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Futuristic Squad-Based Warfare

CORE RULEBOOK
BY ALESSIO CAVATORE
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
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
22
www.manticgames.com
Contents Credits
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
Ordnance . . . . . . . . . . . . . . . . . . . . . . . . . 45
Heroes and Monsters . . . . . . . . . . . . . . 46
Transports. . . . . . . . . . . . . . . . . . . . . . . . 46
Special Rules. . . . . . . . . . . . . . . . . . . . . . 47
Armour Special Rules . . . . . . . . . . . . . . . . 50
Weapons Special Rules . . . . . . . . . . . . . . . 51
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
Marauders army list . . . . . . . . . . . . . . . 66
Army Special Rules . . . . . . . . . . . . . . . . . . 66
Infantry. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Grunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Fraggers. . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Jumpers. . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Rippers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Stunts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Stunt-Bots. . . . . . . . . . . . . . . . . . . . . . . . . . 68
Armour. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Ordnance . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Heroes and Monsters. . . . . . . . . . . . . . . . . 69
Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
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
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
Other Races. . . . . . . . . . . . . . . . . . . . . . . 80
3 Contents
Contents
T
he galaxy is burning.
The malevolent human
Corporation is expanding
its sphere of inuence, 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 Corporations strategy is to make contact
with alien civilizations and dazzle them with
humanitys 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 benets 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 rst 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, pan-
galactic culture of the Corporation. Worse,
what is initially offered free in the spirit of
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common sentient interest does not remain
so for long. Soon the incorporated culture
will be dependent on Corporation goods and
services, and bled dry to pay for them.
Turned into little better than puppet
states, these slave-societies are drugged
by the cheap, get-rich-quick attitudes of
Corporation culture, 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,
and it does not always work. Sometimes the
most primitive culture can see through the
baubles the Corporation offers to the truth.
Other times, a civilisation may be too savage,
too advanced or just too damn alien to risk
bringing in to Mans great galactic family.
In these cases, the Corporation will deploy
its considerable military might. Full-scale
invasion and subjugation has been the fate
of many, even complete annihilation if a race
proves too troublesome.
Well trained and equipped with the best in
military technology, Corporation Troopers
are worth scores of the warriors of less
advanced cultures. The Troopers armour is
often invulnerable to the natives weapons,
leaving them free to mercilessly mow down
5 The Corporation
scores of the enemies with pulses from
their laser weaponry. Indeed, 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, the
Troopers can bring the awesome repower
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 Corporations 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, covering
entire sectors in its tyrannical rule and
suffocating any attempt to live free of its
clutches. Their expansion continues, but the
galaxy is a big place. The Corporation is not
the monolithic entity many think it to be, 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, rich men
who debate and bicker in the sterile halls of
Corporation Central share one, deep-seated
fear: that sooner or later the Corporation will
meet its match in the unexplored expanses
of deep space
Corporation Weapons Team
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These elite warriors exist to enforce the will
of the government they answer solely to
Corporation Central, meaning, in actuality,
the Council of Seven. Comprised of superior
soldiers, equipped with some of the best
technology in the galaxy, the troops of the
Enforcers are few in number, but each is
worth a score of lesser men. In repower
they are matched only by the Forge Fathers,
while in combat they are as deadly as the
wild Marauders. Their loyalty to Corporation
Central is absolute. Unmatched in the galaxy,
the Enforcers are the elite of the elite, the
armoured right st of Corporation Central.
Very little is actually known about the
Enforcers. They were rst created in the
wake of the Mandrake Marauder rebellions,
as a replacement for those treacherous
companies of aliens under Corporation
Centrals direct command. Corporation
Central does its best to keep the Enforcers
recruitment, equipment, disposition, overall
numbers, organisation and membership
condential. In a galaxy as large as ours, this
is nigh on impossible, and there are certain
matters that are readily apparent to an
observer, nevertheless the Enforcers remain
shrouded in secrecy.
THE ENFORCERS A SECRET ARMY
7 The Corporation
W
herever there is war you
will nd the Marauders.
Hulking, muscled alien
brutes who revel in combat,
Marauders are employed as
mercenaries by all the major
powers in the galaxy. For a
Marauder chieftain, it does not
matter who you ght or why, only
how much you can pay.
Marauder is not the name these creatures
have for themselves, in their own, simple
tongue they are Orx, but Marauder suits
them well. When peace reigns, Marauders
become a menace to civilisation, turning
to piracy and looting when they can nd
no paymaster. Marauders can be found
everywhere, from the most densely
populated core systems to the depths of
interstellar space. In the wilder reaches
of the galaxy, away from the Corporation
Core Worlds, it is said that there is not an
Marauder Army
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asteroid belt or moonlet that does not house
a pirate nest of these violent creatures. It is
not unusual for Corporation scout eets to
travel to an unmapped system only to nd a
Marauder pirate lord has been there before,
and tense ship battles are often the outcome
in these situations.
It was not always so. Until less than three
centuries ago, the Orx were conned to a
cluster of twenty or so systems halfway
toward the spinward end of the Sagittarius
arm. At the time, this was right at the very
edge of Corporation territory, 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, but this in itself was not
unusual. A Grand Settlement Fleet of some
300 ships, including a portion of Klandax
Companys own military, were dispatched.
For Klandax, it was a great shame they had
not invested in more sophisticated drones.
Fleet scout teams made landfall on
Caprisiam IV, and began to survey sites for
9 The Marauders
an initial colony that would serve as base of
operations for further activity in the sector.
Large numbers of natives were recorded,
but these appeared primitive in the extreme.
While the eet surveyors started their work,
contact with the natives was attempted by
renowned exobiologist Dr Jan Friers, working
under license directly for Klandax. Friers
was widely regarded as a safe pair of hands,
having already participated in rst contact
with four alien species. He was accompanied
by a half company of Corporation Troopers,
so despite the aliens savage nature,
Klandaxs expeditionary commander Prakal
Mitrandesh was condent things would
go smoothly.
Within half an hour of approaching the rst
native settlement, Friers was dead. The
natives had attacked in force, ambushing
the Corporation representatives. Although
they took many casualties, the natives had
killed twenty-three other men, despite
their primitive weaponry. Captain Martello,
commanding, described warriors of
unparalleled ferocity, simple metal blades
punched through his mens sophisticated
armour by dint of their massive strength
alone. Martello insisted they had been
tricked, that the natives had drawn them
in to talk simply to assess them. Theyd
learned precisely two things: One, that the
natives called themselves Orx, secondly,
that they were extremely aggressive.
Martello was disciplined for abandoning the
bodies and equipment of his men, and a
suborbital ghter was launched to destroy
the settlement.
Four hours later, an Orx force, carrying
Corporation weaponry, attacked the surveying
team and wiped them out. Commander
Mitrandesh had the remainder of Friers
exobiology staff declare the Orx hostile, and
set about a campaign of extermination.
The genocide took six weeks and cost
Mitrandesh quarter of his ghting men. Still,
the planet was clear. Sector colonisation
headquarters were established, and the eet
moved on to the next scheduled world.
The same thing happened there. And then
again. And again.
What Klandaxs probes had not revealed
was that this promising world cluster was
infested with these Orx. How they spread
is unclear, although it has been surmised
that the Orx once possessed a higher level
of civilization, or were employed as another
culture as warriors their cleared worlds
exhibit extensive, ancient ruins.
Mitrandesh soon realized he had not
enough men to pacify the entire region, and
reluctantly applied to Corporation Central for
military aid, forfeiting Klandaxs sole claim to
the territory.
Enter General Klimt. Named The White Devil
God by the Kathradny [extinct], 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, doing enormous damage before being
gunned down.
By this time Corporation intelligence had
gained a grasp of the Orx language, and
so Klimt hit upon an idea. He had several
10 10 www.manticgames.com
hundred Orx captured, and once they were
subdued, made them an offer.
And so the rst battalion of Orx auxiliaries
were trained using Corporation war-doctrine.
As they were as happy to ght each other
as the corporation the worlds were soon
cleared, and Klimt forced Klandax into an
embarrassing handover of the new colonies
to Klimts own masters in House Antigone.
Klimts 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, during the Mandrake
Secession War, an entire Orx auxiliary legion
turned on their masters, seized control
of a otilla of spaceships and scattered
themselves across the galaxy.
The Marauder civilization was born, 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,
it is better to have them ghting with you,
than against you.
11 The Marauders
T
he ancient and proud
culture of the Forge
Fathers has managed to
retain its independence from
the Corporation while others
have fallen. Masters of science,
artisans beyond compare, the
Forge Fathers are the only aliens
to trade with the Corporation on
anything approaching even terms.
While they are far fewer in numbers than
humans, the Forge Fathers are renowned
across the galaxy for their grasp of advanced
technology. They are one of the only species in
known space whose weaponry and spacecraft
are more powerful than those of the Corporation.
Their battle-suits are nigh-on impregnable, the
destructive capability of their thermal guns is
of tremendous magnitude, not to mention the
incredible rate of re and penetrative power of
their solid-shot weaponry. In the eld of space
warfare, they are unsurpassed. Their ships are
much like they are: slow, massive, resilient to
damage, and armed to the teeth.
12 12 www.manticgames.com
Forge Fathers
The
The Forge Fathers are a cautious people in
most matters, their technical secrets cannot
be bought, and they take great pains to
conceal the workings of the machinery that
they sell to others. The structure, workings
and habits of their civilization have only
been won by the Corporation at great cost
and effort, as the torture, 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 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,
13 The Forge Fathers
they can be found throughout the galaxy.
The great eets of the Forge Fathers have
been plying the heavens for millennia,
travelling from system to system, selling
their services. Although dubbed Trading
eets by the Corporation, this is something
of a misnomer; each great Forge Father star-
caravan centres on one or more Ward Ships,
a mountain of metal and stone bristling with
weapons. Smaller craft cluster about it, and
these are multifarious in purpose. Besides
smaller warships, many are tailored to
constructive purpose: geoengineering, large-
scale construction, fabrication, asteroid
mining or whatever else the clan they belong
to happens to specialise in. Depending on
what they are engaged to do, a Forge Father
eet 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;
the longest lived in Corporation custody
survived one hundred and fty years before
contriving to take his own life. It is suspected
their natural lifespan is at least seventy
years longer than this, 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 14
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ambition to exploit such victories, but any
trespass into their space by Corporation
Fleets has been ruthlessly dealt with, while
every attempt to incorporate Forge Father
worlds or clans into the Co-Prosperity
Sphere have been foiled, no matter the
means employed. The two powers will trade,
but these transactions are always done on
the Forge Fathers terms.
The activities of the Forge Fathers are of great
interest to the Corporation, not least because
they are capable of planetary engineering
feats that make the Corporations own
efforts appear feeble. In particular the Forge
Fathers possess the ability to shift a worlds
orbit; 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 eets, 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, or even allowing themselves
to by subsumed into the Star Realm entirely.
All this is exceedingly irksome to Corporation
Central, but while the Forge Fathers remain
preeminent in the eld of space warfare, there
is little prospect that the situation will change.
15 The Forge Fathers
16 16 www.manticgames.com
W
herever mankind has
gone, rats have shortly
followed. The Veer-myn
are the latest manifestation of
this unwitting partnership.
The armies and dignitaries of the Corporation
y 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, and so ore, grains,
chemicals, machines, all the many, weighty
things made and shipped throughout space
go at much lower velocity. The bulk haulers
of the Corporation are vast, gigantic vessels
made from hollowed out asteroids that
are pulled across the cosmos by tug craft.
A haulers carrying capacity is often in the
hundreds of thousands of megatonnes.
Each one is the size of a city; a maze of
endless holds and storage bays connected
by innumerable lift shafts, corridors, and
conduits. Unless circumstances or cargo
are exceptional, carriers tend to ply the
starlanes between stars close to one another.
17 The Veer-myn
Nevertheless, each voyage takes many
months, sometimes years.
A tugs crew rarely ventures back into the
hauler, but on occasion inspections are
required, and so haulers all possess sections
where basic life support and an atmosphere
are maintained. At some point in history,
the rat crept into these cold, dark and
inhospitable places, found some warm spot
in which to live and thrive, and it is here that
it evolved.
Who knows when the rst Veer-myn stood
upright and blinked eyes ablaze with newly
minted intelligence? The transition from
rat to Veer-myn took place phenomenally
quickly; at most, so Corporation science
personnel have it, just under one thousand
years. Perhaps this huge evolutionary jump
occurred because of radiation leaks from
poorly shielded reactors, or because of
cosmic ray bombardment, or perhaps their
race was born from some chemical cocktail,
spilled in the transport caverns of a forgotten
ship. More troubling is the idea that their
emergence was no accident at all, that the
Veer-myn were deliberately made
Whatever caused the change, it forced
the common brown rat to walk upright
and grow many times in size. It gained
18 18 www.manticgames.com
opposable thumbs, and a mind to use
them. Language and a vicious society came
quickly, both crude mirrors of mankinds
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, they
quickly spread.
There are Veer-myn everywhere in the galaxy
today. They live deep within the settlements
of many races, from airless colony moons
to continent-spanning mega-cities, and
infest the depths of spacecraft. Wherever
they are, they cause serious problems. Their
spade-like teeth are iron-hard and grow
constantly. They are vital tools to the rat-
19 The Veer-myn
men, but a Veer-myn must gnaw at hard
materials lest their teeth outgrow their
jaws, causing agonising pain; 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, the purple pox of Indraxia,
a supposedly quarantined world, somehow
managed to break out from its point of origin
and infect fteen systems, killing up 25% of
the population of each. The Veer-myn were
duly blamed, and with good reason.
Most problematically, Veer-myn steal whatever
they can. They take food and water, despoiling
what they leave behind, ruining vital supply
shipments. They have an almost preternatural
understanding of chemistry,
rudimentary understanding of more advanced
technologies, 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,
crippling city sectors or ships, sometimes
with fatal results. To prevent these mishaps,
Corporation spacecraft are routinely scoured
for Veer-myn nests, 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,
humans cower in reinforced crew quarters
while a ships atmosphere is vented into space.
A drastic measure, 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, so much so that
rumours of hidden cities of Veer-myn are just
about credible. Less believable are stories of
worlds overwhelmed by masses of verminous
warriors boiling up out of the ground, armed
with bizarre weapons that spit re and searing
chemicals, or those tales told of the giant,
mutant monsters that ght beside them.
Co-Prosperity Sphere citizens should rest
assured that these are just stories, furthermore
stories that are likely to earn their teller a late-
night call from Corporation Intelligence.
Warpath is a sci- small-action wargame
set in Mantics ctional galaxy at war.
