armoured units (smash!)� They are also allowed to move right through Infantry and other units (squash!). you must ensure that they can clear the entire unit and end their move at least 1” away from any enemy unit. as this is simply too dangerous� However. if they move at Full Speed across an Obstacle or into an area of Difficult Terrain. they cannot move into contact with other units. regardless of any modifier� Roll to damage as normal for any hits caused.
as shown in Diagram I� Prolong these imaginary lines until it’s clear which direction the shots are coming from� In the case of units comprising of several models. the unit is Immobilised (see Damaged – Immobilised. any units firing at an Armoured unit benefit from an additional +1 modifier to hit� For the same reason. tracks. as their armour is normally thicker at the front and their more delicate parts. as described on page 49)� 40 www. opposite)� shooting Against Armour Armoured units are normally more vulnerable to enemy fire coming from their flanks and rear. are more exposed to fire coming from the side and especially the back� When shooting against an Armoured unit. you will have to resolve their fire in separate batches according to which facing they are targeting� Any weapon and unit that has the Piercing special rule (i�e� very powerful weapons) will count its Piercing bonus as one higher (+1) if its shots are coming from the flank of the target. flank or posterior arc of the target� In order to determine where these arcs lie. Armoured units never benefit from the ‘Suppressed’ –1 modifier to be hit� A suppressed tank is just as big as one that isn’t� Finally. regardless of the direction their shots come from� Obvious Targets As they are very large and not very good at making use of cover. use two imaginary lines crossing perpendicularly on the centre of your vehicle. Armoured units only count as in cover if at least 50% of the model is in cover from the point of view of the majority of the firers� Diagram I – Armoured Unit Arcs Front Arc 90° Left Arc Right Arc Posterior Arc Tough to Kill! All Armoured units have the Tough (n) special rule. work out if the shots are coming from the front.as soon as they come into contact with the Obstacle or as soon as they are fully inside the area of Difficult Terrain� On the roll of a 1.com . fuel tanks. or two higher (+2) if coming from the posterior arc� Weapons and units without the Piercing special rule NEVER get these bonuses as they are simply too weak to penetrate armour. like the engine.manticgames.
Armoured units can split their fire against different targets� This means that you fire each weapon carried by the vehicle separately and in any order you like – just declare all of the targets before starting to fire any weapon� Damaged – Immobilised If an Armoured unit has the Tough (n) special rule. roll a die� On a 4+. you should now also make a Nerve test against the damaged unit – see page 36� If a vehicle is Immobilised for any reason. the model is removed as normal� On a 3 or less. but only when they have accumulated an amount of damage equal to (n)� All Armoured units are Tough (3). roll a die� On a 4+. the model is left in place as a blazing/smoking hulk and becomes Blocking Terrain for the rest of the game� Armoured units shooting Independent Fire Thanks to their advanced fire control systems (or numerous crew). the vehicle is Immobilised� Whatever the result. every time you score a point of damage on it.This basically means they are not removed when they suffer the first point of damage. except if their entry specifies otherwise� dagage or from a failed Nerve test). it must remain stationary for the rest of the game and can only Halt� Destroyed When you destroy an enemy Armoured unit (either by removing its last point of The Rules 41 .
[P] for the Posterior arc� Some weapons can be fired in multiple arcs.com .Arc of Fire Each weapon on an Armoured unit can only be fired at targets that lie at least partially in one or more of the unit’s arcs (see Diagram I)� Each of an Armoured unit’s weapons has a notation showing in which arc it can be fired� These can be [F] for the Front arc. for example. [F/L/R]. the following to hit modifiers apply instead of the normal ones: • –2 fast moving target� The target is not Immobilised and moved over 12” in its previous activation� line of sight Work out the line of sight of each weapon (and cover of its target) by looking along its barrel� 42 www. [R] for the Right arc. always assume that they are free to swivel. [L] for the Left arc.manticgames. traverse and otherwise move as much as the design of the model indicates� If you have glued your tank’s turret in a fixed position. for example. or even [A] for weapons that can be fired All Around (so 360 degrees)� When working out the line of sight of a vehicle’s guns. still assume that it can rotate all around� Melee Against Armoured units hitting Armoured units When rolling to hit an Armoured unit in Melee. and this will be indicated as.
• +2 stationary target� The target performed a Halt or Hard Turn in its previous activation or is Immobilised� If the target moved up to 12”. no modifiers apply and the attacker rolls to hit as normal� Damaging Armoured units In Melee. if an Armoured unit survives a melee. including performing a Hard Turn. there are no bonuses for attacking an Armoured unit in the flank or posterior arcs. so any weapon and unit that has the Crushing Strength special rule (i�e� very powerful attacks) will count its damage bonus as two higher (+2) when attacking a stationary armoured unit (as defined above)� For example. as the attackers are clambering all over the enemy vehicle� However. it is much easier to find weak spots in a vehicle’s armour at point blank range. it is not Disordered and it is free to act normally in its following activation� Warpath: The Rules 43 . a model with Crushing Strength (2) counts as Crushing Strength (4)� No Disorder Unlike other units.
you immediately test its Nerve. unless otherwise noted� If an Armoured unit is Destroyed by a Nerve test.manticgames. just like when you inflict 50% casualties on an infantry unit� All Armoured units are Steadfast. roll as normal to see whether the model is left in place (i�e� the crew have abandoned it) or not (i�e� the crew have hurriedly driven it off the field. or abandoned it and blown it up)� 44 www.com . and the unit is not destroyed.Nerve Tests for Armoured units If you inflict one or more points of damage on a Tough (n) armoured unit.
and then check its line of sight along the barrel of the gun� Nerve If you inflict one or more points of damage on a Tough (n) Ordnance unit. Ordnance units have the Reload! rule� When an Ordnance unit fires. and therefore cannot move At The Double� In addition. first pivot the gun around its centre to face its intended target (this does not count as moving). but have a few exceptions� We thought it convenient to sum up all such unique rules in a separate section. they are not allowed to Charge� Ordnance units treat all type of terrain as Blocking Terrain� They can be deployed in areas of difficult terrain.Ordnance Ordnance units follow the main Infantry rules as given earlier. models always receive an additional +1 to hit. Ordnance units must move at normal Speed when they are Disordered – they are attempting to redeploy under cover from friendly units� If they cannot move when Disordered (they could have been deployed inside an area of terrain. and the unit is not Destroyed. but in that case they can only Halt for the rest of the game� shooting As they are so bulky. except if their entry specifies otherwise� The Rules 45 . you immediately test its Nerve. they become Suppressed instead� Note that Ordnance units are not very good at getting out of the way of Overrunning armoured units� The player rolls two dice to determine how many attack his overrunning vehicle gets against the Ordnance unit and chooses the highest of the two results – crunch! Movement All Ordnance units have the Lumbering special rule. just like when you inflict at least 50% casualties on an Infantry unit� Tough to Kill! All Ordnance units are Tough (3). as artillery crew are not well equipped for close combat� As they cannot move At The Double or Charge. for example). so that they are easier to find� Melee When attacking an Ordnance unit.
unless you want them to Dismount from the transport� Transported units cannot Dismount from a transport that moved at Full Speed that same Turn� For a transported unit to Dismount. if their Transport is destroyed. and/or Heroes.manticgames. it can transport any number of units of Infantry. with all of their models within 1” of the hulk. or next to the vehicle as a reminder)� Transported units cease to exist from the point of view of the game until they Dismount� While they are transported. when it’s their turn to be deployed� Otherwise a unit can mount up by being activated and then move to within 1” of a Transport� Transported units are removed from the table – clearly mark which unit is inside which transport for your opponent to see (sometimes.com . as much as possible. up to a total number of models equal to (n)� time immediately suffers D6 hits with Piercing (1)� If it survives the damage (and possible Nerve test). the transported units are placed in the Transport’s place� If the Transport model remains (as a blazing hulk) the transported units are immediately placed around it and. the unit is placed so that all of its models are in formation and within 3” of the Transport� The unit must then make a normal Move (no Charging or moving At The Double). just like when inflicting at least 50% casualties on an Infantry unit� Transports Some units (normally Armour or Monsters) have the ability of carrying squads of infantry into battle� If a unit has the Transport (n) special rule. it then receives a “Done!” marker� If the Transport model is removed as a result. and counts as moving even if they decide not to move any further� 46 www. you must attempt to activate it� If successful. they can do nothing and cannot suffer any damage� However. and in formation� Mounting up Units can be deployed directly inside a Transport during Deployment. immediately test its Nerve.Heroes and Monsters Heroes and Monsters follow the main Infantry rules as given previously. players like to leave the Leader model on top of. except that they consist of a single model and use the exceptions listed below� Tough to Kill! All Heroes and Monsters are Tough (3). and it is not Destroyed. except if their entry specifies otherwise� shooting Monsters (and not Heroes!) are Obvious Targets as described for Armoured units� Nerve If you inflict one or more points of damage on a Tough (n) Hero or Monster. each unit on board at the Dismounting Transported units cannot be activated while transported.
