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REVISION CONTROL

30/05/14: More tweaks to rewrite sections which needed it:


Rewrote the game/round/turn/activation sequence.
Added game scenario
29/05/14: Various amendments based on playtest last night:
Tweaked embark, disembark, bailout orders to be a 2 disembark, not a free move order. A bailout means the unit is
automatically suppressed.
Changed nerve so that its no longer a test, just a hard limit on the unit. Suppressed now only either a move, retreat,
fight or suppressing fire order instead of an order of their choice. Cant move into melee range either, so can only fight
if they were already in melee range.
Removed speed for movement through terrain and just made it so you cant do a long move through terrain. Vehicles
can pivot freely during a short move order, but only once in a long move order.
Changed casualty removal. Excess wounds are not lost, just recorded against the unit NOT AGAINST THE MODEL LIKE
40k.
You can only retain the initiative from command points once per round. Need to reword the whole
turn/round/activation concept.
Removed the special rules & enforcer army list I had been working on. Will add back in after playtesting.
28/05/14: Im going to start listing revision changes here, as I should have been doing from the start. Lets call this the first
revision. To do:
Add embark and disembark orders
Come up with a flexible, balanced army building system that allows a great deal of customisation.

ANOTHER OF NICKS WARPATH REVISIONS
THE RULES
MEASURING DISTANCES
Players can measure any distance at any time. The distance
between two models is the distance between the two
closest points of the base, and the distance between two
units is the distance between the two closest models.
DICE ROLLS
Dice rolls are made using D6s. Note: the intention is to
move to a D10/D12 based system, but the current test rules
are designed to work D6. Modifiers and stats will change
accordingly.
Dice rolls can often have modifiers applied to them. For
example, a unit shooting at an enemy unit in the open will
get a +2 modifier to hit. This means that any dice they roll
when rolling to hit gets 2 added on top, so a roll of a 2
counts as a 4, a 3 as a 5 etc.
Occasionally you may be allowed to re-roll a number of
dice. To do this, simply pick up the number of dice that you
are allowed to re-roll and roll them again. The second
result stands, even if it is worse than the first and cannot be
re-rolled again.
UNITS
All units have a single Unit Leader which is always the last
model to be killed. All remaining models are grunts.
All units are either Infantry or Vehicles.
To be in formation, all models in a unit must be within 5 of
the unit leader. If any models are outside this range then
the unit formation is broken.
UNIT STATLINE
Each unit has the following Statline:
SP ME AC DE HP NV
Sp Speed How fast the unit moves
Me Melee Score needed to hit in Melee
Ac Accuracy Score needed in with ranged
weapons
De Defence Score needed to wound this unit
HP Hit Points Wounds needed to kill a model
Nv - Nerve Unit morale
WEAPON STATLINE
Each weapon has the following Statline:
RA PI ROF SPECIAL
Ra Range How far the weapon can shoot
Pi Piercing A bonus when rolling to wound
ROF Rate of Fire How many shots
Special Any special rules which apply to this
weapon.
Note: A Range of M means the weapon is melee only,
otherwise it is a ranged weapon.
TERRAIN
Each piece of terrain is classed as one of three types:
Obstacles including walls, buildings etc.
Short area terrain including craters, water
features, rough ground etc.
Tall area terrain including ruins, forests etc.
Sometimes terrain will also be classed as impassable,
meaning that models cannot move onto them. Tall area
terrain is always classed as Impassable to Vehicle models.
Discuss all terrain with your opponent before setting up
any models to classify it appropriately.
LINE OF FIRE (LOF)
To check Line of Fire, trace a straight imaginary line from
any part of the models base to any part of the target models
base. If the line passes over anything which blocks LOF
then LOF is blocked. Note that this doesnt have to be the
shortest line between the two models; if there is any line
which is not blocked then LOF is not blocked.
For vehicles, measure the line from the weapon itself.
WHAT BLOCKS LINE OF FIRE?