Warpath is a game that is easy to learn
and fast to play, yet will take time and
experience to master. With few and
simple rules, there is little to get in the
way of the fun and slaughter.
The game system uses an intriguing
unit activation system that will keep
both players on their toes and force
them to make some difcult choices
to outwit their opponent. And thats not
all like all Mantic wargames, Warpath
has been designed to allow you to use
a stopwatch or a chess clock to time
your moves. As the seconds tick away,
the pressure and excitement build
up, giving you an extra dimension of
gameplay and an extra resource to
manage during the battle.
Following the same successful
development pattern we employed
with Kings of War, we have decided to
release Warpath at a very early stage
of development. The system, and
particularly the army lists, are still
in need of accurate balancing and
thats where you can help. Please play
as many games as you can and give us
your feedback at:
www.manticgames.com/Forum.html
Measuring Distances
You can measure distances at any time.
The distance between two models is
measured to/from the closest point of
their bases. If a model has no base,
use the closest part of its hull or torso.
The distance between two units is
measured to/from the closest models
in the two units. To avoid confusion,
keep your units more than 1 away from
enemy units at all times.
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The Rules
In exchange well keep the rules of
Warpath up to date for free, while we
continue with the development of our
apocalyptic mass-battle system, which
we will unleash upon you in the not-
so-distant future!
Models and Units
The models used to play Warpath must
be glued on the bases provided with
them or identically-sized alternatives.
Most models in the game ght together
in groups which we call units. Each unit
belongs to one of the following types:
Infantry (Inf)
Infantry units normally consist of ve to
twenty models, as shown in Diagram A.
The number of models that make up a unit
is specied in its Stats (Stats are explained
later) and will normally correspond to the
number of models you get in the boxes
supplied by Mantic. Models in a unit must
at all times be in formation, by which we
mean within 5 of the units Leader and
within 1 of another member of that unit,
forming an uninterrupted chain of models
(see Diagram A).
Heroes & Monsters
(Hero, Monster)
A Hero or Monster is a unit consisting of
a single model: either a mighty leader or
other ofcer (Hero), a large alien beast or
armoured combat walker or exoskeleton
(Monster) or even a combination of the
two - like a commander mounted on a
great war-beast (often treated as a Hero,
but see individual entries).
Ordnance (Ord)
Each Ordnance unit consists of a single
large gun and sometimes a number of
crew models too. Any crew models are
purely decorative and should be arranged
around the machine, and within 1 of it, in
a suitably realistic fashion.
Armour (Arm)
Each Armoured unit consists of a
single model. They range in size
from mighty battle tanks to smaller
armoured personnel carriers and
include armoured cars and other
lighter vehicles.
Diagram A Units
20 Infantry
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5"
10 Infantry
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5 Infantry
Leader
Trooper
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1"
21
The Rules
Stats
Each model in Warpath has a name
and a series of statistics (for short,
we call them Stats) which dene how
powerful it is in the game. These are:
Speed (Spd). How fast the model
moves, in inches.
To Hit (Hit). The score needed by
the model to hit, both with ranged
attacks and in melee.
Attacks (Att). The number of dice
the model rolls when attacking
in melee.
Defence (Def). The score the enemy
requires to damage the model.
Nerve (Ner). A combination of
the models courage, training
and discipline.
Special. A units entry will also list any
unusual equipment and special rules
that apply to its models.
The Stats are presented in a prole as
in the following example:
Forge Fathers, Steel Warriors
Spd Hit Att Def Ner
Steel Warrior 4 4+ 1 5+ 9/11
Special: Headstrong.
Dice
In these rules, when we refer to a die or dice, we mean a six-sided die, which
we call D6. Sometimes we also use terms like D3 (the result of a D6 divided by
2 (rounding up)), or D6+1 (roll a D6 and adding 1 to the result), or 2D6 (roll two
dice and add them together).
Also, if a rule tells you that you need to roll 4+, it means you need to roll a number
equal to or higher than 4.
Re-rolls
When you are allowed a re-roll, simply pick up the number of dice you are
allowed to re-roll and roll them again. The second result stands, even if its
worse than the first.
Roll-off
When called to roll-off, both players roll a die, and then compare their results.
The highest scorer wins the roll-off. Re-roll in the event of a tie.
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Unit Leaders
A units Leader is very important, and
should be represented by a suitably
imposing model so that he clearly stands
out from the rest of the unit. The Leader
is the commander of the unit, the one
making the decisions and issuing orders
to his subordinates and is often used as
a point of reference. If a unit consists of a
single model (such as an Armoured unit,
a Hero or Monster), that model obviously
counts as the Leader.
Line of Sight
During the game, you will at times
need to determine whether one of your
models can see another one - normally
an enemy model that your model (and
the unit it belongs to) intends to charge
or shoot. Unless stated otherwise,
models can see all around regardless
of the direction they are actually facing.
Of course, terrain and other models
can still get in the way and hide targets
from sight. To determine whether
your model can see a target, simply
lean down on the table and peek from
behind the head of the model. If you
can see the torso or head of the target
model (ignore weapons, banners or
other decorations, limbs, tails, wings,
etc.) then your model can see it.
When checking a models line of sight,
ignore the other models in its own unit.
You can even lie them down temporarily
if you need to (as in reality they might
be kneeling or even lying prone on the
ground a safe habit on the battleeld).
If youre not sure whether a model can
see a target or not, roll a die. On a 4+ it
can see it, on 3 or less it cannot.
23
The Rules
The Turn
A game of Warpath is played in turns.
During each turn, players rst roll to see
whos going to go rst, and then alternate
activating their units until all of the units
in the game have been activated. This
concludes the turn and then the next one
begins and is played through, and so on
and so forth until an agreed time limit or
turn limit is reached.
At the end of the game the players will
then work out the victory conditions as
described in the Game Scenario section
(see page 56).
More formally, a turn is divided into the
following phases:
1) Initiative phase
2) Activation phase
3) End phase
Lets examine each of these phases
in detail.
Initiative Phase
The players execute an Initiative roll they
roll-off and the winner will decide which
player has the Initiative in the ensuing
activation phase.
Activation Phase
The player currently with the Initiative
must pick any one of his units and take
an Activation Test for it. He can activate
one to three units in a row before the
Initiative passes to his opponent, as
described below.
To take an Activation Test, roll a die
and consult the chart below. Note that
in the case of the rst unit to activate
every time you have Initiative, the test is
automatically successful.
The required numbers are as follows:
First unit. Activates automatically.
Second
unit.
Activates on 3+.
Third unit. Activates on 5+.
Final
activations.
All units activate on 3+.
If the test is successful, the unit is activated
normally and can move and/or attack as
described in the rules. The unit then
receives a Done marker to show that it
has been activated for this turn.
If the test is failed, the unit simply mills
around in confusion or fails to understand
the command and can do nothing for
the turn. The unit still receives a Done
marker and retains a Suppressed marker
if it has one.
Once one of his units fails an Activation
Test or the player activates the third
unit, or decides that he does not wish
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to attempt a further Activation Test, the
Initiative passes to his opponent. The
opponent must then activate a unit as
described above and can continue to do
so until he too fails an Activation Test, or
activates all three units, or decides that
he is not going to attempt another. At this
point the Initiative reverts back to the rst
player, and so on and so forth.
Final Activations
Once a player has nished activating all
of the units in his army, their opponent
retains the Initiative and can try to activate
all of his remaining units. This is called
Final activations.
During these Final activations, all
remaining units (including the rst
one!) activate on 3+. In other words, all
remaining units count as a Second unit.
It is very importnat to note that during
Final Activations, the player can keep going
and try to activate units even if he fails an
Activation Test. He keeps doing this until
he has tried to activate all of the remaining
units in his army and they have all received
a Done marker.
Activating Suppressed Units
You will see later than units can become
Suppressed if they receive re from the
enemy and fail a Nerve test (see page
36). A Suppressed unit is less likely to
react to your activation, and might just
ignore their leaders orders and stay put.
Every time you pass a successful Activation
Test for a Suppressed unit (including an
automatic pass for a rst unit, and during
Final Activations), you must immediately
roll a die for that unit to see if it shakes
off the effects of Suppression. If the result
is one, two or three, the unit remains
Suppressed and the Activation Test counts
as failed instead the Initiative passes
to the enemy as normal. If the result is
four, ve or six, the unit shakes off the
Suppression and activates as normal.
Remove its Suppressed marker.
End Phase
Once all units have been activated,
the players remove all of the Done
markers from the table and do some
general tidy-up of the eld - removing
stranded casualties, dice, markers, tape
measures, teacups and all other debris
of battle. Then youre ready to begin the
next turn, starting with the Initiative
Phase.
Game End
At the end of turn 5 of the game, either
player rolls a die: on a 3 or less, the
game ends. On a 4+ a nal extra turn is
played (Turn 6) and then the game ends.
It is of course possible for the players to
agree at the beginning of the game to
play for a different amount of turns. In
either case, when the agreed number
of turns is reached, always roll for an
extra turn in the End Phase of the last
turn. You can instead decide that you
are going to play for a set amount of
time we suggest half an hour per 500
points being used (e.g. two hours for a
2000pts game). Lastly, you could also
play a Timed Game, as explained in the
Timed Games section.
25
The Rules
When a unit is activated, it can execute
one of the movement actions described
below (Halt, Move, Move At The Double
or Charge) and then, where permitted,
re their weapons as described in the
Shooting section.
Halt
The unit does not move at all.
Move
Move each of the units models in any
direction up to a number of inches
equal to their Speed. Models must end
their move in formation (i.e. within 5
of the units Leader and within 1 of
another member of that unit, forming
an uninterrupted chain of models, as
shown in Diagram A on page 21).
During this move, the models can make
any number of changes of direction, as long
as no model moves further than its Speed.
See Diagram B. This is often refered to as a
normal Move or normal speed. Usually
the unit can still re after moving like this
but some heavy or cumbersome weapons
require a model to stay still in order to fire.
Unit Interpenetration
Infantry, Heroes and Ordnance models
can move through friendly Infantry,
Heroes and Ordnance models. They
cannot however end their move on top
of other models, so youll have to be
sure that they have enough movement
to end up clear of their friends. Enemy
Infantry, Heroes and Ordnance on the
other hand, block movement, as do all
Armoured units (friend and foe).
Move At The Double
The models in the unit can move as
described above, but up to double
their Speed. See Diagram C. This
Movement
Diagram B Move
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Leader
Trooper
1) Leader (Spd 4) makes
a move of 3"
L
2) Each other model in the unit is moved up to 4"
(their Speed stat), ending their move no further
than 5" from the Leader within 1" from
another model in the unit.
Original
Position of Unit
New Position
of Unit
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Diagram C At The Double
1) Leader (Spd 4)
moves 6" of its
At The Double
move.
2) Leader moves 2" in
another direction, completing
its At The Double move
3) Each other model in the unit is moved up to 8"
(double their Speed stat), ending their move no
further than 5" from the Leader within 1" from
another model in the unit.
t
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L
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L L
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normally means that the unit will be
unable to re.
Charge
This is the most exciting type of
movement but is also the most
complex. A charge is the only way your
models can move into contact with
the enemy. A unit can charge a single
enemy unit (the target) as long as the
following conditions are met:
at least one model in the charging
unit can see at least one model in
the target unit
at least one of the charging units
models can reach one model in the
target unit, as described below
it is actually possible for the
charging unit to damage the target
in the ensuing melee
Moving Chargers
If a charging model can make a double
move and, going around Blocking
Terrain and enemy units, it can reach
the closest model in the target unit, the
Charge is successful. Otherwise the
unit cannot Charge (and it must choose
another movement action instead).
Note that during a Charge, models
move through obstacles and areas of
Difcult Terrain without reducing their
movement as they would when not
charging (see the terrain rules below).
However, if any of a units models
must go through these types of terrain
in order to reach their targets by the
shortest route possible, the entire
unit will suffer a slight penalty in the
ensuing melee (more on this later).
After moving the rst model, move all
remaining chargers into base contact
with models in the target unit by the
shortest route possible. This follows
the rules for an At The Double move
(other than Difcult Terrain not slowing
them down) and these models must
end their move in formation. As you
move into contact with the enemy, you
must spread your models as evenly as
possible amongst the enemies they can
reach, trying to get as many models in
base contact as possible. If there is no
space for all of your models to make it
into base contact with an enemy in the
t
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Diagram D Charge
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1) Unit A (Marauders Spd 5)
is within 10" of enemy unit B,
which it wants to charge. Its
charge is therefore successful.
Unit B
Unit A
8"
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2) Unit A charges into
base contact with
models in the target unit.
Charging models try to make
it into base contact with
enemy models and are spread as evenly as
possible amongst the enemies they can reach.
Note that no charging models could reach the
enemy model furthest away (too far!), and two
chargers could not make it into base contact
with any enemy (no more space!), so they are
left at the back.
27
The Rules
target unit, or if some of the charging
models cannot reach any enemy,
simply place them as close as possible
behind the rest of their comrades,
and of course still in formation. The
models in the target enemy unit are not
moved, as they brace themselves for
the impact.
When charging, models can move to
within 1 of any enemies, though they
can only move into base contact with
the enemies they charged. This means
that sometimes a charging unit may
end up very close to one or more enemy
units it has not charged (e.g. when
charging tightly packed enemies).
Charging Suppressed Enemies
Lying down in cover is not very useful if
someone is right on top of you trying to
stab you with a bayonet. If a Suppressed
unit is charged, it automatically loses
the Suppressed marker, as the soldiers
stand up and prepare to desperately
defend themselves.
Terrain
Elements of terrain make your table
look more impressive, and also help
hiding your troops from the enemys
long-range repower, making the game
more interesting as troops manoeuvre
around looking for cover or a better line
of re. 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.
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.
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Units can move over obstacles
normally (even ending halfway
over them) but cannot cross them
while moving At The Double.
Decorative Terrain. This category
groups small terrain pieces
like individual bushes or trees,
lampposts, street signs, etc. A unit
can move over Decorative Terrain
pieces as it pleases, ignoring them
altogether. However, it is best if
you still make sure your models
dont end up on top of them, so you
dont have to move these pieces of
terrain, which could be important
if they are big enough to inuence
line of sight.
Areas of Difcult 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 Difcult Terrain. Models
can move through these areas, but all
distances travelled through these areas
are doubled (e.g. every inch of Difcult
Terrain they cross counts as two inches).
Buildings
Buildings are complex terrain that
deserves its own section see page 53.
29
The Rules
Shoot
After moving an activated unit, you can
choose a target for them and open fire!
Moving and Shooting
Units that have just moved At The
Double are too busy moving and cannot
shoot. Some cumbersome weapons
can re only if the unit called a Halt.
