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Futuristic Squad-Based Warfare CORE RULEBOOK BY ALESSIO CAVATORE

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Page 1: Warpath - Core Rulebook

Futuristic Squad-Based Warfare

CORE RULEBOOKBY ALESSIO CAVATORE

Page 2: Warpath - Core Rulebook

The Corporation � � � � � � � � � � � � � � � � � � � � 4

The Marauders � � � � � � � � � � � � � � � � � � � � � 6

The Forge Fathers � � � � � � � � � � � � � � � � � 12

The Veer-myn � � � � � � � � � � � � � � � � � � � � � 12

The Rules � � � � � � � � � � � � � � � � � � � � � � � 20Models and Units � � � � � � � � � � � � � � � � � � � � 21

Stats � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 22

Unit Leaders � � � � � � � � � � � � � � � � � � � � � � � � 23

Line of Sight� � � � � � � � � � � � � � � � � � � � � � � � � 23

Initiative Phase � � � � � � � � � � � � � � � � � � � � 24

Activation Phase� � � � � � � � � � � � � � � � � � � 24

end Phase � � � � � � � � � � � � � � � � � � � � � � � � 25

Move � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 26Unit Interpenetration � � � � � � � � � � � � � � � � � 26

Halt � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 26

Move � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 26

Move At The Double � � � � � � � � � � � � � � � � � � 26

Charge � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 27

Terrain � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 28

shoot� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 30Moving and Shooting � � � � � � � � � � � � � � � � � 30

Melee and Shooting � � � � � � � � � � � � � � � � � � 30

Pick a Target � � � � � � � � � � � � � � � � � � � � � � � � 30

Determine Firing Models � � � � � � � � � � � � � 30

Check Range� � � � � � � � � � � � � � � � � � � � � � � � 30

Firing and Hitting the Target � � � � � � � � � � � 30

Damaging the Target � � � � � � � � � � � � � � � � � 31

Take It Out! – Independent Fire� � � � � � � � � 33

Melee � � � � � � � � � � � � � � � � � � � � � � � � � � � � 34Determine Attacking Models � � � � � � � � � � 34

Attacking and Hitting the Target� � � � � � � � 34

Damaging the Target � � � � � � � � � � � � � � � � � 34

Regrouping � � � � � � � � � � � � � � � � � � � � � � � � � 35

Disrupted � � � � � � � � � � � � � � � � � � � � � � � � � � � 35

Nerve � � � � � � � � � � � � � � � � � � � � � � � � � � � � 36Results � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 36

Games Design: Alessio CavatoreGraphic Design: Sean TurtlePhotography: Ben Sandum,

Warwick Kinrade and Chris Palmer

Thanks to: all of the users on the Mantic forums, Matt Gilbert, Stewart Gibbs, Josh Roberts, Dylan Owen��� oh yes, and Ronnie too!

Copyright © Mantic Entertainment Ltd� 2012

22 www.manticgames.com

ContentsCredits

Page 3: Warpath - Core Rulebook

Armoured units � � � � � � � � � � � � � � � � � � � 38Armour Movement � � � � � � � � � � � � � � � � � � � 38

Collisions & Overruns � � � � � � � � � � � � � � � � 39

Shooting Against Armour � � � � � � � � � � � � � 40

Armoured Units Shooting � � � � � � � � � � � � � 41

Melee against Armoured Units� � � � � � � � � 42

Nerve Tests for Armoured Units� � � � � � � � 44

Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � 45

heroes and Monsters � � � � � � � � � � � � � � 46

Transports� � � � � � � � � � � � � � � � � � � � � � � � 46

special Rules� � � � � � � � � � � � � � � � � � � � � � 47Armour Special Rules � � � � � � � � � � � � � � � � 50

Weapons Special Rules � � � � � � � � � � � � � � � 51

Reinforcements � � � � � � � � � � � � � � � � � � � 52

Picking a Force � � � � � � � � � � � � � � � � � � � � 55

Timed Games � � � � � � � � � � � � � � � � � � � � � 58

The ARMy lIsTs � � � � � � � � � � � � � � � � � � 60

Corporation army list � � � � � � � � � � � � � � 60Army Special Rules � � � � � � � � � � � � � � � � � � 60