The unit cannot be transported� Craven Not everyone is cut out to be a warrior. or entire armies. you can place this unit up anywhere on the table outside of the enemy’s Deployment area and more than 12” from any enemy unit that has already deployed� Inspiring The bravery of a heroic individual. or any friendly unit within 6” of it. This unit must always ‘Halt’ when activated and cannot move� If forced to move by any reason. but we will undoubtedly add more to this list at a later date� Bulky Size matters. are all factors that contribute to make troops fight that much harder and helps them retain momentum during an attack. the unit ‘misunderstands’ the order and Halts instead� you can re-roll the die for shaking off the effects of Suppression and successfully activating� Immobile The unit is so heavy that it cannot move under its own power.Special Rules Units. The Rules 47 . Whenever the unit rolls to hit. or equipped with specialised close combat weaponry. fails an Activation Test. a Suppressed unit still has an additional roll to pass as normal� for the and that to make the test.” When you are trying to activate this unit when it is Suppressed. you can choose to immediately re-roll the die� The second result stands� This ability can only be used once per Turn though. During your Deployment. If the unit itself. Crushing strength (n) This rule is used to represent the devastating effects of Melee hits from creatures of terrible strength. so choose wisely! Note that this re-roll is initial Activation test only. roll a die� On a result 2+ the Charge proceeds as normal� On a 1. or it is simply built into a defensive position. this unit trebles its Speed rather than doubling it� headstrong “I’ve got no time to bleed. it can reroll one of the dice that failed to hit� Fast Zooooooooooommmmm!!! When moving At The Double or at Full Speed. sometimes possess what we call ‘Special Rules’� Each of these special rules is an exception to the normal rules� The most common of them are listed here.. the presence of a feared superior officer or indeed the mind-link of some controlling alien creature. it is destroyed� Infiltration The unit is extremely adept at infiltrating and acting behind enemy lines. All Melee hits inflicted by the unit have a +(n) modifier when rolling to damage� elite Elite creatures are true masters of the art of war. If the unit wants to Charge..
jump jets. The unit cannot move At The Double or at Full Speed� When Charging.manticgames. short-range teleporters and other more exotic gear allowing them to cross the battlefield at speed. but before the players roll for the Initiative on Turn 1� 48 www. areas of Difficult Terrain. it does so at normal speed and not at double speed� steadfast No retreat! No surrender! The unit treats Suppressed results on Nerve tests as Steady instead. but more than compensate for it with firepower. Jump Troops must move on the ground using their normal Speed value and cannot do so and use their jump jets� lumbering Some machineries of war are not built for speed. 18” when moving At The Double or when Charging). Enemies shooting against the unit suffer an additional -1 to hit modifier� Recon This unit is trained to range ahead of the main force. The unit can make a single At The Double or Full Speed move after all Deployment is finished. etc�). its Speed changes to 9 (so. and it can move over anything without penalties (enemy units. in the ensuing Melee it does not suffer the -1 to hit penalty for charging a defensive position or for a disrupted charge� When mounting and dismounting from a transport. Blocking Terrain.com . scouting the terrain and gathering information. or benefits from thermo-optical screening. including in Melee� stealthy The unit is extremely adept at hiding. but still cannot land on top of Blocking Terrain or within 1” of another unit� If it Charges using its jump jets.Jump Troops Some troops use anti-grav personal systems. The unit can move normally on the ground using its Speed value. or can activate its jump jets� If it does so.
always hits on 4+ (regardless of modifiers) and is Piercing (1)� The Rules 49 . then the players alternate until all Recon units have been moved� Tough (n) Some models that form a unit of their own. as described on page 36� Vicious The unit’s attacks are lethal – poisoned. by writing it down or using damage counters� Whenever one of these models suffers one or more points of damage during an activation. roll a die� The highest scorer decides who begins to move one of his Recon units first. monsters and artillery pieces. can take quite some punishment and keep fighting. Models with this rule are not removed when they suffer their first point of damage. Whenever the unit rolls to damage. corrosive or infected with a highly virulent pathogen. heroes. a range of 24”. The model has a ranged attack� This attack has a Firepower equal to (n). but rather when they have taken a number of points of damage equal to the number in the brackets� This means that you must keep track of the amount of damage they suffer during the game.If both armies have units with this rule. it can re-roll one of the dice that failed to damage� Zap! (n) This represents all sort of assorted alien mind-burning powers and other exoteric modes of attack. like armoured vehicles. the enemy will test its Nerve.
the passengers can shoot as normal� However. enemy units. it can still fire one of its weapons (except for weapons with the Reload! special rule)� 50 www. and are not Steadfast. as the enemy attacks can easily cut down the crew or force them to duck for cover inside their vehicle� This does make them very vulnerable in melee. transported units can move At The Double and even Charge after Dismounting from an Open Top unit instead of being forced to make a normal Move� However. but cannot land on top of them� In addition the unit cannot Overrun enemy units.Armour special Rules The following special rules are normally given to armoured units� hoverer Used for vehicles that can fly at low altitude. so that the crew are exposed to enemy fire.manticgames. the unit can make a single extra ‘Hard Turn’ move at any point during its movement� Open Top Used for vehicles that have soft skin and/or have no cover at all. where a Suppressed result would destroy them as normal� Units transported aboard Open Top transports can be activated even when they don’t Dismount� If you do that. If this unit moves at Full Speed. Open Top armoured units have a considerably lower Def value. up to three transported models can fire – temporarily place the models on the transporting model in order to work out their line of sight and range� If the transport has already been activated and has moved at normal speed. If moving at normal speed. they charge at their normal Speed. much like a helicopter or anti-grav gunship. rather than doubling it� stabilised This vehicle is designed to fire its weapons on the move. the passengers cannot shoot� In addition. if the transport has already been activated and has moved at Full Speed. hover in stationary flight and land vertically at will. and it can only initiate a Collision against enemy units that also have this rule� The unit can be charged only if it’s already Immobilised� The unit also has the Nimble special rule� Nimble Used for vehicles with little or no armour.com . The unit moves over anything without penalties (Blocking Terrain. Difficult Terrain. this rule makes the unit much more manoeuvrable. etc�).
this weapon’s shots ignore any cover modifiers and the Stealthy special rule� The Rules 51 . The weapon may either be fired normally or by using the Indirect Fire special rule� Declare before you fire� Indirect fire The weapon fires its shots in high arcing trajectories. The weapon’s shots never suffer any to hit modifiers for range or cover� However. Receiving coordinates from observers in orbit.Weapons special Rules The following special rules represent a variety of weapon effects and capabilities� Blast (n) Booooooommmmm!!! Roll to hit normally� Then. the weapon may be fired at targets that the operator cannot see. it will use the highest value available – either its own or the pistol’s – for all of its Melee attacks� Reload! Some powerful weapons need a long time to prepare for firing or to reload once they have fired. if the pistol has a Piercing value. However. any hit caused is multiplied by the number indicated in the bracket before rolling to damage� howitzer Some flexible weapons can either be fired directly at the enemy or used to bombard very distant targets. but in this case it will suffer an additional -1 To Hit modifier� Piercing (n) This rule is given to high-powered ranged attacks that have a better chance of penetrating the armour of enemy units. it can never target units within 12”� In addition. regardless of any modifiers� sniper A weapon designed to hunt and kill enemy Leaders. All hits inflicted by the weapon have a +(n) modifier when rolling to damage� Pistol Pistols have the great advantage that they can be used both at a range and in melee. A model armed with a pistol has one extra Attack in Melee� In addition. This weapon always hits on 4+. The weapon can only be fired if the unit has Halted during this activation� saturation This rule is used for flame throwers and other attacks where a great gout of incendiary liquid or toxic gas fills an area. it confers an equivalent Crushing Strength to all of the model’s Melee attacks� If the model already has Crushing Strength. making them extremely flexible weapons. If the unit remains stationary and fires. he cannot fire at enemies who get too close. the operator can engage targets it cannot see.
you must first take an Activation test as normal and then confirm the activation exactly as you would when activating a Suppressed unit (see page 25)� If the Activation test is failed. it does not count as Destroyed� When a Reinforcing unit is activated. however.manticgames. you can leave up to half of the units in your army behind and not deploy them on the table� These units are your Reinforcements and will be able to arrive later during the game� You don’t need to activate these units during your turn� If you do attempt to activate them. on your third turn the entry point can be on your long table edge or on either short table edge within three feet of your long edge� If the unit arrives on your fifth turn. up to 24” in on Turn 2 etc�)� For example. but within a foot of either corner. immediately choose an entry point for the unit� This can be anywhere on your long table edge or on either short table edge. a number of feet away from your long edge equal to the current turn number (so up to 12” in on Turn 1. in the same way as units Dismounting from a transport� 52 www. it can also enter from the enemy long edge.com .Reinforcements During Deployment. or within two feet of the corners if it arrives on your sixth turn (the unit has obviously encircled the enemy position)� Place the unit’s Leader in contact with the entry point and position the remaining models in formation around him as normal� Then you must immediately move the unit at normal speed. or you fail to ‘Shake off the effects of Suppression’. the unit will not enter the game that turn and the Initiative passes to the opponent as normal (unless of course this is done during the Final Activations)� If at the end of the game the unit is still off the table.
