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Operation Heracles

READ THIS FIRSt


1
Getting Started
Welcome to Operation Heracles, the starter forces at war there. It also has a guide to your
set for Warpath The Futuristic Battle Game. new models, and the battle statistics of each
army.
In this set you will find all the miniatures,
counters and rules needed to get started with Plastic Tokens These coloured tokens help
the game. Over a series of pivotal missions, to keep track of in-game effects. Keep these
you will learn how to play as you command near the table, youll need them often!
your army either the unyielding Forge
Fathers or the mighty Enforcer Corps and Command Dice This is a special set of
decide the fate of the volcanic planet Triton. 8-sided dice, used to give Orders to your
troops using the Command & Control
Whats in the box? advanced rules.
Starter Rulebook This contains all the rules
Two Armies The box contains lots of finely
you'll need to play the game using your new
detailed miniatures that make an Enforcer
miniatures. One end of the book contains
army and a Forge Father army for you to
rules to play the mass battle game Warpath,
battle with. You will need to build them before
and the other end contains rules to play the
you start playing follow the pictures of the
skirmish-level game Firefight.
armies in this book, and the assembly guide
Read This First This is the booklet you're opposite, to put them together.
reading right now! It has information about
the conflict on Triton and the two opposing

2
assembling your new models

Using hobby clippers, carefully remove


the model parts from the frame.
Tidy up any rough areas and mould lines
with a hobby file so that the pieces fit
snugly together.
Glue the parts together, one at a time,
using the correct type of glue (see below)
Attach the finished model to the
appropriate round base.
You can download detailed assembly
instructions for each kit from www.
manticgames.com

Important: Glue
The models in this set are made from different
materials that require the use of different
types of glue to assemble.
The Enforcer Jetbikes and all models supplied
on a plastic frame can be assembled using
Plastic Glue (sometimes called poly cement).
Any other models in your set (including any
metal upgrade parts) must be assembled with
Super Glue.

Painting your new models

Once the glue is dry, you can paint your


models using water-based acrylic paints and
a small brush. You dont have to paint them in
order to play, but it looks really cool if you do!
The models in this book have been painted to
match the Krestrsson Forge Father Clan and
the Perseus North Enforcer Battalion. You can
follow these colour schemes, or invent your
own if you wish.
Mantic recommends the Army Painter
range of Colour Primer sprays, Warpaints,
and Quickshade Washes for painting your
Warpath models. You can find out more at
www.thearmypainter.com

3
The Future Battlefield
To play a game of Warpath, you will need a battlefield to
play on. This could be any flat surface, from the kitchen table
to a fully modelled gaming board, but should ideally be no
more than 48 deep and 48 wide. If youre using a bigger
table then mark out the boundary so you know where
the edge of the battlefield is. Your
battlefield will also need terrain
covering it to provide cover for
your advancing troops.

But I cant wait!


If you dont have any gaming terrain, there is nothing wrong with using piles of
books, cups, boxes and straws to decorate your battlefield dont let anything stop
you from getting stuck in!

4
The Landscape of War
Terrain is important to any tabletop game. It helps set the scene and provides your troops with
something to fight over, manoeuvre between and take cover behind.
To help you set up your battlefield, here's a quick overview of the types of terrain you'll need to
represent the war-torn volcanic mining colony of Triton.

Impassable Ground
This should be no more than 4" long x 4" wide.
This could be a deep crevasse in the ground
or a volcanic vent filled with hissing steam or
deadly lava.

Large Defensible
terrain
This should be no more than 6 long x
6 wide, and between 2"- 6" tall. This
could be an abandoned warehouse,
ruined mine building, or a dense
rocky outcrop.

Obstacles
This should be no more than 6 long and 1 Small Impassable terrain
wide, and up to 1" tall. This could be a row of This should be no more than 3 long x 3
sandbags or cargo crates & barrels, a length wide, and up to 2" tall. This could be a heap
of industrial pipeline, or a low perimeter wall. of industrial scrap, unstable rubble, or some
kind of chemical storage silo.

