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.