When thats the case, it will be specied
in the weapons rules.
Melee and Shooting
Units that have any models in base
contact with enemies cannot shoot, nor
be chosen as a target for shooting.
Pick a Target
The ring unit can pick a single enemy
unit as a target for its ranged attacks. In
order to do so, at least one of its models
must be able to see at least one of the
models in the target unit.
Determine Firing Models
Once the ring unit has picked a target,
any model that can see at least one
model in the target unit can open re
with one (and only one!) of its ranged
weapons. Its a good idea to turn all
ring models towards the target, and
any models that are not ring away
from it to make the distinction clear.
Check Range
Each weapon has a range in inches shown in
its profile (see examples below). Measure the
distance between the firing model and any of
the models it can see in the target unit. If the
distance is equal to or less than the weapons
range, the entire enemy unit is in range (not
just the model you measured to).
Firing and Hitting the Target
Each weapon being red has a
Firepower (Fire) value that shows you
how many dice you roll when ring it.
Roll that many dice for each weapon
that has been determined to be in range
of the enemy unit. Your ring models
dice rolls, after applying any modiers
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.
Modiers
A number of factors can make a hit less
likely to happen. The most common are:
-1 extreme range. The target is over
half of the weapons range away.
-1 Suppressed target. The target
is Suppressed.
-1 soft cover. The target is in soft
cover (see below).
-2 hard cover. The target is in hard
cover (see below).
Ranged Weapon Proles
Each ranged weapon has its own prole
specifying its Firepower (Fire), Range
(Ran) and any other special rules it
might have. For example:
Fire Ran Special
Laser rie 1 24
Light Laser Cannon 1 48 Piercing (6)
For some common ranged weapons
special rules, see page 51.
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For each of these factors, deduct the
modier 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 modier only
applies to some of the ring 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 modiers. However, if
modiers to the roll mean that the rers
would need more than 6 to hit, they can
still shoot. In order to hit, however, you
need to rst roll a 6 and then roll again
and score a 4 or more (no modiers or
re-rolls apply to this second roll).
Cover
To decide whether the target unit is in
cover, take a look at it from behind the
heads of the ring units models. Always
ignore other models in the ring unit
theyre trained to keep out of the way. Also
ignore other models in the target unit you
cannot use your team mates as cover!
If at least half of the models in
the target unit have no cover
whatsoever from the point of view
of at least half of the ring models,
the target is not in cover.
If at least half of the models in the
target unit are completely or partially
obscured by intervening terrain or
other units (friend or foe), from the
point of view of at least half of the
ring unit, the target is in cover.
If the majority of the target units
models are on, or in base contact
with, an area of Difcult Terrain that
the players have agreed offers cover,
the target is in cover.
If the majority of the ring units
shots have to go through 3 or more
of an area of Difcult 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 modier (e.g.
woods, bushes, camouage nets, as well
as infantry units and heroes). Otherwise,
use hard cover (e.g. walls, ruins, craters,
rocky areas, as well as other units except
for infantry and heroes). It is important
that you and your opponent discuss and
agree before the game which terrain is
going to count as hard and soft cover.
If youre not sure if the target is in cover,
roll a die. On a 4+ it is not, on 3 or less it is.
Damaging the Target
After discarding any dice that missed,
pick up the remaining dice and roll
them again to try to damage the enemy
models. The number your rers need to
roll to damage their targets is equal to, or
higher than, the targets Defence value.
31
The Rules
This roll can sometimes be modied by
special rules. For example, some units
(like most Armoured units) have a Defence
value of 7 or more, so they cannot be
damaged unless the rer has some positive
modiers to this roll. As before, there may
be some weapons which have different
modiers than others. You should roll
these separately or perhaps use different
coloured dice to distinguish them.
Any dice that rolls a 1 always fails to
damage, regardless of modifiers.
Effects of Damage Casualties
For each hit that scores damage, you
remove one of the models in the target
unit. This is done in a strict sequence,
following the rules below. Note that the
rules are given in order of importance.
You cannot take the units Leader
until there are no other models
left hes always the last to die.
In reality this represents other
troopers in the unit taking on the
role (and gear) of the Leader if he
is killed.
You cannot take any models
that stand out from the normal
troopers (e.g. models carrying
support weapons, etc.) until all
of the normal troopers have been
removed. This represents other
troopers in the unit picking up the
weapons of the specially armed
trooper if he is killed.
You must try as much as possible not
to break the target units formation.
First you must take any models
in the open (i.e. visible and not in
cover from the point of view of any
ring model), then you must take
any models that are visible to the
rers but in cover. Finally, you can
take casualties from models that
are completely out of sight of all
of the ring models shrapnel,
ricochets and bullets going through
walls ensure that nobody is safe.
Testing Nerve
After ring with all models in a unit, and
removing casualties, you immediately test
the Nerve of any enemy unit(s) that your unit
inicted enough damage on (see the Nerve
section). This test will determine whether
the enemy will stand or be destroyed.
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Take It Out! Independent Fire
Sometimes, units can be upgraded by giving one or more of their models a
very powerful man-portable weapon, whose nature varies enormously between
armies. In general, they are used to take on enemy tanks and other heavily
armoured targets.
When a unit res, any model ring a weapon with a Piercing value of (4) or more
can target any visible enemy, regardless of what his teammates are shooting at.
You can resolve the shots from independent ring weapons before or after ring
the rest of the unit, but you must declare all targets before rolling any dice.
When resolving the independent re, always determine line of sight and cover by
looking from the viewpoint of the independent ring model, ignoring models from
its own unit (basically, imagine that the rest of the unit does not exist).
33
Warpath: The Rules
Melee
If your activating unit has charged an
enemy unit, then your warriors must now
strike against the enemies that they have
charged we call this Melee, but we
we also refer to it as combat or close
combat. In reality the enemy warriors
would also be ghting back against
yours, but for the sake of playability, we
imagine that the impetus of the charge
means your men are doing most of the
attacking. If the enemy is not destroyed,
your men will fall back and brace
themselves, because their foes are very
likely to soon charge back in to avenge
their fallen comrades.
Determine Attacking Models
Any model that is in base contact with at
least one model in the target unit must
attack with its close combat weapons.
Attacking and
Hitting the Target
Each attacking model has an Attacks (Att)
value that shows you how many dice you
roll when it attacks in Melee. Roll that
many dice for each attacking model. Your
attacking models dice rolls, after applying
any modiers 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.
Modiers
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
obstacle and/or the chargers move
meant that one or more models
moved through any areas of difcult
terrain or over obstacles.
+1 target suppressed. The target unit
was Suppressed when it was charged.
For each of these factors, add or
deduct the modier from the score
rolled by the dice. For example, if your
models normally need a 4+ to hit,
but are attacking an enemy that was
Suppressed when it was charged, they
hit on 3+ instead. Any dice that rolls a 1
is always a miss, regardless of modiers.
However, if modiers to the roll mean
that the attackers would need more than
6 to hit, they can still attack. In order to
hit, however, you need to rst roll a six
and then roll again and score a 4 or more
(no modiers apply to this second roll).
Damaging the Target
After discarding any dice that missed,
pick up the remaining dice and roll
them again, to try to damage the enemy
models. The number your attackers need
to damage their targets is equal to, or
higher than, the targets Defence value.
This roll can sometimes be modied
by special rules. For example, some
units (like most Armoured units) have
a Defence value of 7 or more, so they
cannot be damaged unless the attacker
has some positive modiers to this roll.
There may be some weapons which
have different modiers than others. You
should roll these separately or perhaps
use different coloured dice to distinguish
them. Any dice that rolls a 1 always fails
to damage, regardless of modifiers.
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Effects of Damage
Casualties
For each hit that scores damage, you
remove one of the models in the target
unit. This is done in a strict sequence,
following the rules below. Note that the
rules are given in order of importance.
You cannot take the units Leader
until there are no other models left
hes always the last to die. This
represents other troopers in the
unit taking on the role (and gear) of
the Leader if he is killed.
You cannot take any models
that stand out from the normal
troopers (e.g. models carrying
support weapons, etc.) until all
of the normal troopers have been
removed. This represents other
troopers in the unit picking up the
weapons of the specially armed
trooper if he is killed.
You must try as much as possible not
to break the target units formation.
First you must take any models
that are in contact with your own
models, then you must take any
models not in base contact with
your models.
Testing Nerve
At the end of each Melee, once all
models have attacked and casualties
have been removed, you immediately
test the Nerve of the enemy unit that
your unit inicted enough damage on
(see the Nerve section). This test will
determine whether the enemies will
stand or be destroyed; see Regrouping
below. Note that in Melee, results of
Suppressed count as Destroyed
instead, as described below.
Regrouping
At the end of the Melee and after any
Nerve tests have been resolved, if your
unit managed to destroy the enemy it was
ghting, it can either stay where it is or
move up to D6 in any direction, following
all of the rules for a normal move. If, on
the other hand, your unit did not manage
to destroy its enemies, you must pull
back. Immediately execute a full D6
move following all of the normal rules,
except that your models must attempt to
return towards the position they started
the charge from. As you do this, you
must ensure that your models end up in
formation and more than 1 away from
any enemy model (you might occasionally
have to move them further than the dice
roll would allow to clear the enemy unit).
The enemy models are left in place.
Disordered
If a unit is not destroyed by a charging
enemy, it is automatically Disordered.
Place a Disordered marker next to it.
In its next activation, the unit cannot
shoot or use any other ranged attack.
After their next Activation Test, whether
it is successful or failed, the Disordered
marker is automatically discarded.
Melee Weapons
Unlike ranged weapons, melee weapons
do not have a prole, but normally
confer a special rule to the model
wielding them. For some common melee
weapons special rules, see the Special
Rules section on page 51.
35
The Rules
As a unit accumulates damage, it will
become more and more likely to lose
cohesion, until eventually it will turn tail
and run from the eld, never to return.
When to Test
If the unit you are activating shoots
or charges an enemy unit and kills at
least 50% of their current numbers
(calculated at the point your unit rst
activated), you have inicted a serious
amount of damage and can now test
their Nerve. This of course means that
it gets increasingly easier to cause
Nerve tests on enemies units as they
reduce in size.
For example, an enemy unit that
consists of ten warriors suffers
four casualties from the fire of one
of your units. That is not enough to
make them test. However, there are
now only six warriors in the enemy
unit, which means that your next unit
to attack them only needs to inflict
three casualties (i.e. 50% of six) to
force a Nerve test.
How to Test
Each unit has two numbers under its
Nerve value. The rst number is the
units Suppression limit, the second
number is its Destruction limit.
To test the Nerve of an enemy unit, roll
2D6 and add to the result any modiers
that apply (from Special rules, etc.).
This is the total youre using to attack
the enemy units Nerve. This total is
then compared with the Nerve values
of the enemy unit.
Results
If the total is equal to or higher than
the enemy units Destruction limit,
the unit suffers a Destroyed! result
(see below).
If the total is lower than the Destruction
limit, but equal to or higher than the
Suppression limit, the unit suffers from
a Suppressed result (see below).
If the total is lower than the units
Suppression limit, the unit is Steady,
which means it is completely unaffected
and continues to ght on as normal.
Do remember that if the Steady result
is caused by a melee attack, the
Steady unit still needs to be marked
as Disordered, as explained in the
Melee section.
For example, lets say you are testing
against the Nerve of an enemy unit
that has a Nerve of 8/10. If you roll
a seven or less, the enemy unit will
be Steady. If you roll an eight or nine,
the enemy unit will be Suppressed. If
you roll a ten or more, the enemy unit
is Destroyed.
Suppressed
The unit continues to ght, but drops to
the ground and takes cover. This makes
the unit more difcult to activate, as
explained in the Activation section.
If the Nerve test is caused by melee
attacks, the unit treats Suppressed
results as Destroyed! instead lying
at on the ground is not a great
Nerve
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defence against melee opponents,
so the unit surrenders instead and is
either slaughtered on the spot or taken
prisoner (or devoured, depending on
the enemy).
Destroyed!
The unit is scattered and runs for the
hills or surrenders to the enemy. To all
intents and purposes it is Destroyed -
remove it from the game.
37
The Rules
Armoured units (or Armour for short)
follow the rules as given previously,
except that they consist of a single
model and use the exceptions listed
here below.
Armour Movement
Armoured units move in a very different
way from other units. So when moving
an Armoured unit, you can give do one
of the following:
Halt
This is just the same as any other unit
the Armoured unit remains stationary.
Hard Turn
The Armoured unit moves by simply
pivoting around its centre to face any
direction. See Diagram E.
Manoeuvre
The Armoured unit moves at normal
speed this is always straight forward
or straight backwards up to its Speed
in inches. At any point during this move
(i.e. before or after moving, or anywhere
along the move), the Armoured unit
can also make a single pivot around
its centre of up to 90 degrees from its
original facing. See Diagram F.
Full Speed
The Armoured unit advances straight
forward, without any pivot, up to double
its Speed in inches. See Diagram G.
This prevents it from shooting that
turn, just like moving At The Double for
non-armoured units.
Diagram E Hard Turn
Diagram F Manoeuvre
Armour with
Speed 12
moves 7",
pivots, then
moves
another 5".
Diagram G Full Speed
24" 12"
Armour with Speed 12 can move
Full Speed forward up to 24".
Armoured Units
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Collisions & Overruns
You will have noticed that Armoured
units cannot charge. Just as normal,
they cannot move into contact with
other units, friends and foe, as this is
simply too dangerous. However, when
they are moving at Full Speed, they
are allowed to move into contact with
enemy Armoured units (smash!). They
are also allowed to move right through
Infantry and other units (squash!), and
they have a Crushing Strength value
specically for this purpose... read on.
Collisions
In a Collision, an Armoured unit
moves at Full Speed into contact with
another Armoured unit and then stops.
A Collision causes D6 automatic hits
on both vehicles. Roll a separate die
for each vehicle and roll for damage
against both your and the enemys
Armoured unit using the appropriate
Crushing Strength value for each
vehicle. If any unit is damaged in the
process, take a Nerve test for them,
including against your own unit!
It goes without saying that its much
better to launch your hardest vehicles
against imsy low-Defence enemy
Armoured units than the other way
around, otherwise you risk inicting more
damage against yourself than the enemy.
Overruns
When moving at Full Speed, Armoured
units are allowed to move through
enemy Infantry, Heroes and Ordnance
units (but not other Armoured units,
see Collisions).
When doing so, you must ensure that
they can clear the entire unit and end
their move at least 1 away from any
enemy unit, just as normal. If this is
impossible and your Armoured unit stops
over enemy models, move these models
as little as possible to make room for
your Armoured unit. See Diagram H.