5
Playing a wargame
Warpath and Firefight are two distinct games,
Rolling Dice
but they share many common rules and
Both games use 6-sided dice (D6 for mechanics. The key difference between these
short) to determine the outcome of two versions is how they treat your armies: as
various situations during the game. You individual models, or as Teams.
will be asked to roll these in a variety of
ways: Models, Teams and Units
In Firefight, every model gets to move and
4+ means rolling a 4 or higher (4, 5
fight individually, and the game statistics
or 6) is a success.
represent the abilities and weapons of a
2D6 means rolling 2 dice and single soldier of that type. Multiple models
adding the numbers together to get can operate together as Units. If a Unit takes
the result. damage, players remove individual models as
D6+1 means adding 1 to the dice casualties which gradually reduces the Unit's
roll to get the result. effectiveness.
These are just examples. You might be In Warpath, models are grouped into Teams
asked to roll a 3+, or 3D6+2, and so on. that move and fight together, and the game
statistics represent a whole Team working in
Roll a D3!? concert. Multiple Teams can operate together
This ones a bit tricky because youre still as Units. If a Unit takes damage, players
rolling a six-sided die. In this case we remove Teams to represent the mounting
read the numbers differently: casualties suffered in combat.
1 or 2 = 1
3 or 4 = 2 Measuring Distances
5 or 6 = 3 All measurements in Warpath and
Firefight are given in inches. Use a tape
Otherwise, the same rules apply. measure or ruler to determine these
distances.
Modifiers
You will encounter rules that modify You can measure any distance at any
your dice rolls: time.
-1 means the number rolled on the There are several things you will need to
dice is reduced by 1 measure during a battle:
+1 means the number rolled on the How far something moves (using its
dice is increased by 1 Speed value).
For example, if you need a 4+ to hit and Whether a target is close enough
rolled a 3, then a +1 modifier increases it to fire at with your units shooting
to 4, turning a miss into a hit! weapons (its Range value).
Or whether you can charge an
Re-Rolls
enemy in melee combat (also using
Sometimes you might be asked to re-roll the Speed value).
the dice if you wish. Just pick them up
and roll again. Dice cannot be re-rolled If its really hard to tell whether something
more than once though, and the newest is in range or not, roll a die: On a 4, 5 or 6
result counts, even if it's worse. it is in, on a 3 or less it is not.

6
Preparing For Battle
To prepare for a battle, follow these 5 steps:
1. Choose A Mission
2. Pick an Army
3. Set up the Terrain
4. Deploy your Units
5. Begin the Battle!

1: Choose a Mission
The Starter Rulebook contains two campaigns,
each with a series of missions to test your skills
as a commander. You can play through these
in order, or pick your favourite.

2: Pick an Army
You and your opponent should decide who
will play as the Enforcers and who will play as
the Forge Fathers. If you can't agree, flip a coin
to decide. You can always swap armies and
replay the mission from the other perspective
afterwards.

3: Set Up The Terrain


Futuristic battles rarely occur on open plains.
Your battlefield should have about:
3-4 Large Defensible Terrain Pieces Both players should roll a die. Whoever rolls
3-4 Small Impassable Terrain Pieces the highest result gets to deploy first.
1-3 Impassable Ground Areas Some missions will specify which deployment
4-8 Obstacles zone each army uses (usually referring to an
Attacker and a Defender). If not specified,
Divide the terrain equally between both the player who won the die roll gets to choose
players, and take turns placing it on the table, which deployment zone is theirs.
one piece at a time. Try to make sure it is
evenly distributed, as this will prevent one Starting with the player who rolled highest,
army from having an unfair advantage. players take turns placing one unit from their
chosen army onto the table, fully within their
Some missions have specific requirements for deployment zone. Continue until both players
terrain. Make sure these are fulfilled before have deployed all their available units. If one
moving on to the next step. player runs out of units to deploy, the other
player may then place all their remaining
4: Deploy your Units units at once.
Now the battlefield is set up, it's time to deploy
your forces. The mission briefing will specify 5: Begin the battle!
how many infantry units and vehicles each The mission briefing will specify which player
army may field for that battle. gets to take the first Activation of the game.

7
The Galaxy Today
After centuries of toil, tribulation and hardship, the human race has finally accomplished greatness.
The Galactic Co-Prosperity Sphere, the greatest interstellar nation ever conceived, stands proudly as
testament to the indomitable spirit of mankind. Founded on commercial co-operation in the name of
political providence, the many corporations of the GCPS boldly reach to the stars to spread their vision
of unity throughout the cosmos.
Across thousands of inhabited systems, on hundreds of thousands of planets and moons, people of
all cultures and species are invited to incorporate and partake in the opulent luxury the GCPS can
offer to those with the means, nothing is impossible. Lavish food seasoned with exotic spice from
half the galaxy away; enough entertainment media to last ten lifetimes; surgical augmentation and
genetic therapy to reverse the effects of ageing and disability all is attainable in humanitys land of
opportunity.
Thats what the propaganda tells everyone, at least. Beyond the affluent Core Worlds, the GCPS takes
on a very different reality.
Here is the harsh frontier, where the vast mega-corporations relentlessly pursue revenue that sustains
the celebrity lifestyles of their shareholders. Out here, whole planets are bought and sold to turn a profit.
Mountains are levelled for ore, oceans vaporised for water, vegetation stripped to feed a population of
trillions elsewhere. And when a world happens to support a population of its own one that cannot be
beguiled to incorporate willingly it is subjugated by the corporations private militaries and exploited
like any other commodity.
This is the true nature of these relentless engines of commerce. From their seat of ultimate power,
the elusive Council of Seven guides this ruthless corporate empire ever onward, shepherding brittle
mankind along the knife edge of existence in a dangerous galaxy. Expansion is the key to prosperity.
Prosperity is the key to survival.