Any obstacle or short area terrain which is taller
than both models and cannot be seen through.
Check from behind the models head or measure
heights if youre not sure.
Tall area terrain will always block LOF to models
behind it. LOF is not blocked to models within tall
area terrain, just those behind it.
Vehicles will always block LOF unless either model
is tall enough to see or be seen over the top.
Essentially, vehicles occupy a solid cuboid volume
which cannot be seen through.
Note that Infantry models will never block Line of Fire.
CLEARLY VISIBLE
Against infantry, if there are no vehicles or terrain between
the two models at all then the target is Clearly Visible,
unless the target is at least partly within area terrain.
Against vehicles, if a model can draw a clear path without
crossing other vehicles or terrain to at least 50% of the
target vehicle then it is Clearly Visible. A vehicle which is at
least 50% within area terrain cannot be Clearly Visible.
Models ignore terrain that they are in or touching when
determining if the target is Clearly Visible, unless the target
is also within or touching the same piece of terrain.
GAME SEQUENCE
Before the game begins, players set up the battlefield and
deploy their forces according to the game scenario. They
then each roll a dice to determine who starts with the
initiative. The winner may decide whether to keep the
initiative or give it to their opponent. In the event of a tie,
keep re-rolling both dice until there is a winner.
The game then takes place over a number of rounds.
During each round the players take it in turns to activate
their units until each unit has been activated. The player
who gets the initiative gets the first turn of the game.
TURN SEQUENCE
The player with the initiative chooses one of their units to
activate. If they have fewer units left to activate than their
opponent then they may choose to end their turn without
activating a unit and pass the initiative to their opponent
and if they have run out of units to activate then the
initiative will automatically pass to their opponent.
The activating unit cannot be one which has already been
activated this round.
The player checks the units Nerve to see if the unit is
Suppressed or Active. If the unit is Active then it may carry
out either two short orders or one long order. If the unit is
Suppressed then it may only carry out one of the following
short orders:
Move
Retreat
Suppressing Fire
Fight
Once the unit has completed its order(s), it has finished its
activation. Remove its nerve markers and mark it with a
done counter to show that it has been activated.
If the player is allowed to Retain The Initiative (e.g. by
spending a Command Point) then they can choose a
second unit to activate in the same manner. A player may
only retain the initiative once per turn.
Once the Activation(s) have been resolved then the players
turn is over and the Initiative passes to their opponent.
NERVE
A unit will acquire Nerve Markers over the course of a
round. When the unit is activated, if their total nerve
markers exceeds their Nerve stat then the unit is
Suppressed, otherwise it is Active.
If a units formation is broken when it is activated then it is
automatically Suppressed.
Vehicles do not take nerve markers and so they are always
treated as Active.
END OF ROUND
Once all units have been activated then the round is over.
Remove all done markers and start a new round. The
player who finished activating their units first will get the
initiative in the next round.
The game ends when either the round limit is hit or the
scenario conditions are met.
ORDERS
The basic orders available are:
Move!
Retreat!
Shoot!
Suppressing Fire!
Fight!
Embark
Disembark
Each of these orders are normally short orders but some
have the option to be long orders. A unit may not carry out
the same order twice, unless it is a free order.
Special orders are also sometimes available due to a units
special rules.
FREE ORDERS
Occasionally a unit will be given a Free Order. This is an
additional order that they may carry out and does not
count towards their two short/one long order limit. Unless
otherwise specified, a Free Order is always a short order.

MOVE!
Each model in the unit advances directly forwards up to its
speed in inches. Models may pivot freely around their
centre point to face any direction.
A unit must end a Move order in formation, or as close it as
possible.
Infantry models may move freely through friendly Infantry
models, but not through vehicles or enemy models.
Vehicles may not move through any other model at all.
Models may not move over obstacles more than 1 high.
Infantry may move up/down floors once. It is assumed that
there is a ladder, stairs or something to climb up.
Vehicles may move backwards at speed.