Infantry � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 60

Marines � � � � � � � � � � � � � � � � � � � � � � � � � � � � 60

Marine Veterans � � � � � � � � � � � � � � � � � � � � � 61

Rangers � � � � � � � � � � � � � � � � � � � � � � � � � � � � 61

Heavy Weapons� � � � � � � � � � � � � � � � � � � � � � 62

Enforcers - Strike Units � � � � � � � � � � � � � � � 62

Enforcers - Assault Units � � � � � � � � � � � � � 62

Striders � � � � � � � � � � � � � � � � � � � � � � � � � � � � 62

Enforcers - Suppression Units � � � � � � � � � 63

Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � � � 63

Armour� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 64

Heroes And Monsters � � � � � � � � � � � � � � � � 65

Weapons � � � � � � � � � � � � � � � � � � � � � � � � � � � 65

Marauders army list � � � � � � � � � � � � � � � 66Army Special Rules � � � � � � � � � � � � � � � � � � 66

Infantry � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 66

Grunts � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 66

Fraggers� � � � � � � � � � � � � � � � � � � � � � � � � � � � 66

Jumpers� � � � � � � � � � � � � � � � � � � � � � � � � � � � 67

Rippers� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 67

Stunts� � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 67

Stunt-Bots � � � � � � � � � � � � � � � � � � � � � � � � � � 68

Armour� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 68

Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � � � 68

Heroes and Monsters� � � � � � � � � � � � � � � � � 69

Weapons � � � � � � � � � � � � � � � � � � � � � � � � � � � 69

Forge Fathers army list � � � � � � � � � � � � 70Army Special Rules � � � � � � � � � � � � � � � � � � 70

Infantry � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 70

Steel Warriors � � � � � � � � � � � � � � � � � � � � � � � 70

Thorgarim � � � � � � � � � � � � � � � � � � � � � � � � � � 71

Stormrage Veterans� � � � � � � � � � � � � � � � � � 71

Godhammer Veterans � � � � � � � � � � � � � � � � 72

Valkyr � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 72

Brokkr � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 72

Forge Guard� � � � � � � � � � � � � � � � � � � � � � � � � 72

Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � � � 73

Armour� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 73

Heroes And Monsters � � � � � � � � � � � � � � � � 74

Weapons � � � � � � � � � � � � � � � � � � � � � � � � � � � 74

Veer-myn army list � � � � � � � � � � � � � � � � 75Army Special Rules � � � � � � � � � � � � � � � � � � 75

Infantry � � � � � � � � � � � � � � � � � � � � � � � � � � � � � 75

Night-Crawlers � � � � � � � � � � � � � � � � � � � � � � 75

Stalkers � � � � � � � � � � � � � � � � � � � � � � � � � � � � 76

Nightmares � � � � � � � � � � � � � � � � � � � � � � � � � 76

Scourgers � � � � � � � � � � � � � � � � � � � � � � � � � � 77

Ravenous Horde � � � � � � � � � � � � � � � � � � � � � 77

Ordnance � � � � � � � � � � � � � � � � � � � � � � � � � � � 77

Gougers � � � � � � � � � � � � � � � � � � � � � � � � � � � � 77

Shredders � � � � � � � � � � � � � � � � � � � � � � � � � � 77

Armour� � � � � � � � � � � � � � � � � � � � � � � � � � � � � 78

Heroes and Monsters� � � � � � � � � � � � � � � � � 78

Weapons � � � � � � � � � � � � � � � � � � � � � � � � � � � 79

Other Races� � � � � � � � � � � � � � � � � � � � � � � 80

3Contents

Contents

Page 4: Warpath - Core Rulebook

The galaxy is burning. The malevolent human Corporation is expanding

its sphere of influence, annexing more and more star systems to its territories, bringing every alien civilization it can under its control. Or, if this proves impossible, exterminating them.