Welcome to the GCPS, citizen.

A World in Turmoil
Located in the fourth sphere of corporate landscape, Triton promised another lucrative
expansion, along the Sagittarius galactic arm, venture to the corporations of the GCPS, and
Triton is a planet seemingly at war with itself. Intergalactic Futures paid a handsome sum to
Clouds of ash and ionized gas choke the sky acquire the lease for the planet.
from horizon to horizon. Calderas flooded
with toxic water hiss and spit in the simmering
heat of subterranean volcanic activity. Magma
flows hot within the planet's thin crust,
breaching the surface as scorching rivers of
fire or deafeningly explosive eruptions. It is a
dangerous and unstable place, but not without
value.
Beneath the fractured surface lie extensive
seams of precious metals. The volcanic A business conglomerate with expertise in
crucibles generate a ready supply of unusual mineral processing and planetary reduction,
alloys and mineral compounds. Even the Intergalactic Futures' executives were unfazed
caldera-lakes are home to primitive microbial in capitalising on a turbulent world like Triton.
life and therefore the potential manufacture United by the optimistic corporate slogan
of valuable biotic products. Despite its perilous "What IF?", they immediately dispatched

8
a construction fleet to begin operations. beneath the Northern Belt, a string of three
Terraformers adjusted the atmosphere for hundred volcanoes encircling the northern
human respiration; mining encampments hemisphere. Since on-site analysis proved
grew into townships as the workforce inconclusive due to the material's interference
swelled. The stripping of Triton's assets for with high-frequency scanners, the ore was
export might have continued unabated for simply warehoused and the data transmitted
generations were it not for the discovery of a back to IFs headquarters for later study.
single, fist-sized chunk of grey ore.
How the Forge Lords of the Star Realm
Drill team E-23 retrieved the sample from obtained that data is the subject of much
a survey bore running two kilometres deep speculation.

Heirs to the Galaxy


The Star Realm is one of few civilisations very slowly, staking claims on distant worlds
that can claim a heritage stretching back to that their fleets may not begin colonising for
the dawn of the galaxy, or at least far older centuries and lending a certain predictability
than any other spacefaring cultures. It is one to their movements. Their sudden arrival on
of fewer still that has resisted the aggressive Triton, well beyond the Star Realm's borders,
expansion of the GCPS, repelling attempts was something nobody could have predicted.
at incorporation and conquest time and
again over recent centuries, thanks to shrewd
diplomacy and supreme weapons technology.
Its inhabitants, the methodical Forge Fathers,
are similarly persistent in their civilian affairs.
With meticulous patience they have developed
astonishing technological innovations and are
capable of harvesting entire planets to the As IF freighters delivered further mining
last grain of matter, ensuring no molecule is equipment and personnel to Tritons surface,
wasted. At the core of their culture is the drive the colossal Ward ship Bruderheim appeared
to accumulate wealth not unlike the GCPS without warning, accompanied by an armada
but the Forge Fathers are considerably more of smaller vessels and supply ships. The dwarf
thorough with their acquisition, content to fleet battered past any vessel caught in their
settle or mine a planet to its fullest potential flight path, sparking panicked distress calls
before proceeding to the next. from the marooned human colonists as troop
landers made their descent into the storm-
This diligent approach to their galactic wracked atmosphere.
conquest means the Star Realm expands

A Call For Aid


The Council of Seven, supreme ruling body of Group code-named Heracles was already
the GCPS, receives countless requests for aid en route to the warzone. Its mission would
and cannot, or will not, answer them all. The be "to defend corporate interests on Triton
pleas of corporations like Intergalactic Futures by eradicating all threats to the correct
are often simply lost, tied up in labyrinthine exploitation of legally acquired assets in the
bureaucracy and tertiary government system". As the first Enforcer ships arrived
chambers designed to keep such problems in orbit, IF's executives were left to wonder
away from the Councils ears as much as to what price they might pay for the Councils
resolve them. unusually swift aid
But within days of appealing to Core
Command for military intervention, IF was
informed that an Enforcement Protocol