If an infantry unit ends its move within 2 of an enemy unit
then it may carry out a free Fight order. Suppressed units
cannot end their move within 2 of an enemy unit.
LONG ORDER
If given as a long order, the units Speed is doubled for the
duration of the order but the unit cannot move through
area terrain or over obstacles.
Vehicles may only pivot once during a long move order.
RETREAT!
This order may only be carried out by a Suppressed unit.
The unit may carry out a Long Move order, but must end it
further away from all enemy units than where it started.
SHOOT!
This order cannot be issued to a unit within 2 of an enemy
unit or a unit without any ranged weapons.
These are the steps for a shoot order:
1. Pick a target unit
2. Determine firing models
3. Roll to hit
4. Roll to wound
5. Remove casualties
PICK A TARGET UNIT
The controlling player picks an enemy unit that they wish
to shoot. This unit must be in LOF to the Unit Leader,
cannot be within 2 of a friendly infantry unit and at least
one model must be able to wound the target unit.
DETERMINE FIRING MODELS
Each infantry model chooses a single ranged weapon to
shoot with. Measure the distance between each model in
the unit and the nearest model in the target unit that is
within LOF. If the model is within the firing weapons range
in inches then the target unit is in range.
Vehicles may shoot all of their weapons but check the
range and LOF for each one individually. Vehicle weapons
will sometimes be indicated as Front (F), indicating that
they can only target models in the vehicles front arc.
Some weapons have multiple firing modes. The names of
each mode will be indicated in brackets after the weapons
name, for example:
Weapon Ra Pi ROF Special
Grenade Launcher (AT) 24 3 1
Grenade Launcher (AP) 24 1 1 Blast (D3)
The Grenade Launcher has both an AT (Anti-Tank) and AP
(Anti-Personnel) mode. The player must declare which
firing mode a weapon is using before rolling to hit.
ROLL TO HIT
For each model firing at the target unit, roll dice equal to
the weapons Rate of Fire. Every dice which scores equal or
greater than the units Accuracy stat has hit the target.
The following modifiers apply to the dice when rolling to
hit:
+1 at least 50% of the target unit is Clearly Visible
to the firing units Leader. Note: The assumption is
that models are generally in some sort of cover so
you just get a bonus for a clear shot.
+1 at least 50% of the target unit is within 12 of
the firing units Leader.
+1 the firing unit is carrying out a Long shoot order.
+1 at least 50% of the active unit is on higher
ground than the target unit.
A roll of 1 will always fail to hit, regardless of modifiers.
ROLL TO WOUND
Pick up any dice which hit and roll them again. Any dice
which roll equal or higher than the targets Defence stat
have wounded.
The following modifiers apply to the dice when rolling to
wound:
+n where n is the firing weapons Piercing stat.
+1 if the firing model is in the nearest target
vehicles flank arc.
+2 if the firing model is in the nearest target
vehicles rear arc.
If there are firing models with different modifiers (either
due to their weapons or position of the model) then it is
recommended they are rolled separately in the shoot
order, or with different coloured dice.
A roll of 1 will always fail to wound, regardless of modifiers.
When rolling to wound versus vehicles, if you roll a natural
6 (i.e. without modifiers) and it is enough to wound the
vehicle then roll another dice to wound. This in turn can roll
another 6 and generate another dice to wound.
REMOVE CASUALTIES
Against units with an HP of 1, the controlling player
removes one model for every wound received. Grunt
models that are in LOF must be removed first, followed by
grunts not in LOF it, followed by the unit leader. Only
remove models if they are infantry. Vehicle models remain
in place as obstacle terrain, but are still kill/destroyed.
If the unit has more than 1 HP, then divide the wounds by
their HP. This is the number of models to be removed. Any
excess wounds are recorded on the unit and added on next
time that the unit takes wounds.
For example:
A unit has 2 HP and takes 7 wounds. It removes 3 casualties
and records 1 wound left over on the unit with a spare dice.