The Corporation’s strategy is to make contact

with alien civilizations and dazzle them with

humanity’s superior technology [Note: Only

27 species have so far been encountered

that possess higher understanding of the

sciences than the Corporation]� Appearing as

benefactors, Corporation diplomats will offer

massive technological help to these planets:

new forms of power, transit, communication

and all the benefits a thousand year old

technological society can bring�

Very few peoples turn this down�

Offered membership “as equal partners”

in the Great Galactic Co-prosperity Sphere,

these new worlds will at first be optimistic

and proud of their status, but over time they

discover the truth� Their societies undergo

massive, traumatic change, overthrowing

whatever customs and governance they

once possessed in return for the bland, pan-

galactic culture of the Corporation� Worse,

what is initially offered free in the spirit of

44 www.manticgames.com

Page 5: Warpath - Core Rulebook

common sentient interest does not remain

so for long� Soon the incorporated culture

will be dependent on Corporation goods and

services, and bled dry to pay for them�

Turned into little better than puppet

states, these slave-societies are drugged

by the cheap, get-rich-quick attitudes of

Corporation culture, and will gladly devote all

of their planets’ resources to enriching the

Corporation and the few local bureaucrats

that run the business for it, while the majority

of the population plummet into a state of

poverty and servitude�

This form of cultural imperialism takes time,

and it does not always work� Sometimes the

most primitive culture can see through the

baubles the Corporation offers to the truth�

Other times, a civilisation may be too savage,

too advanced or just too damn alien to risk

bringing in to Man’s great galactic family�

In these cases, the Corporation will deploy

its considerable military might� Full-scale

invasion and subjugation has been the fate

of many, even complete annihilation if a race

proves too troublesome�

Well trained and equipped with the best in

military technology, Corporation Troopers

are worth scores of the warriors of less

advanced cultures� The Troopers’ armour is

often invulnerable to the natives’ weapons,

leaving them free to mercilessly mow down

5The Corporation

Page 6: Warpath - Core Rulebook

scores of the enemies with pulses from

their laser weaponry� Indeed, a great many

Corporation recruitment videos glory in

human troops slaughtering spear-waving

“savages” for the betterment of the cosmos�

If they encounter heavier resistance, the

Troopers can bring the awesome firepower

of their tanks and walkers to bear� In dire

circumstances an expeditionary commander

may petition Corporation Central to unleash

their most specialised force – the feared

Enforcers – who will quickly dispatch even

the most stubborn of foes�

A system that has been cleared of hostile

indigenous aliens is ripe for re-colonization

by the humans that form the largest part

of the Corporation’s population� More often

than not they too are oppressed as they strip

the place of its natural resources�

From its ancient beginnings in the Solar

System, the Corporation has spread like a

malignant cancer across the galaxy, covering

entire sectors in its tyrannical rule and

suffocating any attempt to live free of its

clutches� Their expansion continues, but the

galaxy is a big place� The Corporation is not

the monolithic entity many think it to be, and

suffers tensions between the great Houses

and Companies that comprise it� Many a

House has had its trading right revoked

and had to quickly move their assets out of

a system they previously owned under the

supervision of an Enforcers ‘peacekeeping’

force� And all those pampered, rich men

who debate and bicker in the sterile halls of

Corporation Central share one, deep-seated

fear: that sooner or later the Corporation will

meet its match in the unexplored expanses

of deep space…

Corporation Weapons Team

66 www.manticgames.com

Page 7: Warpath - Core Rulebook

These elite warriors exist to enforce the will

of the government – they answer solely to

Corporation Central, meaning, in actuality,

the Council of Seven� Comprised of superior

soldiers, equipped with some of the best

technology in the galaxy, the troops of the

Enforcers are few in number, but each is

worth a score of lesser men� In firepower

they are matched only by the Forge Fathers,

while in combat they are as deadly as the

wild Marauders� Their loyalty to Corporation

Central is absolute� Unmatched in the galaxy,

the Enforcers are the elite of the elite, the

armoured right fist of Corporation Central�

Very little is actually known about the

Enforcers� They were first created in the

wake of the Mandrake Marauder rebellions,

as a replacement for those treacherous

companies of aliens under Corporation

Central’s direct command� Corporation

Central does its best to keep the Enforcers’

recruitment, equipment, disposition, overall

numbers, organisation and membership

confidential� In a galaxy as large as ours, this

is nigh on impossible, and there are certain

matters that are readily apparent to an

observer, nevertheless the Enforcers remain

shrouded in secrecy�

The eNFORCeRs – A seCReT ARMy

7The Corporation

Page 8: Warpath - Core Rulebook

Wherever there is war you will find the Marauders. Hulking, muscled alien

brutes who revel in combat, Marauders are employed as mercenaries by all the major powers in the galaxy. For a Marauder chieftain, it does not matter who you fight or why, only how much you can pay.