or even just piles of rubble. any Infantry and Hero models can move up or down a floor by making a move at the double. no more than three-dimensional areas of Difficult Terrain. as we assume there are ruined stairs or ladders. the charging unit is moved in their place� solid Buildings These are buildings that are still intact and we assume that you are not able to open them and move your models inside them� The simplest solution is to treat these buildings as Blocking Terrain� Otherwise. with several floors still reachable by your models� Of course. we assume that you are able to reach inside this type of building and move your models� As we said. these treacherous placers are Difficult Terrain. connecting each floor� Always ensure that a unit is completely on one of the floors. as units stretching two or more floors are way too complicated for these quick rules� A unit can declare that it is Charging an enemy that is occupying a floor immediately above or below its present position� The chargers are moved so that they are as close as possible underneath As for Transport capacity. you need to treat them as Immobilised Transport vehicles� Before the game you must therefore decide what Defence value and what Transport value to assign to each solid building on the table� Listed below are some guidelines for Defence values� Wooden hut log cabin Brick house Concrete building Bunker 7+ 8+ 9+ 10+ 11+ or better Devastated Multi-floor Buildings These are the simplest type of buildings. to be replaced in the future by a supplement covering the details of fighting in ruined cities� or above the target. so movement across them is slow� In addition.Buildings The way buildings are represented on a wargames table varies enormously. units can only use facings The Rules 53 . our guideline is to say that a building has a Transport value of 10 per 6” square section� When Mounting (i�e� entering) and Dismounting (i�e� leaving) from a building. and then the Charge is resolved applying the -1 defensive positions/disrupted charge modifier� If the enemy is destroyed in Melee. but roughly they can be divided into two categories which we will analyse separately: Devastated Multi-floor Buildings and solid Buildings� Keep in mind that these are quick rules. or other climbing implements. if you prefer to use them in your games and decide that your models can enter them. unless the players agree otherwise.
draw line of sight from any obvious opening� All the rules for attacking Immobilised Armoured units apply. the unit is assumed to occupy the entire building – all of its floors� Other friendly units can enter the same building up to the Transport value.manticgames.that have opening large enough for the models to move through – doors. replace it with an area of rubble (Difficult Terrain) and then resolve damage against any unit inside it as you would for transported units if their transport is destroyed� Finally. etc� This means that models must be within 2” of the side of the building that has such openings when entering/leaving buildings� Once inside a building. as described in the Open Top special rule (note that buildings do not otherwise have the Open Top rule)� When shooting out of a building. place any surviving models that were inside the building within this area – these models are automatically Suppressed� 54 www. except that any unit shooting at a building always counts as in its front arc� If a building is destroyed. large windows. but enemy units can no longer enter it and must instead attack the building itself – in other words the building has now turned into one of your Transport vehicles� Units inside buildings can be activated to get out of them and can also be activated to shoot out of them.com . gates.
a squad might cost around 100 points� As you pick units and include them in your army.Picking a Force You can play Warpath with just a few units per side. keep adding their cost until you have reached the total you agreed� You can of course spend less than the agreed total� The only limit we set to stop ruthless gamers from concocting absurd armies is that for every ‘Solid unit’ in your army (i�e� units of at least 10 infantry models). so we have given a specific list of Possible Allies to each army� So please try to follow these guidelines and don’t include units of an army that is not a Possible Ally in your army. you and your opponent must pick an army before the game� First. without worrying about the two sides being equally matched� This is great for learning the game. and they are not ‘Solid units’ because they are not representative of the core. regardless of the number of models it The Rules includes� We call these Irregular units. including 3 Solid units gives you access to up to 3 Ordnance units. for example. you can include 1 Ordnance unit. it is a ‘Living Legend’ and this means that only one such unit exists and can therefore be only be included in a player’s army once� Allied Armies You are free to mix units from different races in your army. so that both players have an equal chance of winning the game� To achieve this.000 points� Then start picking units from the army lists provided by Mantic� Each unit costs a certain amount of points as listed in its entry in the appropriate army list (including any options like additional weapons)� For example. 3 Armoured units and up to 3 Heroes or Monsters� Note that some units have an asterisk next to their name (for example: Stunts*)� This indicates that the unit is never counted as a ‘Solid unit’. say 2. as long as the points values are balanced (unless you agree otherwise)� However. 1 Armoured unit and 1 Hero or Monster� So. but after you’ve become familiar with the rules and amassed a large collection of models. of course� 55 . if a unit has  after its name in the list. you might want to try a game where the forces are balanced. or mainstay force. as long as you always keep in mind that you need a Solid unit of a specific race to include each Ordnance unit. Armoured unit and Hero or Monster of that race� You can also join forces with your friends and play with several allied armies on either or both sides. agree a maximum total of points. alliances between races that are hated enemies in the Warpath background are not very ‘realistic’. of their army� In addition. unless your opponent agrees.
who is going to be the winner? In order to determine that. which is not much fun. agree how you will treat them during the game� 4) set Time The game lasts 5 turns� At the end of turn 5. you should place some terrain on the battlefield� Try to recreate an evocative landscape of the futuristic/alien world your armies are battling on and always keep in mind that Warpath plays better if there is a good amount of terrain on the table� Ideally.com . units might just sit on the edge blasting away at each other. you need a fair amount of smaller terrain that gives your units some cover from enemy fire� Without enough terrain on the table. add up the cost of all of enemy units you Destroyed� That is your score� Your opponent does the same and you compare scores� If the difference between the scores in favour of a player is at least 20% of the total cost of the armies. when the game ends. try to cover around a third of the table with a mixture of terrain types� During this stage it’s vital that you agree what each piece of terrain is going to count as during the game – is it Blocking Terrain. especially on the receiving side� A good solution is to find a third (and neutral!) person to lay out the terrain for you� As a rule of thumb. so that units have to move around to engage targets� Also. after which the game continues until the current turn ends� Alternatively. you could also play a Timed Game. or an area 5) engagement Brief So. using the process described in ‘Picking a Force’� of Difficult or Impassable terrain? If you are using buildings. as explained in the Timed Games section of the main rulebook� 2) Choose a Gaming Area We assume that games of Warpath will be played on a 6x4 foot area. the player rolls a die� On a 1-3 the game ends� On a 4-6 an extra turn is played and then the game ends� Of course you can agree to change the number of turns you are going to play for. or instead that you are going to play for a set amount of time (we suggest two hours).manticgames. like the floor� 3) Terrain – Alien Worlds Before the game. roll a die now to see what type of game you will be playing: D6 1-2 3-4 5-6 Type of Game Meat Grinder Scorched Earth Total Global Domination Meat Grinder At the end of the game. you need a few large pieces of terrain completely blocking the models’ line of sight. a piece of Decorative terrain. that player wins� Otherwise the game is a draw� 56 www.Game Scenario 1) Prepare your Forces First of all you and your opponent need to pick armies to an agreed total of points. either on a table or another flat surface. an Obstacle.
that means using D3+2 Objectives if your surface is 4’x4’. each Objective is worth 200 points� 6) Deployment Both you and your opponent first place all of your units next to the playing surface for the other player to see� You can also have a look at each other’s army list. any Objective you control at the end of Player A Set-up Area 12” Middle Line 12” Player B Set-up Area the game (as described above) is worth an amount of points equal to 10% of the cost of the armies� For example. more than 12” from the middle line (see the diagram above)� His opponent then does the same on the opposite side of the table� The players keep alternating in doing this until they have deployed all of their units onto the table� You can leave up to half of the units in your army off the table. in a game where armies are 2.For example. adjust the number of Objectives as follows: add/remove one Objective for each 2’x2’ section you add/remove from the normal 6’x4’ area� For example.000 points. and then players take turns placing the markers� Objective markers must be placed more than 12” from one another. you win. at the end of the game you have a unit within 1” of an Objective Marker and no enemies within 1” of it. but two pence coins or items of similar size are also fine� Both players roll a die� Whoever scores highest places the first marker. and not in Impassable terrain� If. you control that Objective� A unit can only control a single Objective� If you control two more Objectives than your opponent. or it means D3+6 Objectives on a 8’x4’ area� Total Global Domination Proceed as for Scorched Earth above but at the end of the game count the points just like in a Meat Grinder game� In addition to points for killing units. to ensure you both understand what force you are going to face� Then both players roll a die� The highest scorer chooses one long edge of the battlefield as his own and then places (or ‘deploys’) one of his units on that side of the battlefield. you should use 25mm round bases. otherwise the game is a draw� If you play on a smaller or larger surface.000 points. you need at least 400 points more than the opponent to win� scorched earth Place D3+4 Objectives on the battlefield� For objective markers. in a game where each army is 2. and any undeployed unit will be treated as a Reinforcement (see page 52)� 7) Begin the Game! The Rules 57 .
000 points game. when snap decisions make the difference between victory or defeat. don’t worry – the stopwatch in your phone or watch. as if they suffered a Destroyed result.Timed Games We really enjoy playing a game of Warpath in a relaxed atmosphere. we suggest sticking to the recommended five turns (plus roll for a sixth) and one hour per player. or even an hourglass or egg timer will do fine� If you use one of these. the game ends instantly and his entire army routs – immediately remove all of his remaining units. but it’s up you to find the pace you prefer for your games� Then.com . and work out the victory conditions as normal� However. a clever device that ensures time is equally divided amongst the players. the game is designed so that you can also decide to introduce another dimension to the fight: time� This way you’ll be able to experience some of the pressure of real battle. life or death! he loses the Initiative and then stops his clock and activates the opponent’s clock. after deciding which player begins to Deploy. re-start that player’s clock� That player plays until Other Timers If you don’t have a chess clock at hand. beer. and so on� Once Deployment is finished. if a player runs out of time during any one of his turns. then each player gets an agreed amount of time per Initiative segment (i�e� from the moment he receives the Initiative to the moment he surrenders it to the opponent)� We suggest that each Initiative segment should take five minutes� 58 www. stop both clocks and begin the game by rolling the first Initiative phase� Once the winner of the roll has chosen who has the Initiative. pizza and the unavoidable truculent banter� However.manticgames. and set the chess clock accordingly� For a 2. start that player’s clock� Once he’s finished deploying the first unit. and so on� The game ends at the agreed number of turns and victory conditions are worked out as normal� However. he stops his clock and activates the opponent’s clock. in an Objectivebased game the opponent is allowed to keep moving his units for as many turns as there are left in the game in order to grab Objectives before the victory conditions are worked out� Chess Clocks The best tool for timed games is a chess clock. thus creating the ultimate fair and balanced wargame� Simply agree a number of turns for the game and an amount of time per player. along with the accompaniment of epic music.