The next time it takes 3 wounds, plus the 1 left over from
the previous round for a total of 4 wounds. This means that
they now remove 2 models with no wounds left over.
NERVE MARKERS
If the target unit receives 20% or more casualties from this
order then it receives a Nerve marker.
LONG ORDER
A unit carrying out a Long Shoot Order gets +1 to hit as
described in the Roll to hit section.
In addition, the controlling player may choose a secondary
target. Any models in the firing unit that have LOF and are
in range of the secondary unit may choose to shoot at it
instead.
SUPPRESSING FIRE!
These are the steps for a Suppressing Fire order:
1. Pick a target unit
2. Determine firing models
3. Roll to hit
4. Add Nerve markers
PICK A TARGET UNIT
The controlling player picks an enemy infantry unit that
they wish to target. This unit must be in LOF to the Unit
Leader and at least one model must be able to hit the target
unit.
Vehicle units cannot be the target of Suppressing Fire.
DETERMINE FIRING MODELS
Each infantry model chooses a single ranged weapon to
shoot with. Measure the distance between each model in
the unit and the nearest model in the target unit (does not
have to be within LOF). If the model is within twice the
firing weapons range in inches then the target unit is in
range.
Vehicles may shoot all of their weapons but check the
range and LOF for each one individually.
ROLL TO HIT
For each model firing at the target unit, roll dice equal to
the weapons Rate of Fire. Every dice which scores equal or
greater than the units Accuracy stat has hit the target.
The following modifiers apply to the dice when rolling to
hit:
+1 if the model has LOF and is in range to a model
in the target unit
ADD NERVE MARKERS
If there are more hits than total HP in the target unit then
the target unit takes a nerve marker. If there are twice as
many hits as HP in the target unit then it takes two nerve
markers, three times as many hits then three markers etc.
LONG ORDER
The target unit takes twice as many nerve markers.
FIGHT!
A fight order may only be issued to an infantry unit with 2
of an enemy unit.
These are the steps for a fight order:
1. Determine fighting models
2. Roll to hit
3. Roll to wound
4. Remove Casualties
5. Consolidate
DETERMINE FIGHTING MODELS
Any models that are within 2 of an enemy unit may make
melee attacks. If a model is within 2 of multiple enemy
units then they must decide which one they are going to
attack before any dice are rolled to hit.
If the model is equipped with one or more melee weapons
then they must decide which one they are going to attack
with.
ROLL TO HIT
Each model fighting rolls one dice to try and hit the enemy.
Any dice which rolls equal or higher than the attacking
units melee stat have hit the enemy unit.
ROLL TO WOUND
Pick up any dice which hit and roll them again. Any dice
which equal or beat the targets defence have wounded the
target.
The following modifiers apply to the dice when rolling to
wound:
+n where n is the attacking melee weapons
Piercing stat.
+2 if attacking a vehicle (hitting weak points).
If there are attacking models with different modifiers then
it is recommended that they are rolled separately, or with
different coloured dice.
A roll of 1 will always fail to wound, regardless of modifiers.
When rolling to wound versus vehicles, if you roll a natural
6 (i.e. without modifiers) and it is enough to wound the
vehicle then roll another dice to wound.
REMOVE CASUALTIES
Against units with an HP of 1, the controlling player
removes one model for every wound received. Grunt
models that are in LOF must be removed first, followed by
grunts not in LOF it, followed by the unit leader. Only
remove models if they are infantry. Vehicle models remain
in place as obstacle terrain, but are still killed/destroyed.
If the unit has more than 1 HP, then divide the wounds by
their HP. This is the number of models to be removed. Any
excess wounds are recorded on the unit and added on next
time that the unit takes wounds.
For example:
A unit has 2 HP and takes 7 wounds. It removes 3 casualties
and records 1 wound left over on the unit. The next time it
takes 3 wounds, plus the 1 left over from the previous
round for a total of 4 wounds. This means that they now
remove 2 models with no wounds left over.