Immediately after nishing the
move, the Armoured unit makes D6
Melee attacks against every enemy
unit it moved over, representing a
combination of soldiers being run
over and the demoralising effect of
having to run away from an armoured
behemoth. These attacks always hit
on a 4+, regardless of any modier.
Roll to damage as normal for any hits
caused, using the Crushing Strength
value of the armoured unit. Test
the Nerve of any enemy unit taking
enough damage as described in the
Nerve section (and remember, these
are Melee attacks!).
Terrain and Armour
Armoured units move at normal speed
across any type of terrain other than
Blocking Terrain. However, if they move
at Full Speed across an Obstacle or into
an area of Difcult Terrain, roll a die
Diagram H Overrun
L
t
t
t
t
39
The Rules
as soon as they come into contact with
the Obstacle or as soon as they are fully
inside the area of Difcult Terrain. On
the roll of a 1, the unit is Immobilised
(see Damaged Immobilised, opposite).
Shooting Against
Armour
Armoured units are normally more
vulnerable to enemy re coming from
their anks and rear, as their armour
is normally thicker at the front and
their more delicate parts, like the
engine, tracks, fuel tanks, are more
exposed to re coming from the side
and especially the back. When shooting
against an Armoured unit, work out if
the shots are coming from the front,
ank or posterior arc of the target. In
order to determine where these arcs
lie, use two imaginary lines crossing
perpendicularly on the centre of your
vehicle, as shown in Diagram I.
Prolong these imaginary lines until
its clear which direction the shots
are coming from. In the case of units
comprising of several models, you will
have to resolve their re 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 ank of the target,
or two higher (+2) if coming from the
posterior arc.
Weapons and units without the Piercing
special rule NEVER get these bonuses
as they are simply too weak to penetrate
armour, regardless of the direction
their shots come from.
Obvious Targets
As they are very large and not very good
at making use of cover, any units ring
at an Armoured unit benet from an
additional +1 modier to hit.
For the same reason, Armoured units
never benet from the Suppressed 1
modier to be hit. A suppressed tank is
just as big as one that isnt.
Finally, Armoured units only count as
in cover if at least 50% of the model is
in cover from the point of view of the
majority of the firers.
Tough to Kill!
All Armoured units have the Tough (n)
special rule, as described on page 49).
Diagram I Armoured Unit Arcs
Front Arc
90
Right Arc Left Arc
Posterior Arc
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This basically means they are not
removed when they suffer the rst point
of damage, but only when they have
accumulated an amount of damage
equal to (n).
All Armoured units are Tough (3),
except if their entry species otherwise.
Damaged Immobilised
If an Armoured unit has the Tough (n)
special rule, every time you score a
point of damage on it, roll a die. On a 4+,
the vehicle is Immobilised. Whatever
the result, you should now also make
a Nerve test against the damaged unit
see page 36.
If a vehicle is Immobilised for any
reason, it must remain stationary for
the rest of the game and can only Halt.
Destroyed
When you destroy an enemy Armoured
unit (either by removing its last point of
dagage or from a failed Nerve test), roll
a die. On a 4+, the model is removed as
normal. On a 3 or less, the model is left
in place as a blazing/smoking hulk and
becomes Blocking Terrain for the rest
of the game.
Armoured Units Shooting
Independent Fire
Thanks to their advanced re control
systems (or numerous crew), Armoured
units can split their re against
different targets. This means that you
re each weapon carried by the vehicle
separately and in any order you like
just declare all of the targets before
starting to re any weapon.
41
The Rules
Arc of Fire
Each weapon on an Armoured unit can
only be red at targets that lie at least
partially in one or more of the units arcs
(see Diagram I). Each of an Armoured
units weapons has a notation showing
in which arc it can be red. These can
be [F] for the Front arc, [L] for the Left
arc, [R] for the Right arc, [P] for the
Posterior arc. Some weapons can be
red in multiple arcs, and this will be
indicated as, for example, [F/L/R], or
even [A] for weapons that can be red
All Around (so 360 degrees).
Line of Sight
Work out the line of sight of each
weapon (and cover of its target) by
looking along its barrel.
When working out the line of sight of
a vehicles guns, always assume that
they are free to swivel, traverse and
otherwise move as much as the design
of the model indicates. If you have glued
your tanks turret in a xed position, for
example, still assume that it can rotate
all around.
Melee Against
Armoured Units
Hitting Armoured units
When rolling to hit an Armoured unit
in Melee, the following to hit modiers
apply instead of the normal ones:
2 fast moving target. The target
is not Immobilised and moved over
12 in its previous activation.
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+2 stationary target. The target
performed a Halt or Hard Turn
in its previous activation or is
Immobilised.
If the target moved up to 12, including
performing a Hard Turn, no modiers
apply and the attacker rolls to hit
as normal.
Damaging Armoured Units
In Melee, there are no bonuses for
attacking an Armoured unit in the ank
or posterior arcs, as the attackers are
clambering all over the enemy vehicle.
However, it is much easier to nd weak
spots in a vehicles armour at point blank
range, so any weapon and unit that has
the Crushing Strength special rule (i.e.
very powerful attacks) will count its
damage bonus as two higher (+2) when
attacking a stationary armoured unit (as
dened above). For example, a model
with Crushing Strength (2) counts as
Crushing Strength (4).
No Disorder
Unlike other units, if an Armoured unit
survives a melee, it is not Disordered
and it is free to act normally in its
following activation.
43
Warpath: The Rules
Nerve Tests for Armoured Units
If you inict one or more points of
damage on a Tough (n) armoured
unit, and the unit is not destroyed, you
immediately test its Nerve, just like
when you inict 50% casualties on an
infantry unit.
All Armoured units are Steadfast,
unless otherwise noted.
If an Armoured unit is Destroyed by
a Nerve test, roll as normal to see
whether the model is left in place (i.e.
the crew have abandoned it) or not (i.e.
the crew have hurriedly driven it off the
eld, or abandoned it and blown it up).
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Ordnance
Ordnance units follow the main Infantry
rules as given earlier, but have a few
exceptions. We thought it convenient
to sum up all such unique rules in
a separate section, so that they are
easier to find.
Movement
All Ordnance units have the Lumbering
special rule, and therefore cannot move
At The Double. In addition, they are not
allowed to Charge.
Ordnance units treat all type of terrain
as Blocking Terrain. They can be
deployed in areas of difcult terrain, but
in that case they can only Halt for the
rest of the game.
Shooting
As they are so bulky, Ordnance units
have the Reload! rule.
When an Ordnance unit res, rst pivot
the gun around its centre to face its
intended target (this does not count as
moving), and then check its line of sight
along the barrel of the gun.
Tough to Kill!
All Ordnance units are Tough (3), except
if their entry species otherwise.
Melee
When attacking an Ordnance unit,
models always receive an additional
+1 to hit, as artillery crew are not well
equipped for close combat.
As they cannot move At The Double or
Charge, Ordnance units must move at
normal Speed when they are Disordered
they are attempting to redeploy under
cover from friendly units. If they cannot
move when Disordered (they could
have been deployed inside an area of
terrain, for example), they become
Suppressed instead.
Note that Ordnance units are not
very good at getting out of the way
of Overrunning armoured units. The
player rolls two dice to determine how
many attack his overrunning vehicle
gets against the Ordnance unit and
chooses the highest of the two results
crunch!
Nerve
If you inict one or more points of
damage on a Tough (n) Ordnance unit,
and the unit is not Destroyed, you
immediately test its Nerve, just like
when you inict at least 50% casualties
on an Infantry unit.
45
The Rules
Heroes and Monsters
Transports
Heroes and Monsters follow the main
Infantry rules as given previously, except
that they consist of a single model and
use the exceptions listed below.
Shooting
Monsters (and not Heroes!) are Obvious
Targets as described for Armoured units.
Tough to Kill!
All Heroes and Monsters are Tough (3),
except if their entry species otherwise.
Nerve
If you inict one or more points of
damage on a Tough (n) Hero or Monster,
and it is not Destroyed, immediately test
its Nerve, just like when inicting at
least 50% casualties on an Infantry unit.
Some units (normally Armour or
Monsters) have the ability of carrying
squads of infantry into battle. If a unit
has the Transport (n) special rule, it
can transport any number of units of
Infantry, and/or Heroes, up to a total
number of models equal to (n).
Mounting Up
Units can be deployed directly inside a
Transport during Deployment, when its
their turn to be deployed. Otherwise a
unit can mount up by being activated and
then move to within 1 of a Transport.
Transported units are removed from the
table clearly mark which unit is inside
which transport for your opponent to
see (sometimes, players like to leave the
Leader model on top of, or next to the
vehicle as a reminder).
Transported units cease to exist from
the point of view of the game until they
Dismount. While they are transported,
they can do nothing and cannot suffer
any damage. However, if their Transport
is destroyed, each unit on board at the
time immediately suffers D6 hits with
Piercing (1). If it survives the damage
(and possible Nerve test), it then receives
a Done! marker. If the Transport model
is removed as a result, the transported
units are placed in the Transports place.
If the Transport model remains (as a
blazing hulk) the transported units are
immediately placed around it and, as
much as possible, with all of their models
within 1 of the hulk, and in formation.
Dismounting
Transported units cannot be activated
while transported, unless you want
them to Dismount from the transport.
Transported units cannot Dismount from
a transport that moved at Full Speed
that same Turn. For a transported unit to
Dismount, you must attempt to activate
it. If successful, the unit is placed so
that all of its models are in formation
and within 3 of the Transport. The unit
must then make a normal Move (no
Charging or moving At The Double), and
counts as moving even if they decide
not to move any further.
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Special Rules
Units, or entire armies, sometimes possess
what we call Special Rules. Each of these
special rules is an exception to the normal
rules. The most common of them are listed
here, but we will undoubtedly add more to
this list at a later date.
Bulky
Size matters.
The unit cannot be transported.
Craven
Not everyone is cut out to be a warrior...
If the unit wants to Charge, roll a die. On a result
2+ the Charge proceeds as normal. On a 1, the unit
misunderstands the order and Halts instead.
Crushing Strength (n)
This rule is used to represent the
devastating effects of Melee hits from
creatures of terrible strength, or equipped
with specialised close combat weaponry.
All Melee hits inicted by the unit have
a +(n) modier when rolling to damage.
Elite
Elite creatures are true masters of the
art of war.
Whenever the unit rolls to hit, it can re-
roll one of the dice that failed to hit.
Fast
Zooooooooooommmmm!!!
When moving At The Double or at Full
Speed, this unit trebles its Speed rather
than doubling it.
Headstrong
Ive got no time to bleed.
When you are trying to activate
this unit when it is Suppressed,
you can re-roll the die for shaking
off the effects of Suppression and
successfully activating.
Immobile
The unit is so heavy that it cannot move
under its own power, or it is simply built
into a defensive position.
This unit must always Halt when
activated and cannot move. If forced to
move by any reason, it is destroyed.
Inltration
The unit is extremely adept at inltrating
and acting behind enemy lines.
During your Deployment, you can place
this unit up anywhere on the table
outside of the enemys Deployment
area and more than 12 from any
enemy unit that has already deployed.
Inspiring
The bravery of a heroic individual, the
presence of a feared superior ofcer or
indeed the mind-link of some controlling
alien creature, are all factors that
contribute to make troops ght that
much harder and helps them retain
momentum during an attack.
If the unit itself, or any friendly unit
within 6 of it, fails an Activation Test,
you can choose to immediately re-roll
the die. The second result stands. This
ability can only be used once per Turn
though, so choose wisely!
Note that this re-roll is for the
initial Activation test only, and that
a Suppressed unit still has to make
an additional roll to pass the test,
as normal.
47
The Rules
Jump Troops
Some troops use anti-grav personal
systems, jump jets, short-range
teleporters and other more exotic gear
allowing them to cross the battleeld
at speed.
The unit can move normally on the ground
using its Speed value, or can activate its
jump jets. If it does so, its Speed changes
to 9 (so, 18 when moving At The Double
or when Charging), and it can move
over anything without penalties (enemy
units, Blocking Terrain, areas of Difcult
Terrain, etc.), but still cannot land on top
of Blocking Terrain or within 1 of another
unit. If it Charges using its jump jets, in
the ensuing Melee it does not suffer the
-1 to hit penalty for charging a defensive
position or for a disrupted charge.
When mounting and dismounting from
a transport, Jump Troops must move
on the ground using their normal
Speed value and cannot do so and use
their jump jets.
Lumbering
Some machineries of war are not built
for speed, but more than compensate
for it with firepower.
The unit cannot move At The Double or at
Full Speed. When Charging, it does so at
normal speed and not at double speed.
Steadfast
No retreat! No surrender!
The unit treats Suppressed results on
Nerve tests as Steady instead, including
in Melee.
Stealthy
The unit is extremely adept at hiding, or
benets from thermo-optical screening.
Enemies shooting against the unit
suffer an additional -1 to hit modier.
Recon
This unit is trained to range ahead of
the main force, scouting the terrain
and gathering information.
The unit can make a single At The
Double or Full Speed move after all
Deployment is nished, but before the
players roll for the Initiative on Turn 1.
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If both armies have units with this rule,
roll a die. The highest scorer decides who
begins to move one of his Recon units
rst, then the players alternate until all
Recon units have been moved.
Tough (n)
Some models that form a unit of their own,
like armoured vehicles, heroes, monsters
and artillery pieces, can take quite some
punishment and keep ghting.
Models with this rule are not removed
when they suffer their rst point of
damage, but rather when they have taken
a number of points of damage equal to
the number in the brackets. This means
that you must keep track of the amount of
damage they suffer during the game, by
writing it down or using damage counters.
Whenever one of these models suffers
one or more points of damage during
an activation, the enemy will test its
Nerve, as described on page 36.
Vicious
The units attacks are lethal poisoned,
corrosive or infected with a highly virulent
pathogen.
Whenever the unit rolls to damage, it
can re-roll one of the dice that failed
to damage.
Zap! (n)
This represents all sort of assorted
alien mind-burning powers and other
exoteric modes of attack.
The model has a ranged attack.
This attack has a Firepower equal
to (n), a range of 24, always hits on
4+ (regardless of modiers) and is
Piercing (1).
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The Rules
Armour Special Rules
The following special rules are normally
given to armoured units.
Hoverer
Used for vehicles that can y at low
altitude, hover in stationary ight and land
vertically at will, much like a helicopter or
anti-grav gunship.
The unit moves over anything without
penalties (Blocking Terrain, Difcult
Terrain, enemy units, etc.), but cannot
land on top of them. In addition the unit
cannot Overrun enemy units, and it can
only initiate a Collision against enemy
units that also have this rule. The unit can
be charged only if its already Immobilised.
