TABLE OF CONTENTS Introduction ....................................................... 1 The Basics .......................................................... 2 Game Sequence ................................................. 5 Orders................................................................. 6 Multiplayer Mega-Battles .................................. 9 Creating Army Lists ............................................ 9 Rules Summary ................................................ 10 Sample Army List - Corporation ...................... 12 Sample Army List Marauders ........................ 13
INTRODUCTION 6 th June 2014 This is a fan written 28mm Sci-Fi wargame, based on Mantics Warpath 2.0 and Deadzone games. This is completely unofficial and entirely unrelated to Mantic Games. It is also currently a beta. The rules presented here are not yet complete. There are various sections missing some clarifications and as of yet there are no diagrams. Its also missing some sections entirely, such as the game scenario and how to construct an army. Im certain that there are various typos that Ive missed since this document has been compiled from several different WIP and playtest documents. Ive got exciting plans for the game scenario and for the time being Ive provided the army lists that Ive been using to test the game mechanics with friends. These should give you a baseline for writing your own army lists. The game is designed to be played with the equivalent of up to 1500 points in Warhammer 40k terms. Larger games will naturally slow down, the same as any wargame. When I write army lists for the game I intend to make the units unlimited in their size and the mechanics are designed to benefit larger units, which does reduce the time taken to play. Additionally, for multiplayer mega-battles, there is a few paragraphs of amendments on page 7. If you are playing a larger game one-on-one then there is no reason why you couldnt incorporate many of these rule amendments. I absolutely welcome any and all feedback. Please address it to nickjwilliams1987@gmail.com or reply to the thread on the Mantic forums at: http://forum.manticblog.com/showthread.php?8380- Warpath-2-5-Fan-Edition&p=105554 Thank you for reading! Nick Williams 10 th June Ive rewritten a fair few portions of the document. Changes have been highlighted in red.
2
THE BASICS MODELS Warpath is designed to be played with 28mm miniatures, such as those produced by Mantic Games, Games Workshop and numerous other manufacturers. Infantry should be mounted on a base that reasonably represents their personal space. For basic human sized models this would be a 25mm round base, but for larger and bulkier models then these might be 40mm or even 65mm round bases. Vehicles do not have to be mounted on bases (but can be if you want) and in-game their footprint is considered to be the base. UNITS Models fight together in groups called Units and these units are either Infantry or Vehicles. Usually infantry units consist of multiple models, but sometimes a unit will consist of a single model. Vehicle units will usually consist of a single model. In each unit there is a single model called the Unit Leader. This should be represented by a suitably imposing model. All of the other models in the unit are referred to as Grunts. FORMATION If a unit consists of more than one model then it must maintain formation as much as possible. To be in formation, all models in the unit must be within 5 of the Unit Leader. If any models are further than 5 away from the Unit leader then the formation is broken. UNIT STATLINE Each unit has a statline a series of numbers or statistics which determine how good it is at any given task. These stats are: Speed (SP) How fast the unit moves. Melee (ME) Score needed to hit an opponent in melee. Accuracy (AC) The score needed to hit a target with a ranged weapon. Defence (DE) The score needed to wound this unit. Hit Points (HP) How many wounds are needed to kill a model in this unit. Nerve (NV) The units morale. These are displayed in a single table, like so: MARAUDER COMMANDOS (INFANTRY) SP ME AC DE HP NV 5 4 5 4 1 3 WEAPON STATLINES Similarly, each weapon will also have a statline. The stats for a weapon are: Range (Ra) How far the weapon can shoot. Piercing (Pi) A damage bonus when rolling to wound a target. Rate of Fire (ROF) How many dice the weapon rolls when shooting at a target. Special Any special rules that apply to this weapon. If a weapon has a Range of M then it is a melee weapon, otherwise it is a ranged weapon. Again, the stats are displayed in a table, for example: Weapon Ra Pi ROF Special Heavy Rifle 24 1 1 Machine Gun 36 2 3 Suppressing Ripper Talon M 4 1
FIRE MODES 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. NERVE POINTS Over the course of a game, an Infantry unit will acquire Nerve Points. These represents hits to the units morale. A unit takes Nerve Points several different ways, including taking a large number of casualties or coming under heavy fire. If a unit has equal or fewer Nerve Points than its Nerve stat then its status is Alert. If its Nerve Points exceed its Nerve stat then its status is Suppressed. A player can represent Nerve Points any way they like, including counters, dials or even specially coloured dice. Vehicle units do not take Nerve Points.