NERVE TESTS
If the target unit receives 20% or more casualties from this
order then it receives a Nerve marker.
CONSOLIDATE
After removing casualties, the active unit may make a free
Move order. The units Speed is halved during the free order
and it may not trigger a free Fight.
LONG ORDER
When performing Fight as a long order, each attacking
model rolls two dice to hit instead of one and the units
speed is not halved when it consolidates.
EMBARK!
This order may only be carried out by an infantry unit. The
conditions are:
The unit is wholly within its Speed in inches of a
Vehicle unit that has the Transport special rule.
There must not be more models in the infantry
unit than the vehicles transport capacity.
The vehicle must not already have an embarked
unit.
The vehicle unit must not have been activated
already this turn.
If the conditions are met, remove the infantry unit from the
board. It is now embarked on the vehicle.
The vehicle unit may now carry out a free short order (not
disembark).
Both units are marked as activated.
There is no long embark order.
DISEMBARK!
This can only be carried out by a vehicle currently
transporting a unit and cannot be done in the same round
as a unit embarked into the vehicle.
The embarked unit is placed back on the table, within 2 of
the vehicle that was transporting them. The unit may then
carry out a free order and is then marked as activated.
There is no long disembark order.
BAILOUT!
If a vehicle with the Transport (n) special rule is carrying a
unit and is destroyed then the embarked unit must
immediately take a free Bailout order.
The embarked unit is placed back on the table, within 2 of
the vehicle that was transporting them but not on top of
the destroyed vehicle model.
If any models cannot physically fit then they are removed
as casualties.
The embarked unit takes 1 hit for every model placed back
on the board with Piercing (1) as if it had suffered wounds
from shooting. The unit is automatically suppressed next
time it is activated.


GAME SCENARIO
PREPARE YOUR FORCES
The two players pick their armies to an agreed points limit
as described in Picking a Force.
SET UP THE BOARD
Most games of Warpath will take place of a 6x4 foot area,
although players can agree to use bigger or smaller boards
depending on how many points they are taking.
There should be a fairly large amount of terrain on the
board. Aim for between 25% and 50% of the boards surface
to have terrain on it, and at least half of that terrain should
block LOF either tall area terrain or obstacles which block
LOF to most infantry and vehicle models.
Preferably players should mutually agree on how the
terrain should be set up, but if they cant then a third party
could set up the terrain or players could take it in turns to
each place a piece of terrain.
Try and make sure that players have plenty of places to
hide their units in their own deployment area. Remember
that the more opportunity there is to block LOF, the more
tactical the game will be.
PLACE OBJECTIVES MARKER
Once the terrain has been placed, players roll-off and the
winner decides which side of the board they wish to deploy
on.
Place one objective marker in the dead centre of the board.
The players then each place one objective marker in their
deployment area and one objective marker in their half of
no-mans land. Objective Markers cannot be placed in
impassable terrain, but can be placed in tall area terrain.
Objective Markers should be 25mm round bases. Players
are free to model them as they like, but objectives are
ignored for LOF purposes.
Board diagram:

Note: If your board is more than 4 feet wide then no mans
land will extend 12 on either side of the centre of the
board. Deployment areas will take up the remainder of the
board width.
DRAW OBJECTIVE CARDS
Players each shuffle an Objective Card deck and draw 2
cards from it. Each card contains both a primary and
secondary objective. The players decide which card they
are going to use for the primary objective and which one for
the secondary objective. They must reveal their primary
objective to their opponent but may keep their secondary
objective hidden until the end of the game.
DEPLOYMENT
The player who picked a side chooses a unit to deploy and
places it in formation completely within their deployment
area. Their opponent then chooses a unit to deploy in the
same manner. Players continue to alternate deploying
units in this manner until all units have been deployed.
BEGIN THE GAME!
Players begin the game as described in the Game sequence
section.