but his Initiative then ends� Make sure that you also set a time limit for Deployment (30 seconds per unit works fine)� a rule. he can finish the activation of the unit he was in the middle of activating. you and your opponent can vary the amount of time you have for your game or your turns according to your own taste.If a player runs out of time during his Initiative segment. together with any Suppressed. or if the players need to check Warpath: The Rules 59 . Done or other markers the unit had� By all means. in real war one rarely has the luxury of time��� Be Nice! Of course. you are going to love the pressure created by timed games – after all. it’s only fair to stop the chess clock or timer if one of the players is distracted from the game (by a phone call or the like). an unclear line of sight. etc� It is also best if any unit you Destroy is removed by your opponent. but if you’re like us.
manticgames. Asterians� INFANTRY INFANTRy Marines Cost: 50pts Spd Hit Att Def Ner 5 4+ 1 4+ 8/10 Marine The Marines are well trained and well equipped – they form the true core of any Corporation force� Marines Team Marine Marines section 5 4+ 1 Cost: 120pts 4+ 8/10 Spd Hit Att Def Ner Unit: 9 Marines (laser rifles) and 1 Sergeant (laser pistol and energy gauntlet)� Options: Up to two Marines can replace their rifle with a heavy laser rifle for +5pts each� One Marine can replace his rifle with a tactical flame unit for +25pts� Unit: 4 Marines (laser rifles) and 1 Corporal (laser rifle)� Options: One Marine can replace his rifle with a heavy laser rifle for +5pts� One Marine can replace his rifle with a tactical flame unit for +25pts� The Corporal may be replaced by a Sergeant (laser pistol and energy gauntlet) for +20pts� Marines Platoon Marine 5 4+ 1 Cost: 240pts 4+ 8/10 Spd Hit Att Def Ner Unit: 18 Marines (laser rifles).The Corporation Army special Rules Command & Control For all models in this list. Forge Fathers.com . Veer-myn. the Inspiring special rule has a range of 12” instead of the usual 6”� In addition. any weapon carried by the heavy weapon team counts as having the Reload! rule� unit entry� Note that a ‘solid’ that is upgraded to include a heavy weapon team is still ‘solid’� heavy Weapon Teams A heavy weapon team counts as a single model armed with the weapon stated in the Allies Marauders. 1 Corporal (laser pistol and energy gauntlet) and 1 Sergeant (laser pistol and energy gauntlet)� The Sergeant is the unit’s leader� Options: Up to four Marines can replace their rifle with a heavy laser rifle for +5pts each� Up to two Marines can replace their rifle with a tactical flame unit for +25pts each� 60 www.
Rangers section Ranger 5 4+ 1 Cost: 200pts 4+ 9/11 Spd Hit Att Def Ner Unit: 9 Rangers (heavy laser rifles) and 1 Sergeant (laser pistol and energy gauntlet)� Special: Elite. Options: Replace all burst lasers with light laser cannons for +30pts in total. Infiltration. Magnetic charges� Options: Up to three Rangers can replace their rifle with a tactical flame unit for +20pts each� Corporation army list 61 . one weapon and energy gauntlet)� rifle with a heavy laser rifle for +5pts each� a tactical flame unit for +25pts each� The weapon team can replace their burst laser with a light laser cannon for +10pts� team (burst laser) and 1 Sergeant (laser pistol Options: Up to four Veterans can replace their Up to two Veterans can replace their rifle with Rangers With drop-packs and high-powered rifles. Infiltration. Rangers specialise in operating behind enemy lines� heavy Weapons These tripod-mounted weapons support the Marines with their whithering firepower� Rangers Team Ranger 5 4+ 1 Cost: 90pts Spd Hit Att Def Ner 4+ 9/11 Heavy Weapon Section Marine 5 4+ 1 Cost: 75pts 4+ 8/10 Spd Hit Att Def Ner Unit: 4 Veterans (heavy laser rifles) and 1 Corporal (heavy laser rifle)� Special: Elite. Magnetic charges� Options: Up to two Rangers can replace their rifle with a tactical flame unit for +20pts each� The Corporal may be replaced by a Sergeant (pistol and energy gauntlet) for +15pts� Unit: 3 heavy weapon teams (burst lasers).Marine Veterans Veterans Team Veteran (laser rifle)� Options: Up to two Veterans can replace their rifle with a heavy laser rifle for +5pts each� One Veteran can replace his rifle with a tactical flame unit for +25pts� The Corporal may be replaced by a Sergeant (pistol and energy gauntlet) for +20pts� Two Veterans can be replaced by a single heavy weapon team (burst laser) for +5pts� The heavy weapon team can replace their burst laser with a light laser cannon for +10pts� 5 4+ 1 Cost: 60pts Spd Hit Att Def Ner 4+ 9/11 Veteran Unit: 4 Veterans (laser rifles) and 1 Corporal Marine Veterans are stubborn experts in point defence and have access to heavy weaponry� INFANTRY Veterans section 5 4+ 1 Cost: 145pts 4+ 9/11 Spd Hit Att Def Ner Unit: 7 Veterans (laser rifles).
or a rocket launcher for +30pts each. enforcers . or with light laser cannons for +30pts in total. Crushing Strength (1). Magnetic charges� Options: One Enforcer can replace his pistol with a tactical flame unit for +20pts� Unit: 9 Enforcers (heavy laser pistol) and 1 Sergeant (heavy laser pistol)� Special: Jump Troops.strike units Fast.manticgames. Options: Up to two Enforcers can replace their rifle with a tactical flame unit or a burst laser for +20pts each. Unit: 9 Enforcers (heavy laser rifle) and 1 Sergeant (heavy laser pistol).com . Magnetic charges. Fast. tough and lethal. Special: Recon. Special: Jump Troops. Magnetic charges.Assault units enforcers assault units favour pistol and combat blades. Bulky.INFANTRY striders Cost: 180pts Spd Hit Att Def Ner 6 4+ 1 6+ 8/10 These lightly armoured scout walkers form the vanguard of the Corporation spearheads� Strider Section Strider Unit: 3 striders (burst lasers). the enforcers are the ultimate human fighting force� Cost: 120pts Spd Hit Att Def Ner 5 3+ 1 5+ 9/11 Strike Team Enforcer Strike Section Enforcer 5 3+ 1 Cost: 240pts Spd Hit Att Def Ner 5+ 9/11 Unit: 4 Enforcers (heavy laser rifle) and 1 Sergeant (heavy laser pistol). Magnetic charges� Options: Up to two Enforcers can replace their pistol with a tactical flame unit for +20pts each� 62 www. enforcers . for close-in work� Assault Team Enforcer 5 3+ 1 Cost: 120pts Spd Hit Att Def Ner 5+ 9/11 Assault section Enforcer 5 3+ 1 Cost: 240pts Spd Hit Att Def Ner 5+ 9/11 Unit: 4 Enforcers (heavy laser pistol) and 1 Sergeant (heavy laser pistol)� Special: Jump Troops. Special: Jump Troops. Crushing Strength (1). Options: Replace all burst lasers with tactical flame units for free. Crushing Strength (1). Crushing Strength (1). or a rocket launcher for +30pts in total. Crushing Strength (1). Options: One Enforcer can replace his rifle with a tactical flame unit or a burst laser for +20pts.
Crushing Strength (1). or a rocket launcher for +30pts each. Magnetic charges. the multiple heavy weapons of a single suppression unit INFANTRY Ordnance Suppression Team Enforcer 5 3+ 1 Cost: 120pts 5+ 9/11 Suppression Section Enforcer 5 3+ 1 Cost: 240pts 5+ 9/11 Spd Hit Att Def Ner Spd Hit Att Def Ner Unit: 4 Enforcers (heavy laser rifle) and 1 Sergeant (heavy laser pistol). or a rocket launcher for ORDNANCe Field Artillery troops or take out their armour� Spd Hit Att Def Ner Field Artillery 5 4+ – 5+ 8/10 Unit: 1 artillery piece (field howitzer)� Options: Can replace the field howitzer with a heavy laser cannon for +20pts� Cost: 95pts These really big guns can bombard enemy Corporation army list 63 .enforcers . or a rocket launcher for +30pts each. Crushing Strength (1). laser for +20pts each. Options: Two Enforcers must replace their rifle with a burst laser for +20pts each. or a rocket launcher for +30pts each.suppression units are a match for large enemy forces� Mobile firepower without equal. A further five Enforcers can replace their rifle with a burst +30pts each. Magnetic charges. Options: Four Enforcers must replace their rifle with a burst laser for +20pts each. A further two Enforcers can replace their rifle with a burst laser for +20pts each. Special: Jump Troops. Unit: 9 Enforcers (heavy laser rifle) and 1 Sergeant (heavy laser pistol). Special: Jump Troops.