3
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. MELEE RANGE Melee Range is 2. If two opposing units are within 2 of each other then they are considered to be in Melee Range of each other. DICE ROLLS Dice rolls are made using regular six-sided dice, often referred to as D6. Sometimes the rules will make reference to a D3, which is just the result of a D6 divided by 2 (so a roll of 1 or 2 counts as 1, 3 or 4 as a 2 and 5 or a 6 as a 3). MODIFIERS Dice rolls can often have modifiers applied to them. For example, a unit shooting at an enemy unit in the open will get a +1 modifier to hit. This means that 1 is added to any dice rolls to hit. NATURAL ROLLS When a rule makes reference to a natural roll, then it means the number displayed on the dice without any modifiers applied. RE-ROLLS 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 unless specifically allowed. TERRAIN Each piece of terrain is classed as one of three types: Obstacles, including walls, intact buildings etc. Short area terrain, including craters, water features, rough ground etc. Tall area terrain, including ruins, forests etc. Sometimes terrain pieces 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) Line of Fire is an important concept in Warpath and is used to determine if your models can not only see a target, but see enough of it to aim and fire. Its assumed that models know the location of opposing models (using drones or other tech to detect them), but struggle to see enough of the target to shoot at it. 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. This doesnt have to be the shortest line between the two models; if there is any straight line which is not blocked then LOF is not blocked. A tape measure or other straight stick will often help to check line of fire. For vehicles, measure the line from each 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 weapon in the case of a vehicle) 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 you cannot trace LOF through. Note that Infantry models will never block Line of Fire. CLEARLY VISIBLE In Warpath we assume that a model will always be in some sort of cover, so a player will often get a bonus if they have a clear shot at a target. 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. 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. 4
VEHICLE RULES Vehicles sometimes have slightly different rules to infantry to represent their armoured nature. ARCS Each vehicle has four arcs which are shown below.
Diagram from Warpath 2.0 by Mantic Games. Each arc is 90 degrees and extends from the centre point of the vehicle. Units will get usually bonuses when attacking the flank and rear of vehicles since a vehicles armour is heaviest at the front. When determining which arc an attacking unit is in, check which arc the majority of its models are in. If a target unit contains multiple vehicle models, check the arcs from the nearest model in Line of Fire. WEAPON ARCS Occasionally a vehicles weapon will have (F) indicated in brackets after its name. This means that it can only draw LOF against targets in the vehicles front arc. EXPLOSIVE DAMAGE Whenever a vehicle is hit by a powerful weapon, there is a chance that the shot may have hit the engine, ammo store or some other vital (and possibly explosive) system. To represent this, whenever a roll to wound versus a vehicle rolls a natural 6, the attacking player may roll an additional dice to wound. These bonus dice can in turn generate another dice if they roll another 6 (and can keep rolling 6s). Front Arc Flank Arc (Right) Flank Arc (Left) Rear Arc 5
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 straight back to their opponent. When a player runs 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 Alert or Suppressed. If the unit is Alert then it may carry out either two short orders or one long order. A Suppressed unit may only carry out one of the following short orders: Move Retreat Suppressing Fire Fight Additionally, a Suppressed unit may not enter melee range of an enemy unit, though if they begin within melee range then they can carry out a fight order as normal. 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. Once the Activation(s) have been resolved then the players turn is over and the Initiative passes to their opponent. RETAIN THE INITIATIVE If the player is allowed to Retain The Initiative then they can choose a second unit to activate in the same manner. A player may only retain the initiative once per turn. The Command Points Special Rule is a common way of retaining the initiative. Each side gets a limited number of Command Points each round and can spend one to retain the initiative. 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.