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Sons of the Star Realm
Between their venerable lifespans and a culture that extols
the virtues of patience and finesse, it is no surprise that
the Forge Fathers are regarded as the finest craftsmen,
weaponsmiths and architects in the galaxy. They have
devised inventions and accomplished feats of engineering
enviable by all, from the humble Hailstorm Rifle to the
immense planetoid Ward ships that allow entire clans to
embark on voyages in search of new worlds to claim.
Their devotion to family, to duty and to the quality of their
workmanship is matched only by their pride as a people,
blending history and myth into epic sagas stretching
back beyond the dawn of memory. The many legends
of the Forge Fathers are fondly retold over hearth fires
throughout the Star Realm; of them, none is held so dearly
as that of Farangir and the Fires of Creation.
The Primordial Metal
According to the legend, before the birth of the universe, Farangir was the greatest and richest
of all dragons. In his possession was an ingot of elemental ore, known as the primordial metal,
which he guarded with untold jealousy. But Farangir was fooled into breathing fire onto his
ingot, melting it and creating all the known elements in doing so. In a rage he scattered the new
material out into the cosmos, forming the galaxy we see today.
While undoubtedly a fanciful explanation for the Big Bang, the existence of primordial metal
(known to GCPS scientists as trutonium) is indisputable. It is the most coveted form of wealth
in Forge Father society, with most Forge Lords possessing a hoard in their most secure vaults,
and more ostentatious Lords even gilding their armour with trutonium adornments. The heat
tolerance and gravitic properties of the material also make it highly sought-after by artificers
constructing heirloom-quality forge hammers.
How the Star Realm obtained the survey data from Triton's mining colony is a mystery known
only to a select few. But to uncover not only a deposit of primordial metal, but a seam over three
kilometres long, was to stumble on a treasure trove so enormous no Forge Lord could possibly
resist staking a claim upon it.
The Bruderheim
Like all Ward ships, the Bruderheim is gigantic and supports a sizeable population. Yet Triton
is distant from the Star Realm, and despite the Krestrsson clan being renowned for its fighting
prowess, they would be both outnumbered and outpaced by the Council's Enforcers. The Forge
Fathers knew they could not win with numbers or speed, but where their advantage lay was
in tenacity and sheer firepower. It was Forge Lord Ingulf Krestrssons fervent hope that by
prolonging the war on Triton he would be able to muster reinforcements and attract more clans
to ally at his side, eventually overpowering any resistance. Alternatively, if the Bruderheimers
could prevent the humans from turning a profit on their investments, the short-sighted
corporations would be forced to cede the planet to cut their losses.
Forge Father tactics a refusal to be drawn into rash moves and a patience borne of centuries of
battle experience confound Enforcer efforts to dislodge them from Triton. Holding any world
against the might of the GCPS was never going to be easy, but if theres one thing a dwarf loves
as much as wealth, its a challenge.

10
Steel Warrior team
Iron Ancestor with Forge Hammer
and twin Hailstorm Autocannons

Steel Warrior team with Huscarl and Stormrage Veterans with Missile
Hailstorm Autocannon Launchers and Magma cannons

Steel Warrior Rekkhyrrs Jotunn Mobile Gun with Heavy


Hailstorm Autocannons

Ingulf Krestrsson

Lord Ingulf Krestrsson, commander of the


Bruderheim and known to many as the
Dragon that Consumes Worlds, possesses
a grudge toward humanity as legendary as
the martial strength of his clan. He leads the
Forge Fathers to war on Triton under the
proud banner of his family and accompanied
by his loyal war-mastiff Padd. The question of
which is more surly and bellicose the hound
Forge Guard team with Missile or its master is much debated around the
Launcher and Huscarl forges of the Bruderheim.