Transport (10).Armour ARMOuR Cost: 130pts APC-13 ‘Warrior’ sPA-7 ‘pounder’ Cost: 145pts The Warrior is the workhorse of the Corporation. one burst laser or tactical flame weapon [F]� Special: Stabilised. Crushing Strength (6). Tough (4)� Options: Can replace the burst laser with a light laser cannon for +10pts� Can buy two burst lasers or two tactical flame weapons (one [R] and one [L]) for +50pts. Fast. the Pulverizer is the main battle tank of the Corporation� Spd Hit Att Def Ner Pulverizer 12 4+ – 11+ –/10 Unit: 1 Pulverizer MBT – one heavy laser cannon or close assault gun [A].manticgames. Crushing Strength (4)� Main Battle Tank MBT-01 ‘Pulverizer’ Cost: 260pts Flame-Thrower light Tank Flt-8 ‘Firestorm’ Cost: 130pts These much feared vehicles rush forward at top speed to drench the enemy positions in highly volatile flaming liquids� Spd Hit Att Def Ner Firestorm 12 4+ – 9+ –/10 Unit: 1 Firestorm FLT – one tactical flame weapon [A].com . Crushing Strength (4)� Sporting the thickest armour and an impressive array of large guns. Crushing Strength (2)� Options: Can replace the field howitzer with a multiple rocket launcher for +35pts� 12 4+ – 7+ 8/10 Unit: 1 Blaster SPA – one field howitzer [F]. safely delivering the Marines where they are most neeed� Spd Hit Att Def Ner 12 4+ – 9+ –/10 Batteries of lightly armoured Pounders sit at the back and shell the enemy positions� Spd Hit Att Def Ner Pounder one burst laser [F]� Special: Open Top. or two light laser cannons (one [R] and one [L]) for +70pts� 64 www. one burst laser [F]� Special: Stabilised. one burst laser or tactical flame weapon [F]� Special: Stabilised. Warrior Unit: 1 Warrior APC – one burst laser [A].
Jump Troops. Reload! Multiple rocket launcher 2 72 Indirect Fire. high level bombers or ships in orbit� Army Lists: Corporation 65 . Reload! energy gauntlet enforcer Captain (hero) Cost: 60pts This weapon confers Crushing Strength (5) to all of the model’s Attacks� It cannot be used in conjunction with a pistol though. These charismatic individuals are the nodes in the complex tactical net that coordinates the efforts of any Corporation force� Spd Hit Att Def Ner 5 4+ 1 4+ 10/12 Heavy laser rifle Heavy laser pistol Sniper rifle Tactical flame unit Burst laser Light laser cannon Rocket launcher Cost: 50pts Heavy laser cannon Close assault gun Commander Pistol Sniper. Support Grid Relay� Options: Can have an energy gauntlet for +20pts� sniper (hero) Sudden death! Piercing (6) Piercing (5) Blast (D6).Heroes heROes AND MONsTeRs Cost: 60pts Laser rifle Laser pistol Weapons Fire Ran 1 1 1 1 1 10 5 1 1 1 1 1 24 12 18 12 36 12 36 36 36 72 24 72 Weapons Commander (hero) Special – Pistol Piercing (1) Piercing (1). the hit is resolved at Crushing Strength (3). which he can use only once per game� This represents artillery barrages from offmap artillery. or Crushing Strength (5) if the target is stationary� support Grid Relay The model counts as armed with a Multiple Rocket Launcher. laser pistol)� Special: Stealthy. Crushing Strength (2). Reload! Saturation Piercing (1) Piercing (6) Piercing (5) Unit: 1 Commander (heavy laser pistol)� Special: Inspiring (not for Enforcers). so a model equipped with both must choose Spd Hit Att Def Ner Captain 5 3+ 2 6+ 10/12 Unit: 1 Captain (heavy laser pistol)� Special: Inspiring. Infiltration� Options: Can have magnetic charges for +5pts� Blast (D6). Piercing (1). Blast (D6). Spd Hit Att Def Ner Sniper 5 3+ 1 4+ 9/11 Field howitzer Unit: 1 Sniper (sniper rifle. Stealthy. Piercing (2). instead of attacking normally. Piercing (3). Howitzer. the model can make a single special attack� If this attack hits. Magnetic charges� Options: Can have an energy gauntlet for +20pts� which one to use before he attacks in melee� The Captains of the Enforcers combine great leadership qualities with awesome combat ability� Magnetic charges If in melee against an Armoured unit.
66 www. flamethrower or an anti-tank gun for +25pts each. Grunts Team Grunt Grunts Platoon Grunt 5 4+ 1 Cost: 200pts Spd Hit Att Def Ner 4+ 8/10 Unit: 4 Grunts (pistol) and 1 Leader (pistol). Forge Fathers. Unit: 9 Grunts (pistol) and 1 Leader (pistol).com . Options: The Leader can have a ripper talon for +25pts. flamethrower or an antitank gun for +25pts. Marauder Grunts are the best mercenaries money can hire. Asterians. Options: The Leader can replace his rifle with pistol and ripper talon for +25pts. Options: The Leader can have a ripper talon for +25pts. Rebs� INFANTRY Infantry Grunts Cost: 50pts Spd Hit Att Def Ner 5 4+ 1 4+ 8/10 Lethal close combat fighters. Options: The Leader can have a ripper talon Unit: 19 Grunts (pistol) and 1 Leader (pistol). Fraggers Cost: 50pts Their role is to cover the Grunts’ advance with the whithering fire of their assault rifles. Fraggers Team Fragger 5 4+ 1 Fraggers Section Fragger 5 4+ 1 Cost: 100pts 4+ 8/10 Spd Hit Att Def Ner 4+ 8/10 Spd Hit Att Def Ner Unit: 4 Fraggers (rifle) and 1 Leader (rifle).manticgames. Cost: 100pts Spd Hit Att Def Ner 5 4+ 1 4+ 8/10 Grunts Section Grunt pistol with a machine gun. Unit: 9 Fraggers (rifle) and 1 Leader (rifle). Up to two Grunts can replace their rifle with a machine gun or an anti-tank gun for +25pts each. One Grunt can replace his pistol with a machine gun. One Grunt can have a ripper talon for +25pts. One Grunt can replace his rifle with a machine gun or an anti-tank gun for +25pts. unless otherwise stated in their entry� Allies Corporation.The Marauders Army special Rules Melee specialists All units in this list have the Crushing Strength (1) special rule. Options: The Leader can replace his rifle with pistol and ripper talon for +25pts. Veer-myn. Up to two Grunts can replace their for +25pts.
Unit: 9 Stunts (stunt gun) and 1 Runt (stunt gun). Unit: 19 Stunts (stunt gun) and 1 Runt (stunt gun). One Grunt can replace his pistol with a flamethrower for +25pts. Stunts* A sub-species of the Orx race. Ripper Section Ripper 4 4+ 1 Cost: 200pts Spd Hit Att Def Ner 6+ 8/10 Stunts Platoon Stunt 5 5+ 1 Cost: 70pts Spd Hit Att Def Ner 3+ 7/9 Unit: 9 Rippers (ripper pistol and ripper talon) and 1 Leader (ripper pistol and ripper talon). the smaller Stunts are perfect for all dangerous jobs Ripper Team Ripper 4 4+ 1 Cost: 100pts Spd Hit Att Def Ner 6+ 8/10 Stunts Section Stunt 5 5+ 1 Cost: 35pts Spd Hit Att Def Ner 3+ 7/9 Unit: 4 Rippers (ripper pistol and ripper talon) and 1 Leader (ripper pistol and ripper talon).Jumpers What’s scarier than Grunts coming at you? Flying Grunts coming at you! INFANTRY Jumpers Team Jumper 5 4+ 1 Cost: 75pts Spd Hit Att Def Ner 4+ 8/10 Jumpers Platoon Jumper 5 4+ 1 Cost: 300pts 4+ 8/10 Spd Hit Att Def Ner Unit: 4 Jumpers (pistol) and 1 Leader (pistol). One Grunt can have a ripper talon for +25pts. Spd Hit Att Def Ner Unit: 9 Jumpers (pistol) and 1 Leader (pistol). Rippers The Rippers wear armoured battlesuits with lethal powered claws ‘for close encounters’. Marauders army list 67 . Special: Jump troops Options: The Leader can have a ripper talon for +25pts. Special: Puny (Stunts do not have any Crushing Strength and are Craven). Special: Jump troops Options: The Leader can have a ripper talon talon for +25pts each. Unit: 19 Jumpers (pistol) and 1 Leader (pistol). Up to five Grunts can have a ripper Jumpers Section Jumper 5 4+ 1 Cost: 150pts 4+ 8/10 +25pts each. Special: Puny (as above). Special: Jump troops Options: The Leader can have a ripper talon for +25pts. Up to two Grunts can replace their pistol with a flamethrower for for +25pts. Up to two Grunts can have a ripper talon for +25pts each.