The unit also has the Nimble special
rule.
Nimble
Used for vehicles with little or no armour,
this rule makes the unit much more
manoeuvrable.
If moving at normal speed, the unit can
make a single extra Hard Turn move at
any point during its movement.
Open Top
Used for vehicles that have soft skin
and/or have no cover at all, so that the
crew are exposed to enemy re.
Open Top armoured units have a
considerably lower Def value, and are
not Steadfast, as the enemy attacks can
easily cut down the crew or force them
to duck for cover inside their vehicle.
This does make them very vulnerable
in melee, where a Suppressed result
would destroy them as normal.
Units transported aboard Open Top
transports can be activated even when
they dont Dismount. If you do that, up
to three transported models can re
temporarily place the models on the
transporting model in order to work out
their line of sight and range.
If the transport has already been activated
and has moved at normal speed, the
passengers can shoot as normal.
However, if the transport has already
been activated and has moved at Full
Speed, the passengers cannot shoot.
In addition, transported units can
move At The Double and even Charge
after Dismounting from an Open Top
unit instead of being forced to make
a normal Move. However, they charge
at their normal Speed, rather than
doubling it.
Stabilised
This vehicle is designed to re its
weapons on the move.
If this unit moves at Full Speed, it can
still re one of its weapons (except for
weapons with the Reload! special rule).
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Weapons Special Rules
The following special rules represent a
variety of weapon effects and capabilities.
Blast (n)
Booooooommmmm!!!
Roll to hit normally. Then, any hit
caused is multiplied by the number
indicated in the bracket before rolling
to damage.
Howitzer
Some exible weapons can either be
red directly at the enemy or used to
bombard very distant targets.
The weapon may either be red
normally or by using the Indirect Fire
special rule. Declare before you re.
Indirect re
The weapon res its shots in high arcing
trajectories. Receiving coordinates
from observers in orbit, the operator
can engage targets it cannot see.
However, he cannot re at enemies
who get too close.
The weapons shots never suffer any
to hit modiers for range or cover.
However, it can never target units
within 12.
In addition, the weapon may be red at
targets that the operator cannot see, but
in this case it will suffer an additional -1
To Hit modier.
Piercing (n)
This rule is given to high-powered
ranged attacks that have a better
chance of penetrating the armour of
enemy units.
All hits inicted by the weapon have a
+(n) modier when rolling to damage.
Pistol
Pistols have the great advantage that
they can be used both at a range and
in melee, making them extremely
flexible weapons.
A model armed with a pistol has one
extra Attack in Melee.
In addition, if the pistol has a Piercing
value, it confers an equivalent Crushing
Strength to all of the models Melee
attacks. If the model already has
Crushing Strength, it will use the
highest value available either its
own or the pistols for all of its Melee
attacks.
Reload!
Some powerful weapons need a long
time to prepare for ring or to reload
once they have fired.
The weapon can only be red if the unit
has Halted during this activation.
Saturation
This rule is used for ame throwers
and other attacks where a great gout
of incendiary liquid or toxic gas lls
an area.
This weapon always hits on 4+,
regardless of any modifiers.
Sniper
A weapon designed to hunt and kill
enemy Leaders.
If the unit remains stationary and res,
this weapons shots ignore any cover
modiers and the Stealthy special rule.
51
The Rules
Reinforcements
During Deployment, you can leave up
to half of the units in your army behind
and not deploy them on the table. These
units are your Reinforcements and will
be able to arrive later during the game.
You dont need to activate these units
during your turn. If you do attempt to
activate them, however, you must rst
take an Activation test as normal and
then conrm the activation exactly
as you would when activating a
Suppressed unit (see page 25).
If the Activation test is failed, or
you fail to Shake off the effects of
Suppression, the unit will not enter the
game that turn and the Initiative passes
to the opponent as normal (unless of
course this is done during the Final
Activations). If at the end of the game
the unit is still off the table, it does not
count as Destroyed.
When a Reinforcing unit is activated,
immediately choose an entry point for
the unit. This can be anywhere on your
long table edge or on either short table
edge, a number of feet away from your
long edge equal to the current turn
number (so up to 12 in on Turn 1, up to
24 in on Turn 2 etc.).
For example, on your third turn the
entry point can be on your long table
edge or on either short table edge
within three feet of your long edge.
If the unit arrives on your fth turn, it
can also enter from the enemy long
edge, but within a foot of either corner,
or within two feet of the corners if it
arrives on your sixth turn (the unit has
obviously encircled the enemy position).
Place the units Leader in contact
with the entry point and position
the remaining models in formation
around him as normal. Then you must
immediately move the unit at normal
speed, in the same way as units
Dismounting from a transport.
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Buildings
The way buildings are represented on
a wargames table varies enormously,
but roughly they can be divided into
two categories which we will analyse
separately: Devastated Multi-oor
Buildings and Solid Buildings. Keep in
mind that these are quick rules, to be
replaced in the future by a supplement
covering the details of ghting in
ruined cities.
Devastated Multi-oor Buildings
These are the simplest type of buildings,
no more than three-dimensional areas
of Difcult Terrain, with several oors
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 Difcult Terrain, unless the players
agree otherwise, so movement across
them is slow.
In addition, any Infantry and Hero
models can move up or down a oor
by making a move at the double, as
we assume there are ruined stairs or
ladders, or other climbing implements,
or even just piles of rubble, connecting
each oor. Always ensure that a unit is
completely on one of the oors, as units
stretching two or more oors are way
too complicated for these quick rules.
A unit can declare that it is Charging
an enemy that is occupying a oor
immediately above or below its present
position. The chargers are moved so that
they are as close as possible underneath
or above the target, and then the Charge
is resolved applying the -1 defensive
positions/disrupted charge modier. If
the enemy is destroyed in Melee, the
charging unit is moved in their place.
Solid Buildings
These are buildings that are still intact
and we assume that you are not able
to open them and move your models
inside them.
The simplest solution is to treat these
buildings as Blocking Terrain.
Otherwise, if you prefer to use them
in your games and decide that your
models can enter them, you need to
treat them as Immobilised Transport
vehicles. Before the game you must
therefore decide what Defence value
and what Transport value to assign to
each solid building on the table.
Listed below are some guidelines for
Defence values.
Wooden hut 7+
Log cabin 8+
Brick house 9+
Concrete building 10+
Bunker 11+ or better
As for Transport capacity, our guideline
is to say that a building has a Transport
value of 10 per 6 square section.
When Mounting (i.e. entering) and
Dismounting (i.e. leaving) from a
building, units can only use facings
53
The Rules
that have opening large enough for the
models to move through doors, gates,
large windows, etc. This means that
models must be within 2 of the side
of the building that has such openings
when entering/leaving buildings.
Once inside a building, the unit is
assumed to occupy the entire building
all of its oors. Other friendly units
can enter the same building up to the
Transport value, but enemy units can
no longer enter it and must instead
attack the building itself in other
words the building has now turned into
one of your Transport vehicles.
Units inside buildings can be activated
to get out of them and can also be
activated to shoot out of them, as
described in the Open Top special rule
(note that buildings do not otherwise
have the Open Top rule). When shooting
out of a building, draw line of sight from
any obvious opening.
All the rules for attacking Immobilised
Armoured units apply, except that
any unit shooting at a building always
counts as in its front arc. If a building
is destroyed, replace it with an area
of rubble (Difcult Terrain) and then
resolve damage against any unit inside
it as you would for transported units
if their transport is destroyed. Finally,
place any surviving models that were
inside the building within this area
these models are automatically
Suppressed.
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You can play Warpath with just a few
units per side, without worrying about
the two sides being equally matched.
This is great for learning the game, but
after youve become familiar with the
rules and amassed a large collection of
models, you might want to try a game
where the forces are balanced, so that
both players have an equal chance of
winning the game.
To achieve this, you and your opponent must
pick an army before the game. First, agree
a maximum total of points, say 2,000 points.
Then start picking units from the army lists
provided by Mantic. Each unit costs a certain
amount of points as listed in its entry in the
appropriate army list (including any options
like additional weapons). For example, a
squad might cost around 100 points.
As you pick units and include them in your
army, keep adding their cost until you have
reached the total you agreed. You can of
course spend less than the agreed total.
The only limit we set to stop ruthless
gamers from concocting absurd armies is
that for every Solid unit in your army (i.e.
units of at least 10 infantry models), you can
include 1 Ordnance unit, 1 Armoured unit
and 1 Hero or Monster. So, for example,
including 3 Solid units gives you access to
up to 3 Ordnance units, 3 Armoured units
and up to 3 Heroes or Monsters.
Note that some units have an asterisk
next to their name (for example:
Stunts*). This indicates that the unit
is never counted as a Solid unit,
regardless of the number of models it
includes. We call these Irregular units,
and they are not Solid units because
they are not representative of the core,
or mainstay force, of their army.
In addition, if a unit has [1] after its
name in the list, it is a Living Legend
and this means that only one such unit
exists and can therefore be only be
included in a players army once.
Allied Armies
You are free to mix units from different
races in your army, as long as you always
keep in mind that you need a Solid unit of
a specic race to include each Ordnance
unit, Armoured unit and Hero or Monster
of that race.
You can also join forces with your
friends and play with several allied
armies on either or both sides, as
long as the points values are balanced
(unless you agree otherwise).
However, alliances between races
that are hated enemies in the Warpath
background are not very realistic, so
we have given a specic list of Possible
Allies to each army.
So please try to follow these guidelines
and dont include units of an army that
is not a Possible Ally in your army,
unless your opponent agrees, of course.
Picking a Force
55
The Rules
Game Scenario
1) Prepare your Forces
First of all you and your opponent need
to pick armies to an agreed total of
points, using the process described in
Picking a Force.
2) Choose a Gaming Area
We assume that games of Warpath
will be played on a 6x4 foot area,
either on a table or another at
surface, like the oor.
3) Terrain Alien Worlds
Before the game, you should place
some terrain on the battleeld. Try to
recreate an evocative landscape of the
futuristic/alien world your armies are
battling on and always keep in mind
that Warpath plays better if there is a
good amount of terrain on the table.
Ideally, you need a few large pieces of
terrain completely blocking the models
line of sight, so that units have to move
around to engage targets. Also, you
need a fair amount of smaller terrain
that gives your units some cover from
enemy re. Without enough terrain
on the table, units might just sit on
the edge blasting away at each other,
which is not much fun, especially on the
receiving side. A good solution is to nd
a third (and neutral!) person to lay out
the terrain for you. As a rule of thumb,
try to cover around a third of the table
with a mixture of terrain types.
During this stage its vital that you
agree what each piece of terrain is
going to count as during the game
is it Blocking Terrain, an Obstacle, a
piece of Decorative terrain, or an area
of Difcult or Impassable terrain? If you
are using buildings, agree how you will
treat them during the game.
4) Set Time
The game lasts 5 turns. At the end of
turn 5, the player rolls a die. On a 1-3
the game ends. On a 4-6 an extra turn
is played and then the game ends. Of
course you can agree to change the
number of turns you are going to play
for, or instead that you are going to play
for a set amount of time (we suggest
two hours), after which the game
continues until the current turn ends.
Alternatively, you could also play a
Timed Game, as explained in the Timed
Games section of the main rulebook.
5) Engagement Brief
So, when the game ends, who is going
to be the winner? In order to determine
that, roll a die now to see what type of
game you will be playing:
D6 Type of Game
1-2
Meat Grinder
3-4
Scorched Earth
5-6
Total Global Domination
Meat Grinder
At the end of the game, add up the cost
of all of enemy units you Destroyed.
That is your score. Your opponent does
the same and you compare scores.
If the difference between the scores
in favour of a player is at least 20% of
the total cost of the armies, that player
wins. Otherwise the game is a draw.
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For example, in a game where
armies are 2,000 points, you
need at least 400 points more
than the opponent to win.
Scorched Earth
Place D3+4 Objectives on
the battleeld. For objective
markers, you should use
25mm round bases, but
two pence coins or items
of similar size are also ne.
Both players roll a die. Whoever scores
highest places the rst marker, and
then players take turns placing the
markers. Objective markers must be
placed more than 12 from one another,
and not in Impassable terrain.
If, at the end of the game you have a unit
within 1 of an Objective Marker and
no enemies within 1 of it, you control
that Objective. A unit can only control a
single Objective. If you control two more
Objectives than your opponent, you win,
otherwise the game is a draw. If you
play on a smaller or larger surface,
adjust the number of Objectives as
follows: add/remove one Objective for
each 2x2 section you add/remove from
the normal 6x4 area. For example,
that means using D3+2 Objectives if
your surface is 4x4, or it means D3+6
Objectives on a 8x4 area.
Total Global Domination
Proceed as for Scorched Earth above
but at the end of the game count the
points just like in a Meat Grinder game.
In addition to points for killing units,
any Objective you control at the end of
the game (as described above) is worth
an amount of points equal to 10% of the
cost of the armies. For example, in a
game where each army is 2,000 points,
each Objective is worth 200 points.
6) Deployment
Both you and your opponent rst place
all of your units next to the playing
surface for the other player to see. You
can also have a look at each others
army list, to ensure you both understand
what force you are going to face. Then
both players roll a die. The highest
scorer chooses one long edge of the
battleeld as his own and then places
(or deploys) one of his units on that side
of the battleeld, more than 12 from
the middle line (see the diagram above).
His opponent then does the same on the
opposite side of the table.
The players keep alternating in doing this
until they have deployed all of their units
onto the table. You can leave up to half of
the units in your army off the table, and
any undeployed unit will be treated as a
Reinforcement (see page 52).
7) Begin the Game!
Player B Set-up Area
12
12
Middle Line
Player A Set-up Area
57
The Rules
Timed Games
We really enjoy playing a game of
Warpath in a relaxed atmosphere,
along with the accompaniment of epic
music, beer, pizza and the unavoidable
truculent banter. However, the game is
designed so that you can also decide
to introduce another dimension to
the ght: time. This way youll be able
to experience some of the pressure
of real battle, when snap decisions
make the difference between victory or
defeat, life or death!
Chess Clocks
The best tool for timed games is a chess
clock, a clever device that ensures time
is equally divided amongst the players,
thus creating the ultimate fair and
balanced wargame.
Simply agree a number of turns for the
game and an amount of time per player,
and set the chess clock accordingly.
For a 2,000 points game, we suggest
sticking to the recommended ve turns
(plus roll for a sixth) and one hour
per player, but its up you to nd the
pace you prefer for your games. Then,
after deciding which player begins to
Deploy, start that players clock. Once
hes nished deploying the rst unit,
he stops his clock and activates the
opponents clock, and so on.