“Marauder” is not the name these creatures

have for themselves, in their own, simple

tongue they are “Orx”, but Marauder suits

them well� When peace reigns, Marauders

become a menace to civilisation, turning

to piracy and looting when they can find

no paymaster� Marauders can be found

everywhere, from the most densely

populated core systems to the depths of

interstellar space� In the wilder reaches

of the galaxy, away from the Corporation

Core Worlds, it is said that there is not an

Marauder Army

88 www.manticgames.com

Page 9: Warpath - Core Rulebook

asteroid belt or moonlet that does not house

a pirate nest of these violent creatures� It is

not unusual for Corporation scout fleets to

travel to an unmapped system only to find a

Marauder pirate lord has been there before,

and tense ship battles are often the outcome

in these situations�

It was not always so� Until less than three

centuries ago, the Orx were confined to a

cluster of twenty or so systems halfway

toward the spinward end of the Sagittarius

arm� At the time, this was right at the very

edge of Corporation territory, and even today

the area remains far from the bustling heart

of human civilization� Forty or so worlds of

various classes were claimed and scheduled

for colonization by automated reconnaissance

drones of the Klandax Company� Signs of

low level sentient life activity were recorded

on these planets, but this in itself was not

unusual� A Grand Settlement Fleet of some

300 ships, including a portion of Klandax

Company’s own military, were dispatched�

For Klandax, it was a great shame they had

not invested in more sophisticated drones�

Fleet scout teams made landfall on

Caprisiam IV, and began to survey sites for

9The Marauders

Page 10: Warpath - Core Rulebook

an initial colony that would serve as base of

operations for further activity in the sector�

Large numbers of natives were recorded,

but these appeared primitive in the extreme�

While the fleet surveyors started their work,

contact with the natives was attempted by

renowned exobiologist Dr Jan Friers, working

under license directly for Klandax� Friers

was widely regarded as a safe pair of hands,

having already participated in first contact

with four alien species� He was accompanied

by a half company of Corporation Troopers,

so despite the alien’s savage nature,

Klandax’s expeditionary commander Prakal

Mitrandesh was confident things would

go smoothly�

Within half an hour of approaching the first

native settlement, Friers was dead� The

natives had attacked in force, ambushing

the Corporation representatives� Although

they took many casualties, the natives had

killed twenty-three other men, despite

their primitive weaponry� Captain Martello,

commanding, described warriors of

unparalleled ferocity, simple metal blades

punched through his men’s sophisticated

armour by dint of their massive strength

alone� Martello insisted they had been

tricked, that the natives had drawn them

in to talk simply to assess them� They’d

learned precisely two things: One, that the

natives called themselves “Orx”, secondly,

that they were extremely aggressive�

Martello was disciplined for abandoning the

bodies and equipment of his men, and a

suborbital fighter was launched to destroy

the settlement�

Four hours later, an Orx force, carrying

Corporation weaponry, attacked the surveying

team and wiped them out� Commander

Mitrandesh had the remainder of Friers’

exobiology staff declare the Orx hostile, and

set about a campaign of extermination�

The genocide took six weeks and cost

Mitrandesh quarter of his fighting men� Still,

the planet was clear� Sector colonisation

headquarters were established, and the fleet

moved on to the next scheduled world�

The same thing happened there� And then

again� And again�

What Klandax’s probes had not revealed

was that this promising world cluster was

infested with these Orx� How they spread

is unclear, although it has been surmised

that the Orx once possessed a higher level

of civilization, or were employed as another

culture as warriors – their cleared worlds

exhibit extensive, ancient ruins�

Mitrandesh soon realized he had not

enough men to pacify the entire region, and

reluctantly applied to Corporation Central for

military aid, forfeiting Klandax’s sole claim to

the territory�

Enter General Klimt� Named “The White Devil

God” by the Kathradny [extinct], Klimt wasted

no time in extirpating the Orx from their

ancient worlds� But Klimt was impressed by

his foe� Wave after wave of howling savages

would literally throw themselves at his

lines, doing enormous damage before being

gunned down�

By this time Corporation intelligence had

gained a grasp of the Orx language, and

so Klimt hit upon an idea� He had several

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hundred Orx captured, and once they were