at the expense of speed. Transport (20). the Juggernaut is Spd Hit Att Def Ner 12 4+ – 9+ 8/10 Unit: 1 Raptor – one anti-tank gun. each weapon reducing its transport capacity by (5). Crushing Strength (3). Open Top. antitank guns or flamethrowers (in any combination) [A]. reducing its transport capacity by (10). Can upgrade the big shells cannon to a tank killer cannon for +20pts. Options: Can have a Quad upgrade for free (losing Nimble. Transport (10). 68 www.manticgames. with a tank killer cannon for +20pts. machine gun or flamethrower [A]. for +15pts each. Bull The Bull was designed to offer better protection to crew and passengers. machine gun or flame thrower [F].com . Bull Spd Hit Att Def Ner 14 4+ – 8+ –/10 Unit: 1 Bull – one anti-tank gun. Unit: 1 Juggernaut – one anti-tank gun. Spd Hit Att Def Ner 16 4+ – 7+ 8/10 Raptor Crawling with guns and with Grunts ready to the ultimate Marauder transport. Special: Crushing Strength (5). but gaining Fast). Special: Nimble. Options: Can have a Quad upgrade for free (losing Nimble.Armour INFANTRY Stunt-Bots Cost: 150pts Ordnance Cannon This versatile artillery can be used with HE Cannon Ordnance Stunt-Bot Team Cost:95pts Only the most intelligent and bravest of the Stunts are given powered exoscheletons to pilot. Options: Replace all machine guns with flamethrowers or with anti-tank guns for free. Crushing Strength (5). Options: Can replace the big shells cannon Armour Cost:105pts Raptor Juggernaut Cost:160pts This light buggy can quickly deliver a small group of Grunts right where they’re needed. Spd Hit Att Def Ner 5 5+ 1 7+ 8/10 Stunt-bot shells against infantry or anti-tank rounds. 5 4+ – Spd Hit Att Def Ner 5+ 8/10 Unit: 3 stunt bots (machine gun). Tough (4). Transport (10). Bulky. Can buy a big shells cannon [A] for +20pts. Arm jump at the enemy’s throats. Special: Open Top. Unit: 1 artillery piece (big shells cannon). machine gun or flamethrower [F]. Crushing Strength (2). Special: Nimble. A Juggernaut can transport a single Ordnance unit (which counts as 20 models). but gaining Fast). Cost:120pts Options: Can buy up to two machine guns.
so a model equipped with both must choose which one to use before he attacks in melee� special rule� It cannot be used in conjunction Unit: 1 Ripper Warlord (ripper pistol and ripper Battlebot (Monster) Cost: 110pts This clanking. Crushing Strength (2). Howitzer. Options: Add a ripper talon for +30pts. Special: Crushing Strength (7). Piercing (2) Tank killer cannon Big shells cannon Ripper Warlord (Hero) Cost: 85pts Ripper Talon When the going gets really tough. for +25pts. for +15pts each. each weapon reducing its Attacks by 1. Tough (3). Can wear a jump harness. Crushing Strength (2). Spd Hit Att Def Ner 5 4+ 5 9+ 9/11 Marauders army list 69 . Spd Hit Att Def Ner 4 3+ 3 6+ 10/12 This weapon confers Crushing Strength (5) to all of the model’s Attacks. gaining the Jump Troops rule. Special: Inspiring. Special: Inspiring. antitank guns or flamethrowers (in any combination). Battlebot Unit: 1 Battlebot. Saturation Piercing (6 Blast (D6).Heroes Heroes and Monsters Cost: 50pts Rifle Pistol Stunt gun Ripper Pistol Machine gun Anti-tank gun Flamethrower Weapons Fire Ran 1 1 1 2 5 1 10 1 1 24 12 12 12 36 36 12 72 72 Weapons INFANTRY ORdNANCE Warlord (Hero) Special – – Pistol Pistol. Replace his pistol with a machine gun or an anti-tank gun for +25pts. Ripper Warlord talon). Spd Hit Att Def Ner 5 3+ 3 5+ 10/12 Warlord Unit: 1 Warlord (pistol). Piercing (1) Piercing (1) Piercing (5) Not many creatures in the galaxy can stand in single combat against a Marauder Warlord. devastating monstrosity is piloted by an especially trained Stunt. Options: Can replace his ripper pistol with a machine gun or an anti-tank gun for +25pts. the Warlords wear their powered suits into battle. as well as the Vicious with a pistol though. Options: Can buy up to two machine guns. Tough (3).
The Forge Fathers Army special Rules legendary stubborness All units are Headstrong (except for Steadfast units. Marauders. heavily armoured and armed with some of the best standard-issue rifles in the galaxy� Cost: 75 pts 4+ 1 5+ 9/11 steel Warriors Team Steel Warrior 4 steel Warriors Platoon Steel Warrior 4 4+ 1 Cost: 300 pts 5+ 9/11 Spd Hit Att Def Ner Spd Hit Att Def Ner Unit: 19 Steel Warriors (hailstorm rifle) and 1 Thane (hailstorm pistol)� Options: The Thane can have a heat hammer for +25pts� Up to two Steel Warriors can replace their rifle with a dragon breath for +25pts each� Up to two Steel Warriors can replace their rifle with a mjolnir missile launcher for +25pts each� Unit: 4 Steel Warriors (hailstorm rifle) and 1 Thane (hailstorm pistol)� Options: The Thane can have a heat hammer for +25pts� One Steel Warrior can replace his rifle with a dragon breath for +25pts� steel Warriors section 4 4+ 1 Cost: 150 pts 5+ 9/11 Spd Hit Att Def Ner Steel Warrior Unit: 9 Steel Warriors (hailstorm rifle) and 1 Thane (hailstorm pistol)� Options: The Thane can have a heat hammer for +25pts� One Steel Warrior can replace his rifle with a dragon breath for +25pts� One Steel Warrior can replace his rifle with a mjolnir missile launcher for +25pts� 70 www. Asterians� INFANTRY INFANTRy steel Warriors steel Warriors are reliable.com . Rebs. of course)� Allies Corporation.manticgames.
Drakkarim The Drakkarim are young steel Warriors that have received specialised close-range training and weaponry� INFANTRY Drakkarim Team Drakkarim 4 4+ 1 Cost: 125 pts 5+ 9/11 Drakkarim section Drakkarim 4 4+ 1 Cost: 250 pts 5+ 9/11 Spd Hit Att Def Ner Unit: 2 Drakkarim (dragon breath). 2 Drakkarim (hailstorm rifle or hailstorm pistol) and 1 Thane (hailstorm pistol)� Options: The Thane can have a heat hammer for +25pts� Up to two Drakkarim can replace their rifle/pistol with a dragon breath for +25pts each� Spd Hit Att Def Ner Unit: 4 Drakkarim (dragon breath). in any combination). 5 and 1 Thane (hailstorm pistol)� Drakkarim (hailstorm rifle or hailstorm pistol) Options: The Thane can have a heat hammer for +25pts� Up to five Drakkarim can replace their rifle/pistol with a dragon breath for +25pts each� Thorgarim The mighty heat-hammers of the Thorgarim are the bane of enemy heavy armour� Thorgarim Team Thorgarim (hailstorm pistol)� 4 3+ 1 Cost: 155 pts 5+ 9/11 Thorgarim section Thorgarim (hailstorm pistol)� 4 3+ 1 Cost: 330 pts 5+ 9/11 Spd Hit Att Def Ner Unit: 4 Thorgarim (heat hammer) and 1 Thane Options: The Thane can have a heat hammer for +25pts� Spd Hit Att Def Ner Unit: 9 Thorgarim (heat hammer) and 1 Thane Options: The Thane can have a heat hammer for +25pts� stormrage Veterans These elite veterans are entrusted with an awesome amount of firepower� stormrage Veterans Team Cost: 185 pts Spd Hit Att Def Ner Stormrage Veteran 4 3+ 1 5+ 9/11 Unit: 4 Veterans (hailstorm autocannon or heat cannon. in any combination) and 1 Thane (hailstorm pistol)� Options: The Thane can have a heat hammer for +25pts� stormrage Vet section Stormrage Veteran 4 3+ 1 Cost: 395 pts 5+ 9/11 Spd Hit Att Def Ner Unit: 8 Veterans (hailstorm autocannon or heat cannon. 1 Veteran (mjolnir missile launcher) and 1 Thane (hailstorm pistol)� Options: The Thane can have a heat hammer for +25pts� Forge Fathers army list 71 .
manticgames. 10 4+ Cost: 220 pts Spd Hit Att Def Ner 1 4+ –/12 Valkyr (hailstorm pistol). Brokkr* The hard-working miners of Forge Fathers society take to battle with reckless ferocity� Brokkr Team Brokkr (hailstorm pistol). Options: The Thane can have a heat Hammer for +25pts. Special: Steadfast. the Forge Guards are unstoppable� stormrage veterans that specialise in the Godhammer Vet Team Storm 4 3+ Forge Guard Team Forge Guard 4 3+ 1 Cost: 220 pts 6+ 9/11 Spd Hit Att Def Ner Spd Hit Att Def Ner Unit: 4 Forge Guards (heat hammer and hailstorm rifle) and 1 Thane (heat hammer and hailstorm rifle)� Options: One Forge Guard can replace his rifle with a hailstorm autocannon or heat cannon for +25pts� Unit: 4 Thunders (mjolnir missile launcher) and 1 Thane (hailstorm pistol)� Options: The Thane can have a heat hammer for +25pts� Valkyr* The wealthiest and most deranged Brokkr ride loud. 5 4+ 1 Cost: 150 pts Spd Hit Att Def Ner 4+ –/12 Unit: 4 Brokkr (hailstorm pistol) and 1 Thane Unit: 9 Brokkr (hailstorm pistol) and 1 Thane Options: The Thane can have a heat Hammer for +25pts. Special: Fast. Brokkr Platoon Brokkr 5 4+ Cost: 300 pts Spd Hit Att Def Ner 1 4+ –/12 (hailstorm pistol). 5 4+ 1 Cost: 75 pts Spd Hit Att Def Ner 4+ –/12 Brokkr Section Brokkr (hailstorm pistol). Recon. Unit: 9 Valkyrs (hailstorm pistol) and 1 Thane Options: The Thane can have a heat Hammer for +25pts.INFANTRY Godhammer Veterans use of the Mjolnir missile launcher� Cost: 185 pts 1 5+ 9/11 Forge Guard equipped with heavy combat exoskeletons. Options: The Thane can have a heat Hammer for +25pts.com . Options: The Thane can have a heat Hammer for +25pts. Steadfast. custom motorbikes into battle� Cost: 110 pts Spd Hit Att Def Ner 10 4+ 1 4+ –/12 Valkyr Team Valkyr Section Valkyr (hailstorm pistol). Special: Steadfast. Unit: 4 Valkyrs (hailstorm pistol) and 1 Thane Special: Fast. Special: Steadfast. Steadfast. Unit: 19 Brokkr (hailstorm pistol) and 1 Thane 72 www. Recon.