Once Deployment is nished, stop both
clocks and begin the game by rolling
the rst Initiative phase.
Once the winner of the roll has chosen
who has the Initiative, re-start that
players clock. That player plays until
he loses the Initiative and then stops
his clock and activates the opponents
clock, and so on.
The game ends at the agreed number
of turns and victory conditions are
worked out as normal. However, if a
player runs out of time during any one
of his turns, the game ends instantly
and his entire army routs immediately
remove all of his remaining units, as
if they suffered a Destroyed result,
and work out the victory conditions
as normal. However, in an Objective-
based game the opponent is allowed to
keep moving his units for as many turns
as there are left in the game in order
to grab Objectives before the victory
conditions are worked out.
Other Timers
If you dont have a chess clock at hand,
dont worry the stopwatch in your
phone or watch, or even an hourglass
or egg timer will do fine.
If you use one of these, then each player
gets an agreed amount of time per
Initiative segment (i.e. from the moment
he receives the Initiative to the moment
he surrenders it to the opponent). We
suggest that each Initiative segment
should take five minutes.
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If a player runs out of time during his
Initiative segment, he can nish the
activation of the unit he was in the middle
of activating, but his Initiative then ends.
Make sure that you also set a time limit
for Deployment (30 seconds per unit
works ne).
Be Nice!
Of course, its only fair to stop the chess
clock or timer if one of the players is
distracted from the game (by a phone call
or the like), or if the players need to check
a rule, an unclear line of sight, etc.
It is also best if any unit you Destroy is
removed by your opponent, together
with any Suppressed, Done or other
markers the unit had.
By all means, you and your opponent
can vary the amount of time you have
for your game or your turns according to
your own taste, but if youre like us, you
are going to love the pressure created by
timed games after all, in real war one
rarely has the luxury of time...
59
Warpath: The Rules
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The Corporation
Army Special Rules
Command & Control
For all models in this list, the Inspiring
special rule has a range of 12 instead of
the usual 6.
Heavy Weapon Teams
A heavy weapon team counts as a single
model armed with the weapon stated in the
unit entry. Note that a solid that is upgraded
to include a heavy weapon team is still solid.
In addition, any weapon carried by the heavy
weapon team counts as having the Reload! rule.
Allies
Marauders, Forge Fathers, Veer-myn,
Asterians.
Marines Team Cost: 50pts
Spd Hit Att Def Ner
Marine 5 4+ 1 4+ 8/10
Unit: 4 Marines (laser ries) and 1 Corporal
(laser rie).
Options: One Marine can replace his rie with
a heavy laser rie for +5pts. One Marine can
replace his rie with a tactical ame unit for
+25pts. The Corporal may be replaced by a
Sergeant (laser pistol and energy gauntlet) for
+20pts.
Marines Section Cost: 120pts
Spd Hit Att Def Ner
Marine 5 4+ 1 4+ 8/10
Unit: 9 Marines (laser ries) and 1 Sergeant
(laser pistol and energy gauntlet).
Options: Up to two Marines can replace their
rie with a heavy laser rie for +5pts each.
One Marine can replace his rie with a tactical
ame unit for +25pts.
Marines Platoon Cost: 240pts
Spd Hit Att Def Ner
Marine 5 4+ 1 4+ 8/10
Unit: 18 Marines (laser ries), 1 Corporal
(laser pistol and energy gauntlet) and 1
Sergeant (laser pistol and energy gauntlet).
The Sergeant is the units leader.
Options: Up to four Marines can replace their
rie with a heavy laser rie for +5pts each. Up
to two Marines can replace their rie with a
tactical ame unit for +25pts each.
INFANTRY
Marines
The Marines are well trained and well equipped they form the true core of any Corporation force.
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Veterans Team Cost: 60pts
Spd Hit Att Def Ner
Veteran 5 4+ 1 4+ 9/11
Unit: 4 Veterans (laser ries) and 1 Corporal
(laser rie).
Options: Up to two Veterans can replace their
rie with a heavy laser rie for +5pts each. One
Veteran can replace his rie with a tactical ame
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.
Veterans Section Cost: 145pts
Spd Hit Att Def Ner
Veteran 5 4+ 1 4+ 9/11
Unit: 7 Veterans (laser ries), one weapon
team (burst laser) and 1 Sergeant (laser pistol
and energy gauntlet).
Options: Up to four Veterans can replace their
rie with a heavy laser rie for +5pts each.
Up to two Veterans can replace their rie with
a tactical ame unit for +25pts each. The
weapon team can replace their burst laser
with a light laser cannon for +10pts.
Rangers Team Cost: 90pts
Spd Hit Att Def Ner
Ranger 5 4+ 1 4+ 9/11
Unit: 4 Veterans (heavy laser ries) and 1
Corporal (heavy laser rie).
Special: Elite, Inltration, Magnetic charges.
Options: Up to two Rangers can replace their
rie with a tactical ame unit for +20pts each.
The Corporal may be replaced by a Sergeant
(pistol and energy gauntlet) for +15pts.
Rangers Section Cost: 200pts
Spd Hit Att Def Ner
Ranger 5 4+ 1 4+ 9/11
Unit: 9 Rangers (heavy laser ries) and 1
Sergeant (laser pistol and energy gauntlet).
Special: Elite, Inltration, Magnetic charges.
Options: Up to three Rangers can replace their
rie with a tactical ame unit for +20pts each.
Marine Veterans
Marine Veterans are stubborn experts in point defence and have access to heavy weaponry.
Rangers
With drop-packs and high-powered rifles, Rangers
specialise in operating behind enemy lines.
Heavy Weapons
These tripod-mounted weapons support the
Marines with their whithering repower.
Heavy Weapon Section Cost: 75pts
Spd Hit Att Def Ner
Marine 5 4+ 1 4+ 8/10
Unit: 3 heavy weapon teams (burst lasers).
Options: Replace all burst lasers with light
laser cannons for +30pts in total.
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Corporation army list
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Strider Section Cost: 180pts
Spd Hit Att Def Ner
Strider 6 4+ 1 6+ 8/10
Unit: 3 striders (burst lasers).
Special: Recon, Fast, Crushing Strength (1),
Bulky.
Options: Replace all burst lasers with tactical
ame units for free, or with light laser
cannons for +30pts in total.
Strike Team Cost: 120pts
Spd Hit Att Def Ner
Enforcer 5 3+ 1 5+ 9/11
Unit: 4 Enforcers (heavy laser rie) and 1
Sergeant (heavy laser pistol).
Special: Jump Troops, Crushing Strength (1),
Magnetic charges.
Options: One Enforcer can replace his rie
with a tactical ame unit or a burst laser for
+20pts, or a rocket launcher for +30pts in total.
Strike Section Cost: 240pts
Spd Hit Att Def Ner
Enforcer 5 3+ 1 5+ 9/11
Unit: 9 Enforcers (heavy laser rie) and 1
Sergeant (heavy laser pistol).
Special: Jump Troops, Crushing Strength (1),
Magnetic charges.
Options: Up to two Enforcers can replace
their rie with a tactical ame unit or a burst
laser for +20pts each, or a rocket launcher for
+30pts each.
Assault Team Cost: 120pts
Spd Hit Att Def Ner
Enforcer 5 3+ 1 5+ 9/11
Unit: 4 Enforcers (heavy laser pistol) and 1
Sergeant (heavy laser pistol).
Special: Jump Troops, Crushing Strength (1),
Magnetic charges.
Options: One Enforcer can replace his pistol
with a tactical ame unit for +20pts.
Assault Section Cost: 240pts
Spd Hit Att Def Ner
Enforcer 5 3+ 1 5+ 9/11
Unit: 9 Enforcers (heavy laser pistol) and 1
Sergeant (heavy laser pistol).
Special: Jump Troops, Crushing Strength (1),
Magnetic charges.
Options: Up to two Enforcers can replace their
pistol with a tactical ame unit for +20pts each.
Striders
These lightly armoured scout walkers form the vanguard of the Corporation spearheads.
Enforcers - Strike Units
Fast, tough and lethal, the Enforcers are the ultimate human ghting force.
Enforcers - Assault Units
Enforcers assault units favour pistol and combat blades, for close-in work.
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Field Artillery Cost: 95pts
These really big guns can bombard enemy
troops or take out their armour.
Spd Hit Att Def Ner
Field Artillery 5 4+ 5+ 8/10
Unit: 1 artillery piece (eld howitzer).
Options: Can replace the eld howitzer with a
heavy laser cannon for +20pts.
Suppression Team Cost: 120pts
Spd Hit Att Def Ner
Enforcer 5 3+ 1 5+ 9/11
Unit: 4 Enforcers (heavy laser rie) and 1
Sergeant (heavy laser pistol).
Special: Jump Troops, Crushing Strength (1),
Magnetic charges.
Options: Two Enforcers must replace their
rie with a burst laser for +20pts each, or a
rocket launcher for +30pts each. A further two
Enforcers can replace their rie with a burst
laser for +20pts each, or a rocket launcher for
+30pts each.
Suppression Section Cost: 240pts
Spd Hit Att Def Ner
Enforcer 5 3+ 1 5+ 9/11
Unit: 9 Enforcers (heavy laser rie) and 1
Sergeant (heavy laser pistol).
Special: Jump Troops, Crushing Strength (1),
Magnetic charges.
Options: Four Enforcers must replace their
rie with a burst laser for +20pts each, or a
rocket launcher for +30pts each. A further ve
Enforcers can replace their rie with a burst
laser for +20pts each, or a rocket launcher for
+30pts each.
ORDNANCE
Enforcers - Suppression Units
Mobile repower without equal, the multiple heavy weapons of a single Suppression unit
are a match for large enemy forces.
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Corporation army list
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ARMOUR
APC-13 Warrior Cost: 130pts
The Warrior is the workhorse of the
Corporation, safely delivering the Marines
where they are most neeed.
Spd Hit Att Def Ner
Warrior 12 4+ 9+ /10
Unit: 1 Warrior APC one burst laser [A], one
burst laser [F].
Special: Stabilised, Transport (10), Crushing
Strength (4).

Main Battle Tank
MBT-01 Pulverizer Cost: 260pts
Sporting the thickest armour and an
impressive array of large guns, 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], one burst
laser or tactical ame 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 ame weapons
(one [R] and one [L]) for +50pts, or two light
laser cannons (one [R] and one [L]) for +70pts.
SPA-7 pounder Cost: 145pts
Batteries of lightly armoured Pounders sit at
the back and shell the enemy positions.
Spd Hit Att Def Ner
Pounder 12 4+ 7+ 8/10
Unit: 1 Blaster SPA one eld howitzer [F],
one burst laser [F].
Special: Open Top, Crushing Strength (2).
Options: Can replace the eld howitzer with a
multiple rocket launcher for +35pts.

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 aming liquids.
Spd Hit Att Def Ner
Firestorm 12 4+ 9+ /10
Unit: 1 Firestorm FLT one tactical ame
weapon [A], one burst laser or tactical ame
weapon [F].
Special: Stabilised, Fast, Crushing Strength (4).
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Commander (Hero) Cost: 60pts
These charismatic individuals are the nodes in
the complex tactical net that coordinates the
efforts of any Corporation force.
Spd Hit Att Def Ner
Commander 5 4+ 1 4+ 10/12
Unit: 1 Commander (heavy laser pistol).
Special: Inspiring (not for Enforcers), Stealthy,
Support Grid Relay.
Options: Can have an energy gauntlet for +20pts.

Sniper (Hero) Cost: 50pts
Sudden death!
Spd Hit Att Def Ner
Sniper 5 3+ 1 4+ 9/11
Unit: 1 Sniper (sniper rie, laser pistol).
Special: Stealthy, Inltration.
Options: Can have magnetic charges for +5pts.

Enforcer Captain (Hero) Cost: 60pts
The Captains of the Enforcers combine
great leadership qualities with awesome
combat ability.
Spd Hit Att Def Ner
Captain 5 3+ 2 6+ 10/12
Unit: 1 Captain (heavy laser pistol).
Special: Inspiring, Jump Troops, Crushing
Strength (2), Magnetic charges.
Options: Can have an energy gauntlet for +20pts.
HEROES AND MONSTERS Weapons
Fire Ran Special
Laser rie 1 24
Laser pistol 1 12 Pistol
Heavy laser rie 1 18 Piercing (1)
Heavy laser pistol 1 12 Piercing (1),
Pistol
Sniper rie 1 36 Piercing (3),
Sniper, Reload!
Tactical ame unit 10 12 Saturation
Burst laser 5 36 Piercing (1)
Light laser cannon 1 36 Piercing (6)
Rocket launcher 1 36 Piercing (5)
Heavy laser cannon 1 72 Piercing (6)
Close assault gun 1 24 Blast (D6),
Piercing (5)
Field howitzer 1 72 Howitzer,
Blast (D6), Piercing (2), Reload!
Multiple rocket launcher 2 72 Indirect Fire,
Blast (D6), Piercing (1), Reload!
Energy gauntlet
This weapon confers Crushing Strength (5)
to all of the models Attacks. It cannot be
used in conjunction with a pistol though, so
a model equipped with both must choose
which one to use before he attacks in melee.
Magnetic charges
If in melee against an Armoured unit, instead
of attacking normally, the model can make a
single special attack. If this attack hits, the hit is
resolved at Crushing Strength (3), or Crushing
Strength (5) if the target is stationary.
Support Grid Relay
The model counts as armed with a Multiple
Rocket Launcher, which he can use only once per
game. This represents artillery barrages from off-
map artillery, high level bombers or ships in orbit.
65
Army Lists: Corporation
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The Marauders
Army Special Rules
Melee Specialists
All units in this list have the Crushing
Strength (1) special rule, unless otherwise
stated in their entry.
Allies
Corporation, Forge Fathers, Veer-myn,
Asterians, Rebs.
Grunts Team Cost: 50pts
Spd Hit Att Def Ner
Grunt 5 4+ 1 4+ 8/10
Unit: 4 Grunts (pistol) and 1 Leader (pistol).
Options: The Leader can have a ripper talon
for +25pts.
Grunts Section Cost: 100pts
Spd Hit Att Def Ner
Grunt 5 4+ 1 4+ 8/10
Unit: 9 Grunts (pistol) and 1 Leader (pistol).
Options: The Leader can have a ripper talon
for +25pts. One Grunt can replace his pistol
with a machine gun, amethrower or an anti-
tank gun for +25pts.
Grunts Platoon Cost: 200pts
Spd Hit Att Def Ner
Grunt 5 4+ 1 4+ 8/10
Unit: 19 Grunts (pistol) and 1 Leader (pistol).