subdued, made them an offer�

And so the first battalion of Orx auxiliaries

were trained using Corporation war-doctrine�

As they were as happy to fight each other

as the corporation the worlds were soon

cleared, and Klimt forced Klandax into an

embarrassing handover of the new colonies

to Klimt’s own masters in House Antigone�

Klimt’s scheme was so successful that

Orx were employed for decades as shock

troopers all over the Corporation�

But the Orx learnt their lessons well�

A century later, during the Mandrake

Secession War, an entire Orx auxiliary legion

turned on their masters, seized control

of a flotilla of spaceships and scattered

themselves across the galaxy�

The Marauder civilization was born, a new

breed of space-faring Orx� Although most

Orx auxiliaries were immediately liquidated

on news of the Mandrake Betrayal, the

Corporation and its enemies still make

frequent use of these brutal but very effective

troops as mercenaries – the reasoning being,

it is better to have them fighting with you,

than against you�

11The Marauders

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The ancient and proud culture of the Forge Fathers has managed to

retain its independence from the Corporation while others have fallen. Masters of science, artisans beyond compare, the Forge Fathers are the only aliens to trade with the Corporation on anything approaching even terms.

While they are far fewer in numbers than

humans, the Forge Fathers are renowned

across the galaxy for their grasp of advanced

technology� They are one of the only species in

known space whose weaponry and spacecraft

are more powerful than those of the Corporation�

Their battle-suits are nigh-on impregnable, the

destructive capability of their thermal guns is

of tremendous magnitude, not to mention the

incredible rate of fire and penetrative power of

their solid-shot weaponry� In the field of space

warfare, they are unsurpassed� Their ships are

much like they are: slow, massive, resilient to

damage, and armed to the teeth�

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Forge FathersThe

Page 13: Warpath - Core Rulebook

The Forge Fathers are a cautious people in

most matters, their technical secrets cannot

be bought, and they take great pains to

conceal the workings of the machinery that

they sell to others� The structure, workings

and habits of their civilization have only

been won by the Corporation at great cost

and effort, as the torture, psychological

conditioning and mental engineering

employed by the Corporation on war captives

work rarely on the robust psyches of the Forge

Fathers� Were it not for the few disaffected

members of this honourable people willing

to sell their secrets, the Corporation would

know very little about them at all beyond

that which the Forge Fathers wish them to

know� Human spymasters can never be sure

what they have gleaned is disinformation

and which is truth� It is also a sad fact that

there are far more corruptible individuals in

the Co-Prosperity Sphere than in the Forge

Fathers’ Star Realm� Corporation Central

is well aware that the Forge Fathers have a

great deal more information about mankind

than mankind has about the Forge Fathers�

Although the core of the Forge Fathers’

realm lies coreward to Corporation space,

13The Forge Fathers

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they can be found throughout the galaxy�

The great fleets of the Forge Fathers have

been plying the heavens for millennia,

travelling from system to system, selling

their services� Although dubbed “Trading

fleets” by the Corporation, this is something

of a misnomer; each great Forge Father star-

caravan centres on one or more Ward Ships,

a mountain of metal and stone bristling with

weapons� Smaller craft cluster about it, and

these are multifarious in purpose� Besides

smaller warships, many are tailored to

constructive purpose: geoengineering, large-

scale construction, fabrication, asteroid

mining or whatever else the clan they belong

to happens to specialise in� Depending on

what they are engaged to do, a Forge Father

fleet can remain in orbit around a planet for

anything up to a century before moving on�

This is but a short time for Forge Fathers;