11
Humanity's Finest
The GCPS has faced many threats throughout its thousand-
year history, including an armed rebellion of such
magnitude that it threatened humanity with extinction. It
was this crisis that saw the inception of Project Ichiban.
A daring proposition by the Council of Seven, Ichiban
saw an unprecedented level of funding poured into the
creation of a cadre of posthuman super soldiers, troopers
who could equal or better the toughest of mankind's
enemies and conduct missions with amoral discipline. The
project was shrouded in secrecy; nobody will ever know
how many failures it took, or how many ethical codes were
compromised, to achieve results. But achieve them they did
- the Ichiban troopers performed beyond all expectations
and were instrumental in stemming the tide of rebellion.
When the crisis abated and with other corporations' military strength exhausted, the Council
adopted dominion over all human space, their will enforced by a private army of the most
efficient killers ever conceived. The Project Ichiban mantle was dropped in favour of one more
fitting the troopers' new mandate: the Enforcer Corps.
The Best that Money Can Buy
An Enforcer operator is the product of much more than simple gene therapy and cybernetics.
They are a culmination of the absolute finest bio-augmentation that humanity can provide,
subject to the most rigorous training and mental conditioning ever devised, and equipped with
an arsenal of weapons, vehicles and support equipment that showcase the pinnacle of human
military research.
Of notable exception is the ubiquitous powered suits that the Enforcers are most recognised
for. This advanced armour is not manufactured in the GCPS, nor even designed by humans. Its
existence is owed entirely to the craftsmanship of the Forge Fathers.
Deemed controversial by their peers, there are several dwarf clans who frequently trade with
the businesses and conglomerates of the GCPS. Though reluctant to sell their technological
secrets, when Council representatives approached the Forge Lords about procuring armour for
their Ichiban troops, they did broker a supply contract with these mercantile clans - for a hefty
fee, of course.
Enforcement Protocol
Unearthing the trutonium deposits on Triton represents a golden opportunity for the Council
of Seven. Securing such a concentration of mineral wealth would not only pay for swathes of
new Enforcer armour, it would give them unprecedented leverage into the secretive internal
politics of the Forge Fathers, purchasing not only their technology but their loyalty. Perhaps
Triton could be the key to the eventual incorporation of the Star Realm under their rule.
The plan for the liberation of Triton (from both the Krestrsson clan and Intergalactic Futures)
would require considerable committment from the Enforcer Corps. The bulk of EPG Heracles
assembled from several fleets in close proximity to the system, chiefly the Sagittarius Second
and Perseus North Fifth strike forces, both experienced in battling Forge Fathers from previous
campaigns. As Heracles' capital ships engaged the Bruderheim's escorts in orbit, Accuser
Interceptors and Stallion Dropships made the dive into Triton's atmosphere, ready to do
whatever necessary to enact the Council's will...

12
Strike Team with Burst Laser

Assault Team with Incinerator

Pathfinder Team with D.O.G drone

Strider with Polaris Cannon

Jetbike Team with Heavy Burst Laser

Peacekeeper Team with Incinerator

Heavy Support Team with Strike Captain M'Gari


Missile Launchers A young and inventive commander, Elena
M'Gari has served the Enforcer Corps with
distinction for a decade in theatres across
the GCPS. Despite her age she is a seasoned
veteran of several campaigns, including a
tour of duty against Forge Fathers on the
wartorn planet known as Hellview. It was her
exceptional performance here that earned
her promotion from Sergeant to Captain of
the Perseus North Fifth's alpha strike group.
Enforcer Captain Peacekeeper Captain

13
firefight ar
Steel Warrior unit Steel Warrior Rekkhyrrs Forge Guard team
SPD MEL ACC Def res ner SPD MEL ACC Def res ner SPD MEL ACC Def res ner
4 4+ 4+ 5+ 1 2 Regular
Infantry 4 4+ 4+ 5+ 1 2 Regular 4 3+ 3+ 6+ 1 4 Regular
Infantry
Infantry

9 Steel Warriors 1 Steel Warrior 4 Forge Guard


Special Rules: Headstrong Special Rules: Headstrong Special Rules: Headstrong
Weapon Range Dice AP Special Weapon Range Dice AP Special Weapon Range Dice AP Special
Hailstorm Rifle 20" 1 1 Hailstorm Rifle 20" 1 1 Hailstorm Rifle 20" 1 1
Assault Weaponry A 1 - Assault Weaponry A 1 - Forge Hammer A 1 4

1 Steel Warrior with Hailstorm Autocannon 4 Steel Warriors with Dragonbreath Flamers 1 Forge Guard With Mjolnir Missile Launcher
Special Rules: Headstrong Special Rules: Headstrong, Fire in the Hole! Special Rules: Headstrong

Weapon Range Dice AP Special Weapon Range Dice AP Special Weapon Range Dice AP Special
Hailstorm 30" 2 2 Suppressive Fire (1) Dragonbreath 9" 1 1 Blast (2D3), vMjolnir 6-30" 1 2 Blast (D3+2),
Autocannon Flamer Saturation, Missile Launcher Heavy Firepower,
Assault Weaponry A 1 - Slow Reload, Slow Reload
Volatile (3+) vHailstorm Rifle 20" 1 1
Assault Weaponry A 1 - Forge Hammer A 1 4