6
ORDERS MOVE! Each model in the unit advances 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 other vehicle models. They can move through infantry models (friend or foe) but cannot end their move on top of an infantry model. Models may not move over obstacles more than 1 high but any infantry model may move up or down one storey for free as part of the Move order. They do not need to be in contact with a wall or ladder to do so. If an infantry unit ends its move within Melee Range of an enemy unit then it may carry out a free Fight order. If the unit starts the Move order within Melee Range of an enemy unit and ends it outside of Melee Range then the enemy unit gets an immediate free Fight order against the Active 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 including moving up/down storeys. 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 Melee Range 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. 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 all of the dice when rolling to hit: +1 at least 50% of the target unit is Clearly Visible to the firing units Leader. +1 if the target unit is within 6. +1 the firing unit is carrying out a Long shoot order. +1 on higher ground than the target unit* -1 if the target unit is in tall area terrain. * To determine higher ground, 50% or more of the active unit must be on higher ground than 50% or more of 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. REMOVE CASUALTIES 7
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 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 POINTS If the target unit receives 20% or more casualties from this order then it receives a Nerve Point. 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. The target cannot be within Melee Range of a friendly infantry 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. NERVE POINTS If there are more hits than total HP in the target unit then the target unit takes a nerve point. If there are twice as many hits as HP in the target unit then it takes two nerve points, three times as many hits then three points etc. LONG ORDER The target unit takes twice as many nerve points. FIGHT! A fight order may only be issued to an infantry unit within Melee Range 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 Melee Range of an enemy unit may make melee attacks. If a model is within Melee Range 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 before rolling to hit. 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. 8
A roll of 1 will always fail to wound, regardless of modifiers. REMOVE CASUALTIES Against units with an HP of 1, the controlling player removes one model for every wound received from anywhere in the unit (we assume the dead model has surged forward to take someone elses place at the front). 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 POINTS If the target unit receives 20% or more casualties from this order then it receives a Nerve Point. 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 round. 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 a +1 modifier to wound as if it had suffered wounds from shooting. The unit is automatically suppressed next time it is activated.
9
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. CREATING ARMY LISTS It doesnt currently make sense for me to write full army lists at the moment since the changes are likely to throw army lists out of whack (plus the headache of maintaining several army lists when the core rules arent yet locked in). For temporary army lists, simply use the ones provided in Warpath 2.0 from page 60 onwards: http://gallery.mailchimp.com/e62f0c35454fa3ba687404d6 9/files/Warpath_II_Rules.pdf Use the following amendments for units: Warpath 2.5 Stat Warpath 2.0 Stat Sp Spd Me Hit Ac Hit + 1 De Def HP If the unit has Tough (n) then HP is equal to n, otherwise it is 1. NV The upper nerve value minus 7. And for weapons: Warpath 2.5 Stat Warpath 2.0 Stat Ra Ran Pi The weapons Piercing or Crushing Strength value. ROF Fire Give any heroes the Command Points(n) special rule. Generally aim for 2-3 points, depending on how expensive the hero is. Any heroes which are taken must be attached to a unit and may not operate individually. They use the attached units SP, DE and HP stats and the unit uses the heroes NV value. The hero becomes the unit leader. This should give you some basic, but usable army lists for testing. Please be aware that there will likely be numerous bugs with the army lists because they are translated. There are two sample army lists provided at the end of this document. These were created as analogues for two Warhammer 40k lists. You can see how some of the special rules (particularly Command Points) interact with each other.
10