Spd Hit Att Def Ner Can have two hailstorm autocannons. Fyrewyrm Cost: 125 pts dragon breaths or heat cannons (one [R] and one [L]). Options: Can upgrade the heat cannon to Forge Fathers army list 73 . Transport (10). heatcannon or mjolnir missile launcher [F]. Two hailstorm autocannons. Special: Stabilised. losing the Immobile rule and gaining Speed 4. Tough (4). Crushing Strength (2). Light Drakkar 12 4+ – 7+ 9/11 Unit: 1 Light Drakkar – one hailstorm autocannon. for +10pts. used for scouting. The mainstay battle tank of the Forge Fathers – combining good armour. Special: Stabilised. Options: Can be upgraded to a self-propelled gun. losing the Immobile rule and gaining Speed 4. Light Drakkar A buggy-like vehicle with little armour and minimal weaponry. mobility and firepower. Options: Can be upgraded to a self-propelled gun. Unit: 1 artillery piece (Jotun). Crushing Strength (5). Open Top. Options: Can have an additional hailstorm autocannon or heat cannon [A] for +30pts. Heavy Drakkar 10 4+ – Cost: 220 pts The units transported by this mobile fortress Spd Hit Att Def Ner 11+ –/11 Unit: 1 Heavy Drakkar – one hailstorm autocannon [F]. Unit: 1 artillery piece (Surtr). Armour ARMOuR Cost: 70 pts a double hailstorm autocannon for + 20pts.ORDNANCe Ordnance Jotun Heavy Hailstorm Cannon Cost: 110pts Surtr Heavy Heat Cannon weapon in the galaxy! Cost: 110pts The four barrels of the Jotun unleash a veritable storm of explosive bullets against the enemy. dragon breaths or heat cannons (one [R] and one [L]) for +50pts. for +10pts. Special: Stabilised. Heavy Drakkar are more than safe. Crushing Strength (6). Spd Hit Att Def Ner – 4+ – 6+ 9/11 Jotun Arguably the most powerful anti-tank Spd Hit Att Def Ner – 4+ – 6+ 9/11 Surtr Special: Immobile. Fast. Firewyrm Spd Hit Att Def Ner 10 4+ – 10+ –/11 Unit: 1 Fyrewyrm – one heat cannon [A]. Special: Immobile.
double dragon breath or double mjolnir Dome for +40pts� 4 4+ 2 Unit: 1 Iron Ancestor (double hailstorm 10+ 10/12 Unit: 1 Huscarl (hailstorm pistol)� Options: Can replace the double hailstorm missile launcher for free� Can have a Force Thor pattern� The Iron Ancestor can freely replace the double hailstorm autocannon with a second melee arm. Saturation Piercing (2) Piercing (7) Piercing (5) Blast (D3). Steadfast� Options: Can have a heat hammer for +25pts� Can ride a Valkyr bike (gaining Speed 10 and the Recon and Fast rules) for +40pts� Weapons Double Weapon A ‘Double’ version of one of the weapons above counts as a single weapon with double the Firepower shown� Hailstorm autocannon3 Heat cannon Surtr 1 1 Mjolnir missile launcher 1 Force Dome The enemy must reroll all successful rolls to damage for ranged attacks that hit this unit� heat hammer This weapon confers Crushing Strength (6) to all of the model’s Attacks� It cannot be used in conjunction with a pistol. and increases his Def to 6+) for +35pts� 4 3+ 2 5+ 10/12 A walking tank.com . with armour.manticgames.heROes AND MONsTeRs huscarl (hero) Cost: 60 pts Heroes Iron Ancestor (Monster) attitude to match� Cost: 160 pts The heroes of the Forge Fathers are renowned for their courage and stubborness� Spd Hit Att Def Ner Huscarl Special: Inspiring� Options: Can have a heat hammer for +25pts� Can upgrade his pistol to a brace of hailstorm pistols for +10pts (counts as a ‘double hailstorm pistol’)� Can have a Force Dome for +25pts� Can wear a ‘Forge Guard battlesuit’ (which includes a heat hammer and hailstorm rifle. so a model equipped with both must choose which one to use before he attacks in melee� 74 www. lowering its Crushing Strength to (1)� Fire Ran Hailstorm rifle Hailstorm pistol Dragon breath 1 1 10 24 12 12 36 24 48 36 48 Special Piercing (1) Piercing (1). Piercing (7) Jotun 12 Piercing (2) Only the meanest. craziest Brokkr can aspire to the title of Chief Brokkr� Spd Hit Att Def Ner Chief Brokkr 5 3+ 3 4+ –/12 Unit: 1 Chief Brokkr (hailstorm pistol)� Special: Inspiring (Brokkrs only). weaponry and Spd Hit Att Def Ner Iron Ancestor autocannon)� Special: Crushing Strength (7)� autocannon with a double heat cannon. increasing its Attacks to 4� Chief Brokkr (hero) Cost: 60 pts Doomstorm pattern� The Iron Ancestor can freely replace the melee arm with a second double hailstorm cannon. Pistol Piercing (1). toughest.
a unit of Night-crawlers on its own is a pretty unimpressive Nerve 6/8. leaving the dislodged armoured unit(s) in contact with the emerging unit. as appropriate� Allies Corporation. unless their entry specifies otherwise� Veermyn units benefit from a +1 modifier to their Nerve (both values) for each friendly Veer-myn unit within 6”. up to a maximum of +4� Note that transported units do count for this purpose – measure the range from their vehicle� For example. and then immediately resolve this either as a Collision. Rebs. move them as little as possible to make space for the emerging unit. except for Impassable Terrain� If that space is occupied by other units (including immobile units). until they are 1” away from it.Veer-myn Army special Rules The Rat Pack All units in this list have the following rule. Marauders. together with any transported unit� When it arrives. it emerges from the ground (this counts as a Manoeuvre)� The unit is placed anywhere on the table. or an Overrun. but if it had two other friendly Veer-myn units within 6”. 2 75 . Asterians� INFANTRy Night-Crawlers Vicious ratmen equipped with scavenged armour. it would count as Nerve 8/10� They came from below! The unit is always left behind as a Reinforcement. they form the bulk of the Veer-myn armies� INFANTRY Night-Crawlers Team Night-crawler (ray-pistol)� 6 4+ 1 Cost: 50pts 4+ 6/8 Night-Crawlers Section Night-crawler 6 4+ 1 Cost: 130pts 4+ 6/8 Spd Hit Att Def Ner Unit: 4 Night-Crawlers (ray-gun) and 1 Master Options: The Master can have a combat drill for +10pts� The Master can be replaced by an Exterminator with a super-drill (unit leader) for +30pts� The Exterminator can freely replace his super-drill with a chem-thrower� Spd Hit Att Def Ner Unit: 8 Night-Crawlers (ray-gun). 1 (ray-pistol)� The Master is the unit’s leader� Options: The Master can have a combat Exterminator (chem-thrower) and 1 Master drill for +10pts� The Exterminator can freely replace his chem-thrower with a super-drill� Exterminators (chem-thrower) and 2 Masters Night-Crawlers Platoon Night-crawler 6 4+ 1 Cost: 260pts 4+ 6/8 (ray-pistol)� One Master is the unit’s leader� Options: The Masters can have a combat drill for +10pts each� The Exterminators can freely replace their chem-thrower with a super-drill� Veer-myn army list Spd Hit Att Def Ner Unit: 16 Night-Crawlers (ray-gun).
1 Exterminator (chem-thrower) and 1 Master (chem-burner and combat drill)� Options: The Exterminator can freely replace his chem-thrower with a super-drill� Spd Hit Att Def Ner Unit: 7 Nightmares (chem-burner and combat drill). 2 Exterminators (chem-thrower) and 1 Master (chem-burner and combat drill)� Options: The Exterminator can freely replace his chem-thrower with a super-drill� 76 www.manticgames. 2 Exterminators (super-drill) and 2 Masters (ray-pistol)� One Master is the unit’s leader� Options: The Masters can have a combat drill for +10pts each� The Exterminators can freely replace their super-drill with a chem-thrower� Nightmares The elite troops of the Veer-myn.INFANTRY stalkers These assault troops surrender their ray-guns for pistols and blades� Cost: 50pts 6 4+ 1 4+ 6/8 Stalkers Team Stalkers Section Stalker 6 4+ 1 Cost: 130pts 4+ 6/8 Spd Hit Att Def Ner Spd Hit Att Def Ner Unit: 8 Stalkers (ray-pistol).com . the Nightmares excel at short-range firepower� Nightmares Team Nightmare 6 4+ 1 Cost: 140pts 4+ 6/8 Nightmares Section Nightmare 6 4+ 1 Cost: 280pts 4+ 6/8 Spd Hit Att Def Ner Unit: 3 Nightmares (chem-burner and combat drill). 1 Exterminator (super-drill) and 1 Master (ray-pistol)� The Master is the unit’s leader� Options: The Master can have a combat drill for +10pts� The Exterminator can freely replace his super-drill with a chem-thrower� Stalker Unit: 4 Stalkers (ray-pistol) and 1 Master (ray-pistol)� Options: The Master can have a combat drill for +10pts� The Master can be replaced by an Exterminator with a super-drill (unit leader) for +30pts� The Exterminator can freely replace his super-drill with a chem-thrower� Stalkers Platoon Stalker 6 4+ 1 Cost: 260pts 4+ 6/8 Spd Hit Att Def Ner Unit: 16 Stalkers (ray-pistol).