Options: The Leader can have a ripper talon
for +25pts. One Grunt can have a ripper talon
for +25pts. Up to two Grunts can replace their
pistol with a machine gun, amethrower or an
anti-tank gun for +25pts each.
Fraggers Team Cost: 50pts
Spd Hit Att Def Ner
Fragger 5 4+ 1 4+ 8/10
Unit: 4 Fraggers (rie) and 1 Leader (rie).
Options: The Leader can replace his rie with
pistol and ripper talon for +25pts. One Grunt
can replace his rie with a machine gun or an
anti-tank gun for +25pts.
Fraggers Section Cost: 100pts
Spd Hit Att Def Ner
Fragger 5 4+ 1 4+ 8/10
Unit: 9 Fraggers (rie) and 1 Leader (rie).
Options: The Leader can replace his rie with
pistol and ripper talon for +25pts. Up to two
Grunts can replace their rie with a machine
gun or an anti-tank gun for +25pts each.
INFANTRY
Grunts
Lethal close combat ghters, Marauder Grunts are the best mercenaries money can hire.
Fraggers
Their role is to cover the Grunts advance with the whithering re of their assault ries.
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Jumpers Team Cost: 75pts
Spd Hit Att Def Ner
Jumper 5 4+ 1 4+ 8/10
Unit: 4 Jumpers (pistol) and 1 Leader (pistol).
Special: Jump troops
Options: The Leader can have a ripper talon
for +25pts. One Grunt can have a ripper talon
for +25pts.
Jumpers Section Cost: 150pts
Spd Hit Att Def Ner
Jumper 5 4+ 1 4+ 8/10
Unit: 9 Jumpers (pistol) and 1 Leader (pistol).
Special: Jump troops
Options: The Leader can have a ripper talon
for +25pts. Up to two Grunts can have a ripper
talon for +25pts each. One Grunt can replace
his pistol with a amethrower for +25pts.
Jumpers Platoon Cost: 300pts
Spd Hit Att Def Ner
Jumper 5 4+ 1 4+ 8/10
Unit: 19 Jumpers (pistol) and 1 Leader (pistol).
Special: Jump troops
Options: The Leader can have a ripper talon
for +25pts. Up to ve Grunts can have a ripper
talon for +25pts each. Up to two Grunts can
replace their pistol with a amethrower for
+25pts each.
Ripper Team Cost: 100pts
Spd Hit Att Def Ner
Ripper 4 4+ 1 6+ 8/10
Unit: 4 Rippers (ripper pistol and ripper talon)
and 1 Leader (ripper pistol and ripper talon).
Ripper Section Cost: 200pts
Spd Hit Att Def Ner
Ripper 4 4+ 1 6+ 8/10
Unit: 9 Rippers (ripper pistol and ripper talon)
and 1 Leader (ripper pistol and ripper talon).
Jumpers
Whats scarier than Grunts coming at you? Flying Grunts coming at you!
Rippers
The Rippers wear armoured battlesuits with
lethal powered claws for close encounters.
Stunts*
A sub-species of the Orx race, the smaller
Stunts are perfect for all dangerous jobs
Stunts Section Cost: 35pts
Spd Hit Att Def Ner
Stunt 5 5+ 1 3+ 7/9
Unit: 9 Stunts (stunt gun) and 1 Runt (stunt gun).
Special: Puny (Stunts do not have any
Crushing Strength and are Craven).
Stunts Platoon Cost: 70pts
Spd Hit Att Def Ner
Stunt 5 5+ 1 3+ 7/9
Unit: 19 Stunts (stunt gun) and 1 Runt (stunt gun).
Special: Puny (as above).
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Marauders army list
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Stunt-Bot Team Cost: 150pts
Only the most intelligent and bravest of the
Stunts are given powered exoscheletons to pilot.
Spd Hit Att Def Ner
Stunt-bot 5 5+ 1 7+ 8/10
Unit: 3 stunt bots (machine gun).
Special: Crushing Strength (5), Bulky.
Options: Replace all machine guns with
amethrowers or with anti-tank guns for free.
Cannon Cost: 95pts
This versatile artillery can be used with HE
shells against infantry or anti-tank rounds.
Spd Hit Att Def Ner
Cannon 5 4+ 5+ 8/10
Unit: 1 artillery piece (big shells cannon).
Options: Can replace the big shells cannon
with a tank killer cannon for +20pts.
Stunt-Bots ORDNANCE
ARMOUR
Raptor Cost: 105pts
This light buggy can quickly deliver a small
group of Grunts right where theyre needed.
Spd Hit Att Def Ner
Raptor 16 4+ 7+ 8/10
Unit: 1 Raptor one anti-tank gun, machine
gun or amethrower [F].
Special: Nimble, Open Top, Transport (10),
Crushing Strength (2).
Options: Can have a Quad upgrade for free
(losing Nimble, but gaining Fast).
Bull Cost: 120pts
The Bull was designed to offer better
protection to crew and passengers, at the
expense of speed.
Spd Hit Att Def Ner
Bull 14 4+ 8+ /10
Unit: 1 Bull one anti-tank gun, machine gun
or amethrower [A].
Special: Nimble, Transport (10), Crushing
Strength (3).
Options: Can have a Quad upgrade for free
(losing Nimble, but gaining Fast).
Juggernaut Cost: 160pts
Crawling with guns and with Grunts ready to
jump at the enemys throats, the Juggernaut is
the ultimate Marauder transport.
Spd Hit Att Def Ner
Arm 12 4+ 9+ 8/10
Unit: 1 Juggernaut one anti-tank gun,
machine gun or ame thrower [F].
Special: Open Top, Crushing Strength (5),
Tough (4), Transport (20). A Juggernaut can
transport a single Ordnance unit (which counts
as 20 models).
Options: Can buy up to two machine guns,
antitank guns or amethrowers (in any
combination) [A], for +15pts each, each
weapon reducing its transport capacity by (5).
Can buy a big shells cannon [A] for +20pts,
reducing its transport capacity by (10). Can
upgrade the big shells cannon to a tank killer
cannon for +20pts.
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HEROES AND MONSTERS
Warlord (Hero) Cost: 50pts
Not many creatures in the galaxy can stand in
single combat against a Marauder Warlord.
Spd Hit Att Def Ner
Warlord 5 3+ 3 5+ 10/12
Unit: 1 Warlord (pistol).
Special: Inspiring, Crushing Strength (2),
Tough (3).
Options: Add a ripper talon for +30pts. Replace
his pistol with a machine gun or an anti-tank gun
for +25pts. Can wear a jump harness, gaining
the Jump Troops rule, for +25pts.

Ripper Warlord (Hero) Cost: 85pts
When the going gets really tough, the Warlords
wear their powered suits into battle.
Spd Hit Att Def Ner
Ripper Warlord 4 3+ 3 6+ 10/12
Unit: 1 Ripper Warlord (ripper pistol and ripper
talon).
Special: Inspiring, Crushing Strength (2),
Tough (3).
Options: Can replace his ripper pistol with a
machine gun or an anti-tank gun for +25pts.

Battlebot (Monster) Cost: 110pts
This clanking, devastating monstrosity is
piloted by an especially trained Stunt.
Spd Hit Att Def Ner
Battlebot 5 4+ 5 9+ 9/11
Unit: 1 Battlebot.
Special: Crushing Strength (7).
Options: Can buy up to two machine guns,
antitank guns or amethrowers (in any
combination), for +15pts each, each weapon
reducing its Attacks by 1.
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Weapons
Fire Ran Special
Rie 1 24
Pistol 1 12 Pistol
Stunt gun 1 12
Ripper Pistol 2 12 Pistol,
Piercing (1)
Machine gun 5 36 Piercing (1)
Anti-tank gun 1 36 Piercing (5)
Flamethrower 10 12 Saturation
Tank killer cannon 1 72 Piercing (6
Big shells cannon 1 72 Howitzer,
Blast (D6),
Piercing (2)
Ripper Talon
This weapon confers Crushing Strength (5) to
all of the models Attacks, as well as the Vicious
special rule. It cannot be used in conjunction
with a pistol though, so a model equipped with
both must choose which one to use before he
attacks in melee.
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The Forge Fathers
Army Special Rules
Legendary stubborness
All units are Headstrong (except for Steadfast
units, of course).
Allies
Corporation, Rebs, Marauders, Asterians.
Steel Warriors Team Cost: 75 pts
Spd Hit Att Def Ner
Steel Warrior 4 4+ 1 5+ 9/11
Unit: 4 Steel Warriors (hailstorm rie) and 1
Thane (hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts. One Steel Warrior can replace his
rie with a dragon breath for +25pts.
Steel Warriors Section Cost: 150 pts
Spd Hit Att Def Ner
Steel Warrior 4 4+ 1 5+ 9/11
Unit: 9 Steel Warriors (hailstorm rie) and 1
Thane (hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts. One Steel Warrior can replace
his rie with a dragon breath for +25pts.
One Steel Warrior can replace his rie with a
mjolnir missile launcher for +25pts.
Steel Warriors Platoon Cost: 300 pts
Spd Hit Att Def Ner
Steel Warrior 4 4+ 1 5+ 9/11
Unit: 19 Steel Warriors (hailstorm rie) and 1
Thane (hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts. Up to two Steel Warriors can
replace their rie with a dragon breath for
+25pts each. Up to two Steel Warriors can
replace their rie with a mjolnir missile
launcher for +25pts each.
INFANTRY
Steel Warriors
Steel Warriors are reliable, heavily armoured and armed with some of the
best standard-issue ries in the galaxy.
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Thorgarim Team Cost: 155 pts
Spd Hit Att Def Ner
Thorgarim 4 3+ 1 5+ 9/11
Unit: 4 Thorgarim (heat hammer) and 1 Thane
(hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts.
Thorgarim Section Cost: 330 pts
Spd Hit Att Def Ner
Thorgarim 4 3+ 1 5+ 9/11
Unit: 9 Thorgarim (heat hammer) and 1 Thane
(hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts.
Drakkarim Team Cost: 125 pts
Spd Hit Att Def Ner
Drakkarim 4 4+ 1 5+ 9/11
Unit: 2 Drakkarim (dragon breath), 2
Drakkarim (hailstorm rie 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 rie/pistol with a dragon breath for
+25pts each.
Drakkarim Section Cost: 250 pts
Spd Hit Att Def Ner
Drakkarim 4 4+ 1 5+ 9/11
Unit: 4 Drakkarim (dragon breath), 5
Drakkarim (hailstorm rie or hailstorm pistol)
and 1 Thane (hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts. Up to ve Drakkarim can replace
their rie/pistol with a dragon breath for
+25pts each.
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 Cost: 395 pts
Spd Hit Att Def Ner
Stormrage Veteran 4 3+ 1 5+ 9/11
Unit: 8 Veterans (hailstorm autocannon or
heat cannon, in any combination), 1 Veteran
(mjolnir missile launcher) and 1 Thane
(hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts.
Thorgarim
The mighty heat-hammers of the Thorgarim are the bane of enemy heavy armour.
Drakkarim
The Drakkarim are young Steel Warriors that have received
specialised close-range training and weaponry.
Stormrage Veterans
These elite veterans are entrusted with an awesome amount of repower.
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Forge Fathers army list
Godhammer Vet Team Cost: 185 pts
Spd Hit Att Def Ner
Storm 4 3+ 1 5+ 9/11
Unit: 4 Thunders (mjolnir missile launcher)
and 1 Thane (hailstorm pistol).
Options: The Thane can have a heat hammer
for +25pts.
Forge Guard Team Cost: 220 pts
Spd Hit Att Def Ner
Forge Guard 4 3+ 1 6+ 9/11
Unit: 4 Forge Guards (heat hammer and
hailstorm rie) and 1 Thane (heat hammer
and hailstorm rie).
Options: One Forge Guard can replace his rie
with a hailstorm autocannon or heat cannon
for +25pts.
Godhammer Veterans
Stormrage veterans that specialise in the
use of the Mjolnir missile launcher.
Forge Guard
Equipped with heavy combat exoskeletons,
the Forge Guards are unstoppable.
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Valkyr Team Cost: 110 pts
Spd Hit Att Def Ner
Valkyr 10 4+ 1 4+ /12
Unit: 4 Valkyrs (hailstorm pistol) and 1 Thane
(hailstorm pistol).
Special: Fast, Recon, Steadfast.
Options: The Thane can have a heat Hammer
for +25pts.
Valkyr Section Cost: 220 pts
Spd Hit Att Def Ner
Valkyr 10 4+ 1 4+ /12
Unit: 9 Valkyrs (hailstorm pistol) and 1 Thane
(hailstorm pistol).
Special: Fast, Recon, Steadfast.
Options: The Thane can have a heat Hammer
for +25pts.
Brokkr Team Cost: 75 pts
Spd Hit Att Def Ner
Brokkr 5 4+ 1 4+ /12
Unit: 4 Brokkr (hailstorm pistol) and 1 Thane
(hailstorm pistol).
Special: Steadfast.
Options: The Thane can have a heat Hammer
for +25pts.
Brokkr Section Cost: 150 pts
Spd Hit Att Def Ner
Brokkr 5 4+ 1 4+ /12
Unit: 9 Brokkr (hailstorm pistol) and 1 Thane
(hailstorm pistol).
Special: Steadfast.
Options: The Thane can have a heat Hammer
for +25pts.
Brokkr Platoon Cost: 300 pts
Spd Hit Att Def Ner
Brokkr 5 4+ 1 4+ /12
Unit: 19 Brokkr (hailstorm pistol) and 1 Thane
(hailstorm pistol).
Special: Steadfast.
Options: The Thane can have a heat Hammer
for +25pts.
Valkyr*
The wealthiest and most deranged Brokkr ride loud, custom motorbikes into battle.
Brokkr*
The hard-working miners of Forge Fathers society take to battle with reckless ferocity.
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Jotun
Heavy Hailstorm Cannon Cost: 110pts
The four barrels of the Jotun unleash a
veritable storm of explosive bullets against
the enemy.
Spd Hit Att Def Ner
Jotun 4+ 6+ 9/11
Unit: 1 artillery piece (Jotun).
Special: Immobile.
Options: Can be upgraded to a self-propelled
gun, losing the Immobile rule and gaining
Speed 4, for +10pts.
Surtr
Heavy Heat Cannon Cost: 110pts
Arguably the most powerful anti-tank
weapon in the galaxy!
Spd Hit Att Def Ner
Surtr 4+ 6+ 9/11
Unit: 1 artillery piece (Surtr).
Special: Immobile.
Options: Can be upgraded to a self-propelled
gun, losing the Immobile rule and gaining
Speed 4, for +10pts.
Light Drakkar Cost: 70 pts
A buggy-like vehicle with little armour and
minimal weaponry, used for scouting.