Iron Ancestor
SPD MEL ACC Def res ner
5 3+ 3+ 8+ 4 4 Vehicle Stormrage Veterans
SPD MEL ACC Def res ner
1 Iron Ancestor
Special Rules: Headstrong
4 4+ 4+ 5+ 1 3 Regular
Infantry
Weapon Range Dice AP Special 1 Stormrage Veteran
Twin Hailstorm 30" 4 2 Suppressive Fire Special Rules: Headstrong
Autocannon (1)
Assault Weaponry A 4 5 Weapon Range Dice AP Special
Hailstorm 30" 2 2 Suppressive Fire (1)
Autocannon
Assault Weaponry A 1 -
Forge Father Huscarl
2 Stormrage Veterans with Magma Cannons
Forge Father Huscarl (Personnel Upgrade)  Special Rules: Headstrong
:
Special Rule: Shield (3) Weapon Range Dice AP Special
Magma Cannon 36" 1 6 Anti-Tank,
Heavy
Firepower, Slow
Jotunn Mobile Gun Reload
SPD MEL ACC Def res ner
Assault Weaponry A 1 -
3 4+ 4+ 6+ 3 2 Vehicle
(Tank) 2 Stormrage Veterans with Missile Launchers
Special Rules: Headstrong
1 Jotunn Mobile Weapons Platform
Special Rules: Headstrong Weapon Range Dice AP Special
Mjolnir Missile 6-30" 1 2 Blast (D3+2),
Weapon Range Dice AP Special Heavy Firepower,
Launcher
Heavy 12-48" 4 2 Heavy Firepower, Slow Reload
Hailstorm Cannon Suppressive Fire (2) Assault Weaponry A 1 -
Assault Weaponry R 4 -

14
rmy rosters
Strike Team Pathfinder Team Assault Team
SPD MEL ACC Def res ner SPD MEL ACC Def res ner SPD MEL ACC Def res ner
6 4+ 3+ 5+ 1 3 Regular 6 4+ 3+ 4+ 1 3 Regular 6 3+ 4+ 5+ 1 3 Regular
Infantry Infantry Infantry

4 Enforcers 5 Pathfinders 4 Assault Enforcers


Special Rules: Anti-Grav Special Rules: Recon Special Rules: Anti-Grav
Weapon Range Dice AP Special Weapon Range Dice AP Special Weapon Range Dice AP Special
Genling 45 Laser 18" 1 1 LSX Sniper Rifle 6-40" 1 2 Heavy Firepower, Genling Laser Pistol 9" 1 1
Rifle Slow Reload, Wristblades A 2 1
Assault Weaponry A 1 - Suppressive Fire (1),
Tag
1 Assault Enforcer with Incinerator
1 Enforcer with Burst Laser Genling Pistol 9" 1 1 Special Rules: Anti-Grav, Fire in the Hole!
Special Rules: Anti-Grav Assault Weaponry A 2 -
SpWeapon Range Dice AP Special
Weapon Range Dice AP Special 1 D.O.G. Drone (40mm round base)
Burst Laser 28" 3 1 Incinerator 9" 1 1 Blast (2D3),
SPD MEL ACC Def res ner
Saturation,
Assault Weaponry A 1 - 6 - 3+ 4+ 1 3 Regular Slow Reload,
Infantry
Volatile (3+)
Weapon Range Dice AP Special Assault Weaponry A 1 -
Burst Laser 28" 3 1

Heavy Support Team


Peacekeeper Team
SPD MEL ACC Def res ner
6 4+ 3+ 5+ 1 3 Regular SPD MEL ACC Def res ner
Jetbike Team
Infantry 6 4+ 3+ 6+ 1 3 Large
Infantry SPD MEL ACC Def res ner
1 Enforcer 12 4+ 3+ 5+ 2 3 Large
Special Rules: Anti-Grav 4 Enforcer Peacekeepers Infantry
Special Rules: Anti-Grav
Weapon Range Dice AP Special 2 Jetbikes with Rifles
Weapon Range Dice AP Special
Genling 45 Laser 18" 1 1 Special Rules: Anti-Grav
Rifle Twin Genling 45 18" 2 1
Laser Rifle Weapon Range Dice AP Special
Assault Weaponry A 1 -
Energy Gauntlet A 1 2 Twin Genling 45 18" 2 1
Laser Rifle
4 Enforcers with Missile Launchers
Special Rules: Anti-Grav 1 Enforcer Peacekeeper with Incinerator Assault Weaponry A 1 -
Special Rules: Anti-Grav, Fire in the Hole!
Weapon Range Dice AP Special 1 Jetbike with Heavy Burst Laser
vEnforcer 6-36" 1 4 Anti-Tank, Heavy Weapon Range Dice AP Special
Special Rules: Anti-Grav
Missile Launcher Firepower, Slow Incinerator 9" 1 1 Blast (2D3),
Reload Saturation, Weapon Range Dice AP Special
vEnforcer 6-36" 1 1 Blast (D3+1), Slow Reload, Heavy Burst Laser 28" 3 2 Suppressive Fire
Missile Launcher Volatile (3+) (1)
Heavy Firepower,
Slow Reload Energy Gauntlet A 1 2 Assault Weaponry A 1 -
Assault Weaponry A 1 -
Peacekeeper Captain
SPD MEL ACC Def res ner
Polaris Strider 6 3+ 3+ 6+ 2 3 Large Enforcer Captain
Infantry
SPD MEL ACC Def res ner SPD MEL ACC Def res ner
6 4+ 3+ 7+ 4 3 Vehicle 1 Peacekeeper Captain 6 3+ 3+ 5+ 2 3 Regular
Infantry
Special Rule: Anti-Grav, Unflinching, Protection (Large
1 Polaris Strider Infantry)
1 Enforcer Captain
Weapon Range Dice AP Special Special Rule: Anti-Grav, Unflinching, Protection (Regular
Weapon Range Dice AP Special Infantry)
Polaris Cannon 48" 1 6 Anti-tank, Heavy Twin Genling 45 18" 2 1
Firepower, Slow Laser Rifle Weapon Range Dice AP Special
Reload Wristblade A 2 1 Genling Laser Pistol 9" 1 1
Assault Weaponry A 2 1 Energy Gauntlet A 2 2