END OF THE GAME
The game lasts for six rounds, or until one player
surrenders.
Players should then add up their victory points:
The players earn victory points equal to the cost of
any units that they completely destroyed.
50% of the cost of an enemy unit that was not
completely destroyed, but was reduced to less
than 50% of its starting models.
50% of the games points limit if a player achieved
their primary objective (e.g. achieving the primary
objective in a 1000 point game is worth 500 victory
points).
20% of the games points limit if a player achieved
their secondary objective.
The players then compare victory points and work out the
difference as a percentage of the points limit. If one player
got 20% or more victory points than their opponent then
they have won.
50% or more difference Solid Victory/Massacre
20% or more difference Minor Victory/Minor Loss
Less than 20% difference Draw
For example, in a 1000 point game, if a player achieved 500
more victory points than their opponent then they have
won a Solid Victory while their opponent suffered a
massacre. If they achieved between 200 and 500 more
victory points then it is a Minor Victory and Minor Loss and
if theres less than 200 points difference then it is a draw.
Player 1 Deployment Area
Player 1 No Mans Land
Player 2 No Mans Land
Player 2 Deployment Area
12
12
12
12
MULTIPLAYER MEGA-BATTLES
When playing large multiplayer battles, use the following
modifications to the rules:
One player from each team rolls off to determine
which side goes first.
The winning side activates ALL of their units,
before passing the initiative to their opponent to
activate all of their units. This is treated as if
players keep retaining the initiative and activating
units. Command points are therefore not used in
mega battles.
When performing a move order with infantry
models, measure and move only the unit leader
and ignore any other models in the unit. Arrange
the rest of the unit in formation around the unit
leader.
When performing a shoot order, only check ranges
and LOF from the unit leader. All models in the
target unit are considered to be in LOF.
When performing a Fight order, all models in the
unit are considered to be in melee range. If the unit
is in melee range of two or more units then all
models must be allocated to a target unit before
rolling. All models in the target unit are considered
to be in melee range.

CORPORATION - INFANTRY
CORPORATION COMPANY COMMAND
Sp Me Ac De HP NV
5 4 4 4 1 5
Unit Size:
Leader with Heavy pistol
2 x Grunt with plasma rifle
Grunt team with Heavy Laser Cannon
Special Rules: Command Points (3), Inspiring, Elite (1)
CORPORATION PLATOON COMMAND
Sp Me Ac De HP NV
5 4 4 4 1 4
Unit Size:
Leader with Heavy Rifle
4 x Grunt with Tactical Flame unit
Special Rules: Command Points (1), Inspiring, Elite (1)
2 X CORPORATION MARINES
Sp Me Ac De HP NV
5 4 4 4 1 3
Unit Size:
Leader with Heavy Pistol
Grunt with Grenade Launcher
8 x Grunt with Rifle
CORPORATION VEHICLES
CORPORATION APC
Sp Me Ac De HP NV
8 - 4 8 2 -
Weapons:
Heavy Flame Unit
Burst Cannon (F)
Special Rules: Transport (10)
CORPORATION HEAVY BATTLE TANK
Sp Me Ac De HP NV
7 - 4 9 3 -
Weapons:
Punisher Cannon
Heavy Laser Cannon (F)










CORPORATION - ARMOURY
Weapon Ra Pi ROF Special
Burst Cannon 36 2 3 Suppressing
Grenade
Launcher (AT)
24 3 1
Grenade
Launcher (AP)
24 1 1 Blast (D3)
Heavy Flame
Unit
12 1 8 Saturation, Limited
Range
Heavy Laser
Cannon
48 6 1 Reload!
Heavy Pistol 12 1 1 Pistol
Heavy Rifle 24 1 1
Plasma Rifle 24 4 1
Punisher Cannon 72 4 1 Reload, Blast(D6)
Rifle 24 - 1
Tactical Flame
Unit
12 - 6 Saturation, Limited
Range
ARMY SPECIAL RULE
Rigid Authority: The Corporation player may spend a
Command Point to remove one nerve marker from a unit.