RULES SUMMARY LINE OF FIRE The following blocks Line of Fire: Obstacles and Vehicles taller than either model Tall area terrain, unless models are in/touching it Infantry never block Line of Fire. A Clearly Visible line must pass over no vehicles or terrain. ROUND SEQUENCE 1. Players roll off at start of game to determine initiative, or player who finished previous round first gets the initiative. 2. Players take it in turns to activate a unit. They can pass the Initiative back without activating if they have fewer units left to activate. 3. If the units Nerve Points exceed the units Nerve stat then the unit is Suppressed, otherwise it is Alert. Remove Nerve Points after activation. 4. Alert units may be given 2 short orders or one long order. See below for Suppressed units. 5. Once the unit has finished its orders, mark it with a Done counter and pass the initiative to the players opponent. 6. Players can sometimes Retain The Initiative and activate a second unit before passing the initiative back to their opponent. SUPPRESSED UNITS Short orders only: Move Retreat Suppressing Fire Fight Suppressed units cannot end a Move or Retreat within 2 of an enemy unit. MOVE! ORDER Each model moves forwards up to its speed in inches, pivoting freely. If an infantry unit ends within 2 of an enemy unit then they get a free Fight order. Long Order: The units speed is doubled, cannot move through terrain and vehicles may only pivot once. RETREAT! ORDER Suppressed only. A long move order that must end further away from all enemy units than where it started. SHOOT! ORDER TARGET UNIT Must be in LOF to the Unit leader, cannot be within 2 of a friendly infantry unit. FIRING MODELS Each model in range and LOF to the target may shoot. Vehicles may shoot all weapons in range and LOF. ROLL TO HIT Roll dice equal to weapons ROF stat. Any equal or higher than firers AC stat have hit. Modifiers: +1 50%+ of the target unit is Clearly Visible to leader. +1 Target unit within 6. +1 Long Shoot order. +1 50%+ of unit is on higher ground. A roll of 1 will always fail to hit. ROLL TO WOUND Roll dice again. Any equal or higher than the targets DE stat have wounded. Modifiers: +n for PI stat +1 in a vehicles flank +2 in a vehicles rear A roll of 1 will always fail to wound. Versus vehicles, roll an additional die for each natural 6 that wounds the vehicle. REMOVE CASUALTIES Against HP 1, controlling player removes 1 model for each wound. Remove grunts from LOF first, then outside LOF, then Unit leader. Against HP 2+, divide wounds by HP. Remove that many models and record excess wounds on the unit. These are added on next time. NERVE POINTS +1 Nerve Point on the target if it takes 20% or more casualties. LONG ORDER +1 to hit. Choose a secondary target and models may shoot at either if they have LOF. SUPPRESSING FIRE! ORDER TARGET UNIT Must be in LOF to the Unit leader, cannot be within 2 of a friendly infantry unit. FIRING MODELS Each model in range may fire. Range is doubled. ROLL TO HIT Roll dice equal to weapons ROF. Any equal or higher than firers AC stat have hit. NERVE POINTS If the hits equal or exceed target units remaining HP then the target takes 1 Nerve Point. Doubles = 2 Nerve Points, Triples = 3 etc. LONG ORDER Nerve Points inflicted doubled. 11
RULES SUMMARY FIGHT! ORDER Infantry only. FIGHTING MODELS Models within 2 of an enemy unit fight in melee. ROLL TO HIT Each fighting model rolls 1 dice. Any which are equal or higher than models ME stat have hit. ROLL TO WOUND Roll any dice which hit. Any which are equal or higher than the targets DE stat have wounded. Modifiers: +n for melee weapons PI +2 vs vehicle A roll of 1 will always fail to wound. Versus vehicles, roll an additional die for each natural 6 that wounds the vehicle. REMOVE CASUALTIES Against HP 1, controlling player removes 1 model for each wound. Remove grunts from LOF first, then outside LOF, then Unit leader. Against HP 2+, divide wounds by HP. Remove that many models and record excess wounds on the unit. These are added on next time. NERVE POINTS +1 Nerve Point on the target if it takes 20% or more casualties. CONSOLIDATE Take a free move order at speed. May not generate a free Fight. LONG ORDER Each attacking model rolls 2 dice instead of 1 and the Consolidate move is not halved. EMBARK! ORDER Infantry only. Conditions: Unit is within its Speed of a transport vehicle. Equal or fewer models than the transport limit. Vehicle cannot already be transporting a unit. Vehicle cant have been activated this round. Remove the unit from the board. The vehicle carries out a free order (not disembark). Both units are marked as Activated. DISEMBARK! ORDER Vehicle only, must be carrying a unit. Embarked unit is placed back on the table within 2, carries out a free order and is marked as Activated. BAILOUT! ORDER Done if a transport vehicle is destroyed while carrying a unit. The embarked unit is placed back on the table within 2 of the destroyed vehicle. Any which cant fit are removed as casualties. Unit takes 1 hit for each model placed back on the board with +1 modifier to wound. The unit is automatically suppressed next time it is activated.
12
SAMPLE ARMY LIST - CORPORATION CORPORATION - INFANTRY CORPORATION COMPANY COMMAND Sp Me Ac De HP NV 5 4 5 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 5 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 5 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 7 - 4 8 2 - Weapons: Heavy Flame Unit Burst Cannon (F) Special Rules: Transport (10) CORPORATION HEAVY BATTLE TANK Sp Me Ac De HP NV 6 - 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 round 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: Friendly 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.
13
SAMPLE ARMY LIST MARAUDERS MARAUDER INFANTRY RIPPER SUIT SQUAD Sp Me Ac De HP NV 4 3 6 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 6 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 6 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 8 - 5 7 2 - Weapons: Heavy Flame Unit Special Rules: Nimble 3 X MARAUDER BULL QUAD Sp Me Ac De HP NV 8 - 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 round 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: Friendly 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 degrees during a Long 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.