uses the same profile as the super-rats). Ravenous horde These chittering. ORDNANCe Blaster Cost: 90pts The sheer amount of toxic chemicals that this wicked weapon can unleash is enough to vaporize entire enemy regiments� Spd Hit Att Def Ner Blaster 6 4+ – 5+ 6/8 Unit: 1 Blaster (heavy chem-thrower)� Options: Can replace the heavy chem-thrower with a heavy chem-laser for +20pts� ORDNANCE 77 Veer-myn army list . insane rat-humanoids whose hands have been replaced with super-drills� Ravenous Horde Super-rats 8 4+ 1 Cost: 105pts 3+ 6/8 Shredders Team Shredder 6 4+ 2 Cost: 180pts 4+ 6/8 Spd Hit Att Def Ner Unit: 20 super-rats. Spd Hit Att Def Ner Unit: 4 Gougers (super-drills). 1 Master (ray-pistol.scourgers The chem-lasers of the scourgers make short work of enemy vehicles and heavy infantry� Gougers Gougers’ super-drills are possibly the deadliest close combat weapons known to the Corporation� INFANTRY Scourgers Team Scourger 6 4+ 1 Cost: 190pts 4+ 6/8 Gougers Team Gouger (chem-thrower). Bulky. Spd Hit Att Def Ner Unit: 3 Shredders (paired super-drills). frenzied masses of dog-sized super-rats devour the wounded of both sides� shredders huge. Options: The Exterminator can freely replace his chem-thrower with a super-drill. 1 Exterminator Options: The Exterminator can freely replace his chem-thrower with a super-drill. mutated. Special: Crushing Strength (5). 1 Exterminator (chem-thrower). 6 4+ 1 Cost: 175pts 4+ 6/8 Spd Hit Att Def Ner Unit: 4 Scougers (chem-lasers).
ARMOUR ARMOuR Cost:80pts Driller Tunneller Cost:260pts Also known as ‘land torpedo’. one L. one R. Special: Transport (20). Immobile. They came from below! Unit: 1 Tunneller – four chem-throwers [one F. Special: Nimble. Tough (4). Crushing Strength (6). They came from below! 78 www. One chem-laser [A]. Tunneller Spd Hit Att Def Ner – 4+ – 9+ -/8 Driller Unit: 1 Driller. Crushing Strength (6). driving at high speed into infantry and tanks alike. this bizarre drilling vehicle moves across the battlefield.com . Spd Hit Att Def Ner 8 – – 8+ -/8 This drilling machine emerges from the ground and opens up with its deadly chem-throwers as it disgorges the best Veer-myn assault troops. one P].manticgames.
snarling heads and malformed limbs – its behavior is utterly unpredictable� Spd Hit Att Def Ner Night Terror Unit: 1 Night Terror� Special: Crushing Strength (4). whrithing with grasping tentacles. Piercing (6). Piercing (6) Piercing (2). the hit is resolved at Crushing Strength (5)� If the roll to damage is a 6. the drill inflcits a point of damage and you can roll to damage again� Keep inflicting damage and rolling to damage until you fail to roll a 6 to damage� Paired super-drills These work like a super-drill (see above). the model can make a single special attack� If this attack hits. Tough (5). instead of attacking normally. except that the model makes 2 special attacks to begin with.HEROES heROes AND MONsTeRs Cost: 95pts Ray-gun Ray-pistol Chem-burner Spd Hit Att Def Ner 6 3+ 3 5+ 6/8 Weapons FireRan 1 18 1 12 4 12 8 12 1 12 Weapons Night Spawn (Hero) Special Piercing (1) Piercing (1) Piercing (2). Crushing Strength (1)� Heavy chem-thrower 16 24 Heavy chem-laser Cost: 120pts 1 24 Saturation Night Terror (Monster) Blast (D3) This tragic monster is no more than a mountain of flesh. fattest rat-men have access to the best weapons and armour the Veer-myn can lay their hands on� Night Spawn Chem-thrower Chem-laser Unit: 1 Night Spawn (chem-burner and super-drill)� Special: Inspiring. Saturation Saturation The largest. Craven. rolling to hit as normal for both� Veer-myn army list 79 . Piercing (2). Headstrong� *roll for the number of attacks before rolling to hit each time it attacks� 6 4+ 3D6* 5+ 6/8 Combat Drill A combat drill confers the Crushing Strength using it in melee� (1) and Vicious special rules to the model super-drill In melee.
as they are convinced they are fighting a long war of liberation to eventually rid the galaxy from the Corporation. however. survivors of races whose worlds have been annihilated. these heterogeneous volunteers form an army that is as eclectic in weaponry.manticgames. as they often call it� other. fighting style and technological level as in the number of different races that compose its ranks� What the Rebs lack in cohesion. whose population paid the ultimate price for the Corporation’s insatiable desire to expand its domains� Now a massive containment operation is in place.com . they more than make up in motivation. its ranks swelled by vengeful freedom fighters. or the ‘Evil Empire’. but all attempts at cordoning and blockading the Z’zor homeworlds are proving fruitless� This is an enemy that is different from anything the Corporation or indeed any of the other races has faced before – much like bees that are defending their colony. and everybody else that has grown to resent the Corporation’s expansionism� After only a few centuries. a small but effective rebel armed force has recently initiated a campaign of ambitious hit-and-run actions against Corporation outposts� Z’zor Not long ago. it has a vast network of operatives that attempt to undermine the authority of the Corporation from the inside through sabotage and propaganda� On the Calling themselves ‘The Rebs’ (which originally was a disparaging term used by Corporation troops). this organization has grown to encompass two different levels� On one hand. nor can they be bribed� In fact all attempts at communication have been ignored and the unfortunate envoys and their escorting troops had to fight desperate battles against an apparently endless mass of enemies� And yet. but it’s nevertheless a quite accurate description of the events that followed� The vessels themselves were attacked with a fury without precedent and destroyed… and so was the military rescue fleet sent by the Corporation… and so were the adjoining systems. the immense swarms of the insect-like Z’zor never stop their attacks until they have eliminated the enemy or have been themselves completely wiped out� They cannot be reasoned or bargained with. these are no mindless beasts� In many occasions they have shown signs of cunning and intelligence in both the grand 80 www. disenchanted Corporation personnel. Corporation explorer-ships made contact with a new race inhabiting the furthest reaches of the galaxy� To say that they have disturbed a hornet’s nest is a major understatement.Other Races Rebs The absolute and iron-fisted imperialism of the Corporation has turned humanity into the arch-enemy of many of the other intelligent races that populate the galaxy� A secret Resistance movement has formed.
strategy of their invasion plans and the battlefield reactions of their many and differently specialised fighting creatures� And dumb animals don’t build spacecraft… Other Races 81 .
we had a report that an escape shuttle from the laboratory had reached the headquarters of the 35th Marines Batallion stationed on Tallaxia� Two days later we lost contact with the Marines and soon the entire planet went silent� We changed course and are now orbiting Tallaxia in stealth mode� Information from the surface is confused and contradictory� All settlements on the planet’s surface show sign of conflict� several ships have left the main starports and are heading for nearby systems� suspected outbreak� We will continue to monitor the situation� We advise interception and quarantine or destruction of all vessels leaving Tallaxia� We request an enforcers long Patrol detachment to blockade the system� If the outbreak is confirmed. we will be forced to Disinfect the planet and its moons� Awaiting authorization to deploy Disinfection assets��� end of transmission 82 www. possibly inhabiting a different dimension on the ‘other side’� Innumerable probes have been launched into these black holes.manticgames. there had been reports of mysterious beings and fey creatures appearing to a few individuals� Such sightings are common in the culture of all of the races that inhabit the galaxy. the disappearance of ships into some sectors of space. as more and more systems report attacks by unidentified aliens that hit and disappear before reinforcements can be brought to bear� analyzing it. or even strange incidents where a ship has arrived to a spaceport on autopilot. and always in regions of space surrounding a black hole� This has led to believe that the so-called Asterians must make use of these singularities to travel across the galaxy.Asterians Even before Man began its space age. without its crew� The most extreme cases have seen the populace of entire planets or even the personnel of military outposts and bases vanish. but no useful data has ever been retrieved� The mystery of the Asterians remains unsolved. leaving behind only the tiniest signs of resistance� The Corporation’s best scientists have studied this evidence on a galactic scale� Compiling this information for centuries and Any attempt at capturing them. they have managed to prove the existence of an alien race using a technology so advanced that they can easily appear to have supernatural powers� *** ClAssIFIeD MessAGe TO CORPORATION CeNTRAl *** FAO heAD OF BIO-WeAPONs ReseARCh – New Czechia source: Intelligence unit Tau eridani – en route to Bio-Weapons Research Outpost 51� Mission: investigating sudden loss of all communication from maximum-security laboratory� As we approached system 51. where the pursuing Corporation craft have quickly lost trace of their elusive quarry. or merely communicate with them has led to hopeless chases.com . not just the human race� Stories abound in the entire Milky Way about abductions of single persons or entire communities.
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