the longest lived in Corporation custody

survived one hundred and fifty years before

contriving to take his own life� It is suspected

their natural lifespan is at least seventy

years longer than this, and has been greatly

extended by medical means�

Relations between the Corporation and the

Forge Father Star Realm are tense� Military

confrontation between the two almost always

go in favour of the Forge Fathers� The Forge

Fathers might lack the numbers or territorial

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ambition to exploit such victories, but any

trespass into their space by Corporation

Fleets has been ruthlessly dealt with, while

every attempt to incorporate Forge Father

worlds or clans into the Co-Prosperity

Sphere have been foiled, no matter the

means employed� The two powers will trade,

but these transactions are always done on

the Forge Fathers’ terms�

The activities of the Forge Fathers are of great

interest to the Corporation, not least because

they are capable of planetary engineering

feats that make the Corporation’s own

efforts appear feeble� In particular the Forge

Fathers possess the ability to shift a world’s

orbit; needless to say this is of great interest

to Corporation peace contractors� There

appears to be a new pattern emerging in the

activities of the Forge Father trade fleets, with

civilisations earmarked for incorporation into

the Co-Prosperity Sphere suddenly gaining

a much higher level of technology� Several

cultures near the borders of the Star Realm

have signed mutual protection pacts with the

Forge Fathers, or even allowing themselves

to by subsumed into the Star Realm entirely�

All this is exceedingly irksome to Corporation

Central, but while the Forge Fathers remain

preeminent in the field of space warfare, there

is little prospect that the situation will change�

15The Forge Fathers

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Wherever mankind has gone, rats have shortly followed. The Veer-myn

are the latest manifestation of this unwitting partnership.

The armies and dignitaries of the Corporation

fly through space at many times the speed

of light� Not so the cargoes needed to keep

the Co-Prosperity Sphere trading� Shooting

such mass past the light barrier is unfeasibly

complex and expensive, and so ore, grains,

chemicals, machines, all the many, weighty

things made and shipped throughout space

go at much lower velocity� The bulk haulers

of the Corporation are vast, gigantic vessels

made from hollowed out asteroids that

are pulled across the cosmos by tug craft�

A hauler’s carrying capacity is often in the

hundreds of thousands of megatonnes�

Each one is the size of a city; a maze of

endless holds and storage bays connected

by innumerable lift shafts, corridors, and

conduits� Unless circumstances or cargo

are exceptional, carriers tend to ply the

starlanes between stars close to one another�

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17The Veer-myn

Nevertheless, each voyage takes many

months, sometimes years�

A tug’s crew rarely ventures back into the

hauler, but on occasion inspections are

required, and so haulers all possess sections

where basic life support and an atmosphere

are maintained� At some point in history,

the rat crept into these cold, dark and

inhospitable places, found some warm spot

in which to live and thrive, and it is here that

it evolved�

Who knows when the first Veer-myn stood

upright and blinked eyes ablaze with newly

minted intelligence? The transition from

rat to Veer-myn took place phenomenally

quickly; at most, so Corporation science

personnel have it, just under one thousand

years� Perhaps this huge evolutionary jump

occurred because of radiation leaks from

poorly shielded reactors, or because of

cosmic ray bombardment, or perhaps their

race was born from some chemical cocktail,

spilled in the transport caverns of a forgotten

ship� More troubling is the idea that their

emergence was no accident at all, that the

Veer-myn were deliberately made…

Whatever caused the change, it forced

the common brown rat to walk upright

and grow many times in size� It gained

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opposable thumbs, and a mind to use