This can be done multiple times on the same unit.
SPECIAL RULES
Brawler: Models in melee range roll an extra dice to hit in
a Fight order. All unit leaders have this special rule unless
otherwise specified.
Blast (n): When a shot from this weapon hits, roll n dice to
wound instead of 1.
Command Points (n): Add up your total Command Points
at the start of each turn from units still alive. Once per turn,
a player may spend a Command Point to retain the
initiative.
Elite (n): You may re-roll n dice to hit in a shoot,
suppressing fire or fight order.
Inspiring: Units within 6 may use this units Nerve value
instead of their own.
Limited Range: This weapon does not double its range in
a suppressing fire order.
Pistol: This weapon may be used as both a ranged and
melee weapon.
Reload: Infantry units may only fire this weapon in a long
shoot order.
Saturation: This weapon always hits on a 4+, regardless of
modifiers or the users accuracy stat.
Suppressing: This weapon doubles its ROF during a
Suppressing fire order.
Transport(n): This vehicle may transport capacity of n.
MARAUDER INFANTRY
RIPPER SUIT SQUAD
Sp Me Ac De HP NV
4 3 5 5 2 4
Unit Size:
Leader with Heavy Rifle and Ripper Talon
3 x Grunts with Heavy Rifle and Ripper Talon
Special Rules: Brawler, Inspiring, Command Points (2),
Elite (1)
MARAUDER RIFLE SQUAD
Sp Me Ac De HP NV
5 4 5 4 1 3
Unit Size:
Leader with Heavy Pistol and Ripper Talon
Grunt with Machine Gun
8 x Grunts with Heavy Rifle
MARAUDER ASSAULT SQUAD
Sp Me Ac De HP NV
5 4 5 4 1 3
Unit Size:
Leader with Heavy Pistol and Ripper Talon
Grunt with Flame Unit
8 x Grunts with Pistols
Special Rules: Brawler
MARAUDER - VEHICLES
2 X MARAUDER SCOUT QUAD
Sp Me Ac De HP NV
10 - 5 7 2 -
Weapons:
Heavy Flame Unit
Special Rules: Nimble
3 X MARAUDER BULL QUAD
Sp Me Ac De HP NV
10 - 5 7 2 -
Weapons:
Machine Gun (Front)
Special Rules: Nimble, Transport (12)







MARAUDER - ARMOURY
Weapon Ra Pi ROF Special
Flame Unit 12 - 6 Saturation, Limited
Range
Heavy Flame
Unit
12 1 8 Saturation, Limited
Range
Heavy Pistol 12 1 1 Pistol
Heavy Rifle 24 1 1
Machine Gun 36 2 3 Suppressing
Ripper Talon M 4 1
ARMY SPECIAL RULES
Strong as Orx: All models get a +1 modifier when rolling to
wound in melee in addition to any other modifiers.
SPECIAL RULES
Brawler: Models in melee range roll an extra dice to hit in
a Fight order. All unit leaders have this special rule unless
otherwise specified.
Command Points (n): Add up your total Command Points
at the start of each turn from units still alive. Once per turn,
a player may spend a Command Point to retain the
initiative.
Elite (n): You may re-roll n dice to hit in a shoot,
suppressing fire or fight order.
Inspiring: Units within 6 may use this units Nerve value
instead of their own.
Limited Range: This weapon does not double its range in
a suppressing fire order.
Nimble: This vehicle may make an extra pivot up to 90
degrees during a Move order.
Pistol: This weapon may be used as both a ranged and
melee weapon.
Reload: Infantry units may only fire this weapon in a long
shoot order.
Saturation: This weapon always hits on a 4+, regardless of
modifiers or the users accuracy stat.
Suppressing: This weapon doubles its ROF during a
Suppressing fire order.
Transport(n): This vehicle may transport capacity of n.

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