Spd Hit Att Def Ner
Light
Drakkar 12 4+ 7+ 9/11
Unit: 1 Light Drakkar one hailstorm
autocannon, heatcannon or mjolnir missile
launcher [F].
Special: Stabilised, Fast, Open Top, Crushing
Strength (2).

Fyrewyrm Cost: 125 pts
The mainstay battle tank of the Forge
Fathers combining good armour, mobility
and firepower.
Spd Hit Att Def Ner
Firewyrm 10 4+ 10+ /11
Unit: 1 Fyrewyrm one heat cannon [A].
Special: Stabilised, Crushing Strength (5).
Options: Can upgrade the heat cannon to
a double hailstorm autocannon for + 20pts.
Can have two hailstorm autocannons, dragon
breaths or heat cannons (one [R] and one [L])
for +50pts.

Heavy Drakkar Cost: 220 pts
The units transported by this mobile fortress
are more than safe.
Spd Hit Att Def Ner
Heavy Drakkar 10 4+ 11+ /11
Unit: 1 Heavy Drakkar one hailstorm
autocannon [F]. Two hailstorm autocannons,
dragon breaths or heat cannons (one [R] and
one [L]).
Special: Stabilised, Transport (10), Crushing
Strength (6), Tough (4).
Options: Can have an additional hailstorm
autocannon or heat cannon [A] for +30pts.
ORDNANCE
ARMOUR
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Huscarl (Hero) Cost: 60 pts
The heroes of the Forge Fathers are renowned
for their courage and stubborness.
Spd Hit Att Def Ner
Huscarl 4 3+ 2 5+ 10/12
Unit: 1 Huscarl (hailstorm pistol).
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
rie, and increases his Def to 6+) for +35pts.

Chief Brokkr (Hero) Cost: 60 pts
Only the meanest, toughest, 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), 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.
Iron Ancestor (Monster) Cost: 160 pts
A walking tank, with armour, weaponry and
attitude to match.
Spd Hit Att Def Ner
Iron Ancestor 4 4+ 2 10+ 10/12
Unit: 1 Iron Ancestor (double hailstorm
autocannon).
Special: Crushing Strength (7).
Options: Can replace the double hailstorm
autocannon with a double heat cannon,
double dragon breath or double mjolnir
missile launcher for free. Can have a Force
Dome for +40pts.
Thor pattern. The Iron Ancestor can freely
replace the double hailstorm autocannon with a
second melee arm, increasing its Attacks to 4.
Doomstorm pattern. The Iron Ancestor can
freely replace the melee arm with a second
double hailstorm cannon, lowering its
Crushing Strength to (1).
HEROES AND MONSTERS
Double Weapon
A Double version of one of the weapons
above counts as a single weapon with double
the Firepower shown.
Force Dome
The enemy must reroll all successful rolls to
damage for ranged attacks that hit this unit.
Heat Hammer
This weapon confers Crushing Strength (6) to
all of the models Attacks. It cannot be used in
conjunction with a pistol, so a model equipped
with both must choose which one to use before
he attacks in melee.
Weapons
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Fire Ran Special
Hailstorm rie 1 24 Piercing (1)
Hailstorm pistol 1 12 Piercing (1),
Pistol
Dragon breath 10 12 Piercing (1),
Saturation
Hailstorm autocannon 3 36 Piercing (2)
Heat cannon 1 24 Piercing (7)
Mjolnir missile launcher 1 48 Piercing (5)
Surtr 1 36 Blast (D3),
Piercing (7)
Jotun 12 48 Piercing (2)
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Army Special Rules
The Rat Pack
All units in this list have the following rule,
unless their entry species otherwise. Veer-
myn units benet from a +1 modier 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, a unit of Night-crawlers on its
own is a pretty unimpressive Nerve 6/8, but
if it had two other friendly Veer-myn units
within 6, it would count as Nerve 8/10.
They came from below!
The unit is always left behind as a Reinforcement,
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, except for Impassable Terrain. If
that space is occupied by other units (including
immobile units), move them as little as possible
to make space for the emerging unit, until
they are 1 away from it, and then immediately
resolve this either as a Collision, leaving the
dislodged armoured unit(s) in contact with the
emerging unit, or an Overrun, as appropriate.
Allies
Corporation, Marauders, Rebs, Asterians.
Night-Crawlers Team Cost: 50pts
Spd Hit Att Def Ner
Night-crawler 6 4+ 1 4+ 6/8
Unit: 4 Night-Crawlers (ray-gun) 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.
Night-Crawlers Section Cost: 130pts
Spd Hit Att Def Ner
Night-crawler 6 4+ 1 4+ 6/8
Unit: 8 Night-Crawlers (ray-gun), 1
Exterminator (chem-thrower) and 1 Master
(ray-pistol). The Master is the units leader.
Options: The Master can have a combat
drill for +10pts. The Exterminator can freely
replace his chem-thrower with a super-drill.
Night-Crawlers Platoon Cost: 260pts
Spd Hit Att Def Ner
Night-crawler 6 4+ 1 4+ 6/8
Unit: 16 Night-Crawlers (ray-gun), 2
Exterminators (chem-thrower) and 2 Masters
(ray-pistol). One Master is the units leader.
Options: The Masters can have a combat drill
for +10pts each. The Exterminators can freely
replace their chem-thrower with a super-drill.
INFANTRY
Night-Crawlers
Vicious ratmen equipped with scavenged armour, they form the bulk of the Veer-myn armies.
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Stalkers Team Cost: 50pts
Spd Hit Att Def Ner
Stalker 6 4+ 1 4+ 6/8
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 Section Cost: 130pts
Spd Hit Att Def Ner
Stalker 6 4+ 1 4+ 6/8
Unit: 8 Stalkers (ray-pistol), 1 Exterminator
(super-drill) and 1 Master (ray-pistol). The
Master is the units leader.
Options: The Master can have a combat
drill for +10pts. The Exterminator can freely
replace his super-drill with a chem-thrower.
Stalkers Platoon Cost: 260pts
Spd Hit Att Def Ner
Stalker 6 4+ 1 4+ 6/8
Unit: 16 Stalkers (ray-pistol), 2 Exterminators
(super-drill) and 2 Masters (ray-pistol). One
Master is the units leader.
Options: The Masters can have a combat drill
for +10pts each. The Exterminators can freely
replace their super-drill with a chem-thrower.
Nightmares Team Cost: 140pts
Spd Hit Att Def Ner
Nightmare 6 4+ 1 4+ 6/8
Unit: 3 Nightmares (chem-burner and combat
drill), 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.
Nightmares Section Cost: 280pts
Spd Hit Att Def Ner
Nightmare 6 4+ 1 4+ 6/8
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.
Stalkers
These assault troops surrender their ray-guns for pistols and blades.
Nightmares
The elite troops of the Veer-myn, the Nightmares excel at short-range repower.
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Scourgers Team Cost: 190pts
Spd Hit Att Def Ner
Scourger 6 4+ 1 4+ 6/8
Unit: 4 Scougers (chem-lasers), 1
Exterminator (chem-thrower).
Options: The Exterminator can freely replace
his chem-thrower with a super-drill.
Ravenous Horde Cost: 105pts
Spd Hit Att Def Ner
Super-rats 8 4+ 1 3+ 6/8
Unit: 20 super-rats, 1 Master (ray-pistol, uses
the same prole as the super-rats).
Gougers Team Cost: 175pts
Spd Hit Att Def Ner
Gouger 6 4+ 1 4+ 6/8
Unit: 4 Gougers (super-drills), 1 Exterminator
(chem-thrower).
Options: The Exterminator can freely replace
his chem-thrower with a super-drill.
Shredders Team Cost: 180pts
Spd Hit Att Def Ner
Shredder 6 4+ 2 4+ 6/8
Unit: 3 Shredders (paired super-drills).
Special: Crushing Strength (5), Bulky.
Blaster Cost: 90pts
The sheer amount of toxic chemicals that
this wicked weapon can unleash is enough to
vaporize entire enemy regiments.
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.
Scourgers
The chem-lasers of the Scourgers make short
work of enemy vehicles and heavy infantry.
Ravenous Horde
These chittering, frenzied masses of dog-sized
super-rats devour the wounded of both sides.
Gougers
Gougers super-drills are possibly the deadliest
close combat weapons known to the Corporation.
Shredders
Huge, mutated, insane rat-humanoids whose
hands have been replaced with super-drills.
ORDNANCE
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Driller Cost: 80pts
Also known as land torpedo, this
bizarre drilling vehicle moves across
the battleeld, driving at high speed into
infantry and tanks alike.
Spd Hit Att Def Ner
Driller 8 8+ -/8
Unit: 1 Driller.
Special: Nimble, Crushing Strength (6), They
came from below!
Tunneller Cost: 260pts
This drilling machine emerges from the
ground and opens up with its deadly
chem-throwers as it disgorges the best
Veer-myn assault troops.
Spd Hit Att Def Ner
Tunneller 4+ 9+ -/8
Unit: 1 Tunneller four chem-throwers [one F,
one L, one R, one P]. One chem-laser [A].
Special: Transport (20), Crushing Strength (6),
Immobile, Tough (4), They came from below!
ARMOUR
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Weapons
Fire Ran Special
Ray-gun 1 18 Piercing (1)
Ray-pistol 1 12 Piercing (1)
Chem-burner 4 12 Piercing (2),
Saturation
Chem-thrower 8 12 Piercing (2),
Saturation
Chem-laser 1 12 Piercing (6)
Heavy chem-thrower 16 24 Piercing (2),
Saturation
Heavy chem-laser 1 24 Piercing (6),
Blast (D3)
Combat Drill
A combat drill confers the Crushing Strength
(1) and Vicious special rules to the model
using it in melee.
Super-drill
In melee, instead of attacking normally, the
model can make a single special attack. If
this attack hits, the hit is resolved at Crushing
Strength (5). If the roll to damage is a 6, the
drill incits a point of damage and you can
roll to damage again. Keep inicting damage
and rolling to damage until you fail to roll a
6 to damage.
Paired Super-drills
These work like a super-drill (see above),
except that the model makes 2 special
attacks to begin with, rolling to hit as normal
for both.
Night Spawn (Hero) Cost: 95pts
The largest, fattest rat-men have access to the
best weapons and armour the Veer-myn can
lay their hands on.
Spd Hit Att Def Ner
Night Spawn 6 3+ 3 5+ 6/8
Unit: 1 Night Spawn (chem-burner and
super-drill).
Special: Inspiring, Crushing Strength (1).

Night Terror (Monster) Cost: 120pts
This tragic monster is no more than a
mountain of esh, whrithing with grasping
tentacles, snarling heads and malformed
limbs its behavior is utterly unpredictable.
Spd Hit Att Def Ner
Night Terror 6 4+ 3D6* 5+ 6/8
Unit: 1 Night Terror.
Special: Crushing Strength (4), Tough (5),
Craven, Headstrong.
*roll for the number of attacks before rolling
to hit each time it attacks.
HEROES AND MONSTERS
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Other Races
Zzor
Not long ago, Corporation explorer-ships
made contact with a new race inhabiting the
furthest reaches of the galaxy. To say that
they have disturbed a hornets nest is a major
understatement, but its 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 eet sent by
the Corporation and so were the adjoining
systems, whose population paid the ultimate
price for the Corporations insatiable desire
to expand its domains.
Now a massive containment operation
is in place, but all attempts at cordoning
and blockading the Zzor 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, the immense swarms of the
insect-like Zzor never stop their attacks
until they have eliminated the enemy or
have been themselves completely wiped out.
They cannot be reasoned or bargained with,
nor can they be bribed. In fact all attempts
at communication have been ignored and
the unfortunate envoys and their escorting
troops had to ght desperate battles against
an apparently endless mass of enemies.
And yet, these are no mindless beasts. In
many occasions they have shown signs of
cunning and intelligence in both the grand
Rebs
The absolute and iron-sted 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; its ranks
swelled by vengeful freedom ghters, survivors
of races whose worlds have been annihilated,
disenchanted Corporation personnel, and
everybody else that has grown to resent the
Corporations expansionism.
After only a few centuries, this organization
has grown to encompass two different
levels. On one hand, 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
other, a small but effective rebel armed
force has recently initiated a campaign
of ambitious hit-and-run actions against
Corporation outposts.
Calling themselves The Rebs (which
originally was a disparaging term used by
Corporation troops), these heterogeneous
volunteers form an army that is as eclectic
in weaponry, ghting style and technological
level as in the number of different races that
compose its ranks. What the Rebs lack in
cohesion, however, they more than make up
in motivation, as they are convinced they are
ghting a long war of liberation to eventually
rid the galaxy from the Corporation, or the
Evil Empire, as they often call it.
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strategy of their
invasion plans and
the battleeld
reactions of
their many
and differently
specialised
ghting creatures.
And dumb animals
dont build spacecraft
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Other Races
Asterians
Even before Man began its space age, 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, not
just the human race.
Stories abound in the entire Milky Way
about abductions of single persons or entire
communities, the disappearance of ships
into some sectors of space, or even strange
incidents where a ship has arrived to a
spaceport on autopilot, without its crew.
The most extreme cases have seen the
populace of entire planets or even the
personnel of military outposts and bases
vanish, leaving behind only the tiniest signs of
resistance. The Corporations best scientists
have studied this evidence on a galactic scale.
Compiling this information for centuries and
analyzing it, 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.
Any attempt at capturing them, or merely
communicate with them has led to hopeless
chases, where the pursuing Corporation craft
have quickly lost trace of their elusive quarry,
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,
possibly inhabiting a different dimension on
the other side. Innumerable probes have
been launched into these black holes, but
no useful data has ever been retrieved. The
mystery of the Asterians remains unsolved,
as more and more systems report attacks
by unidentied aliens that hit and disappear
before reinforcements can be brought to bear.
*** CLASSIFIED MESSAGE TO CORPORATION CENTRAL ***
FAO HEAD OF BIO-WEAPONS RESEARCH New Czechia
Source: Intelligence Unit Tau Eridani en route to Bio-Weapons Research Outpost 51.
Mission: investigating sudden loss of all communication from maximum-security laboratory.
As we approached system 51, we had a report that an escape shuttle from the laboratory had
reached the headquarters of the 35th Marines Batallion stationed on Tallaxia. Two days later
we lost contact with the Marines and soon the entire planet went silent.
We changed course and are now orbiting Tallaxia in stealth mode. Information from the
surface is confused and contradictory. All settlements on the planets surface show sign of
conict. 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 conrmed, we will be forced to
Disinfect the planet and its moons. Awaiting authorization to deploy Disinfection assets...
End of transmission
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