15
warpath ar
Steel Warriors Rekkhyrr team
SPD ACC Def res ner SPD ACC Def res ner
Stormrage Veterans
4 4+ 5+ 4 2 Regular 4 4+ 5+ 4 2 Regular SPD ACC Def res ner
Infantry Infantry
4 4+ 5+ 4 3 Regular
Steel Warrior Team Infantry
Rekkhyrr Team
Special Rules: Headstrong Special Rules: Headstrong, Fire in the Hole! Issilgarim Team
Weapon R D AP Special Special Rules: Headstrong
Weapon R D AP Special
Hailstorm Rifle 20 4 1 - Dragonbreath 12 4 1 Blast (2D3), Weapon R D AP Special
Assault Weaponry A 4 - - Flamer Saturation v Magma 36 4 6 Anti-Tank (D3+2)
Assault Weaponry A 6 - - Cannons Heavy Firepower
Autocannon Equipment Upgrade: v Mjolnir Missile 6-30 4 2 Blast (D3+2)
Weapon R D AP Special Launchers Heavy Firepower
Hailstorm 30 3 2 Suppressive Fire (1) Assault Weaponry A 4 - -
Autocannon

Steel Warrior units consist of 2 Teams.


Jotunn Mobile Gun Forge Guard team
Any Team may have an Autocannon upgrade.
SPD ACC Def res ner
SPD ACC Def res ner
3 4+ 6+ 3 2 Vehicle 4 3+ 6+ 5 3 Regular
- Tank - Infantry
Jotunn Mobile Weapons Platform Forge Guard Team
Special Rules: Headstrong Special Rules: Headstrong

Weapon R D AP Special Weapon R D AP Special


Heavy 8-40 10 2 Heavy Firepower, Hailstorm Rifle 20 4 1 -
Hailstorm Cannon Suppressive Fire (2) Forge Hammer A 4 4 Blast (D3)
Assault R 4 - - Mjolnir 6-30 2 2 Blast (D3+2)
Missile Launcher
Sturnhammer Tank
SPD ACC Def res ner
7 4+ 9+ 5 4 Vehicle Iron Ancestor
- Tank -
Hultr Half-Track
Sturnhammer Hagall Pattern SPD ACC Def res ner

Battle Tank 5 3+ 8+ 4 4 Vehicle


SPD ACC Def res ner

Special Rules: Headstrong 10 4+ 7+ 4 3 Vehicle


- Tank -
Iron Ancestor
Weapon R D AP Special Special Rules: Headstrong Hultr with Magma Cannon
Hailstorm Rifle 20 2 1 - Special Rules: Headstrong
Weapon R D AP Special
Heavy 8-40 10 2 Suppressive Fire (2) Twin Hailstorm 30 5 2 Suppressive Fire (1) Weapon R D AP Special
Hailstorm Cannon Autocannons Magma Cannon 36 1 6 Anti-Tank (D3+2)
Assault R 6 3 - Forge Hammer A 6 5 - Assault R 6 2 -

16
rmy rosters
Strike Team Heavy Support Team Assault team
SPD ACC Def res ner SPD ACC Def res ner SPD ACC Def res ner

6 3+ 5+ 4 3 Regular 6 3+ 5+ 4 3 Regular 6 3+ 5+ 4 3 Regular


Infantry Infantry Infantry
Strike Team Heavy Support Team Assault Team
Special Rules: Anti-Grav Special: Anti-Grav Special Rules: Anti-Grav, Fire in the Hole!
Weapon R D AP Special Weapon R D AP Special Weapon R D AP Special
Laser Assault Rifle 18 6 1 - v Missile 6-36 4 1 Blast (D3+1), Pistol 12 6 1 -
Assault Weaponry A 4 - - Launchers Heavy Firepower Wristblade A 8 1 -
Burst Laser 28 4 1 - v Missile (AT) 6-36 4 4 Anti-Tank (D3+1), Incinerator 12 2 1 Blast (2D3),
Launchers Heavy Firepower Saturation
v Pistol 12 6 1 -
Assault Weaponry A 4 - -

Pathfinder Team
SPD ACC Def res ner
Jetbike Support Unit
5 3+ 4+ 4 3 Regular SPD ACC Def res ner
Infantry
12 3+ 5+ 3 3 Large
Pathfinder Team Infantry
Special Rules: Recon, Saboteur
Jetbike Ranged Support Team
Weapon R D AP Special Special Rules: Anti-Grav
Peacekeeper Unit v Sniper Rifle 6-40 4 2 Suppressive Fire (1) Weapon R D AP Special
SPD ACC Def res ner
v Pistol 12 6 1 - Twin Laser 18 3 1 -
6 3+ 6+ 3 3 Large Assault Weaponry A 6 - - Assault Rifle
Infantry Heavy Burst Laser 28 6 2 Suppressive Fire (1)
Peacekeeper Team Assault Weaponry A 4 - -
Special Rules: Anti-Grav 0-1 D.O.G. Drone Support Upgrade:
Weapon R D AP Special
Weapon R D AP Special A Jetbike unit may have up to 2 Teams.
Burst Laser 28 4 1 -
Twin Laser 18 4 1 -
Assault Rifles
Energy Gauntlet A 4 2 - Accuser Interceptor
Incinerator Equipment Upgrade: Polaris Strider SPD ACC Def res ner

Special Rules: Fire in the Hole! SPD ACC Def res ner 16 3+ 8+ 4 3 Vehicle
- Flyer -
Weapon R D AP Special 6 3+ 7+ 4 3 Vehicle
Accuser Interceptor
Incinerator 12 2 1 Blast (2D3), Special Rules: Transport Bay
Saturation Polaris Strider
Weapon R D AP Special
Weapon R D AP Special
A Peacekeeper unit may have up to 3 teams. Polaris Cannon 48 2 6 Anti-Tank (D6)
Twin Heavy 28 10 2 Suppressive Fire (1)
Burst Lasers
1 team may have an Incinerator upgrade. Assault Weaponry A 4 2 -
Missile Pods 48 2 5 Anti-Tank (D3+2)

17
Military Escalation
So youve learned the basics of playing
Warpath and fought to conquer an entire
planet. Whats next?

Expand Your Forces


The Enforcers and Forge Fathers in this box
give you two great starting armies, but there
are many more reinforcements to collect and
give you the edge in your next battle. The army
rosters in this book contain extra units so you
can easily add more action to your games.

The Sturnhammer is assessed by


Corporation Central Military
analysts to be probably the
best main battle tank
currently employed
amongst alien races.

The XSM-784 Accuser Interceptor


is the embodiment of speed and
power, making it the favourite
air-intervention and assault
support craft of the Enforcer
corps.

18
Dangerous New Foes
The galaxy is enormous and full of peril.
Take war to the stars with five more factions
available from Mantic Games:

The Plague is a mutagenic virus that


transforms its victims into monstrous creatures
of terrifying ferocity.

The technologically superior Asterians go to


war using remotely-operated robotic legions
carrying advanced weaponry.

The Veer-Myn are masters of chemical


warfare, overwhelming their foes in a horde of
razor claws and gnashing teeth.

Humanitys many worlds are defended by vast


companies of marine infantry and an armada
of vehicles and aircraft.
Brutal warriors and pirates without peer, the
Marauders sell their strength to anyone who
can afford to hire them.

19
On The Warpath
Develop your battle strategies further with
the complete rules to Warpath and Firefight.
Each of the 160-page rulebooks contains a
comprehensive guide to the rules of play,
a selection of exciting missions, and the
battle-statistics for every unit, vehicle and
commander across 6 different armies.
Learn more about the GCPS, the Star Realm
and beyond in the Warpath Source Book.
Delve into the Warpath universe like never
before with 192 pages of detailed history,
lavish artwork and revealing information to
bring your games to life.

Other Titles
Enact daring covert missions in
Deadzone the Sci-Fi Skirmish
Game, and follow the fate of
your elite troops as they gain battle
experience and learn deadly new
abilities...

...Or enjoy the gleaming celebrity


spotlight in Dreadball the
Futuristic Sports Game, training
your sports team and leading them
to fame & glory on the blood-stained
pitches of the galaxys most popular
sport!

www.manticgames.com
20

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