them� Language and a vicious society came

quickly, both crude mirrors of mankind’s

own� A new race of space scavengers was

born� With an intelligence close to that of a

man married with the survival instincts and

astounding reproductive rate of the rat, they

quickly spread�

There are Veer-myn everywhere in the galaxy

today� They live deep within the settlements

of many races, from airless colony moons

to continent-spanning mega-cities, and

infest the depths of spacecraft� Wherever

they are, they cause serious problems� Their

spade-like teeth are iron-hard and grow

constantly� They are vital tools to the rat-

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19The Veer-myn

men, but a Veer-myn must gnaw at hard

materials lest their teeth outgrow their

jaws, causing agonising pain; a Veer-myn

can chew through reinforced carbons given

time� Their bodies are host to numerous

unpleasant diseases that they spread from

world to world, the purple pox of Indraxia,

a supposedly quarantined world, somehow

managed to break out from its point of origin

and infect fifteen systems, killing up 25% of

the population of each� The Veer-myn were

duly blamed, and with good reason�

Most problematically, Veer-myn steal whatever

they can� They take food and water, despoiling

what they leave behind, ruining vital supply

shipments� They have an almost preternatural

understanding of chemistry,

rudimentary understanding of more advanced

technologies, and an enthusiastic if somewhat

haphazard approach to experimentation� They

strip the machines of others to get to the

raw materials they require for their devices,

crippling city sectors or ships, sometimes

with fatal results� To prevent these mishaps,

Corporation spacecraft are routinely scoured

for Veer-myn nests, and there are certain units

of Corporation troopers who spend entire tours

of duty as “rat catchers” aboard those warships

large enough to warrant it� On occasion,

humans cower in reinforced crew quarters

while a ship’s atmosphere is vented into space�

A drastic measure, and not always successful�

There are rare cases of Veer-myn tribes being

bought off to watch over “their” ship, but in the

main they are regarded as unsophisticated

pests and exterminated�

This attitude greatly underestimates the

complexity of Veer-myn society� They are

naturally secretive and appear to possess a

great deal of native cunning, so much so that

rumours of hidden cities of Veer-myn are just

about credible� Less believable are stories of

worlds overwhelmed by masses of verminous

warriors boiling up out of the ground, armed

with bizarre weapons that spit fire and searing

chemicals, or those tales told of the giant,

mutant monsters that fight beside them�

Co-Prosperity Sphere citizens should rest

assured that these are just stories, furthermore

stories that are likely to earn their teller a late-

night call from Corporation Intelligence�

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Warpath is a sci-fi small-action wargame set in Mantic’s fictional galaxy at war. Warpath is a game that is easy to learn and fast to play, yet will take time and experience to master. With few and simple rules, there is little to get in the way of the fun and slaughter.

The game system uses an intriguing unit activation system that will keep both players on their toes and force them to make some difficult choices to outwit their opponent� And that’s not all – like all Mantic wargames, Warpath has been designed to allow you to use a stopwatch or a chess clock to time your moves� As the seconds tick away,

the pressure and excitement build up, giving you an extra dimension of gameplay and an extra resource to manage during the battle�

Following the same successful development pattern we employed with Kings of War, we have decided to release Warpath at a very early stage of development� The system, and particularly the army lists, are still in need of accurate balancing… and that’s where you can help� Please play as many games as you can and give us your feedback at:

www�manticgames�com/Forum�html

Measuring DistancesYou can measure distances at any time� The distance between two models is measured to/from the closest point of their bases� If a model has no base, use the closest part of its hull or torso� The distance between two units is measured to/from the closest models in the two units� To avoid confusion, keep your units more than 1” away from enemy units at all times�

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The Rules

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In exchange we’ll keep the rules of Warpath up to date for free, while we continue with the development of our apocalyptic mass-battle system, which we will unleash upon you in the not-so-distant future!

Models and unitsThe models used to play Warpath must be glued on the bases provided with them or identically-sized alternatives� Most models in the game fight together in groups which we call ‘units’� Each unit belongs to one of the following types:

Infantry (Inf)Infantry units normally consist of five to twenty models, as shown in Diagram A� The number of models that make up a unit is specified in its Stats (Stats are explained later) and will normally correspond to the number of models you get in the boxes supplied by Mantic� Models in a unit must at all times be in formation, by which we mean within 5” of the unit’s Leader and within 1” of another member of that unit, forming an uninterrupted chain of models (see Diagram A)�

heroes & Monsters (hero, Monster)A Hero or Monster is a unit consisting of a single model: either a mighty leader or other officer (Hero), a large alien beast or armoured combat walker or exoskeleton (Monster) or even a combination of the two - like a commander mounted on a great war-beast (often treated as a Hero, but see individual entries)�

Ordnance (Ord)Each Ordnance unit consists of a single large gun and sometimes a number of crew models too� Any crew models are purely decorative and should be arranged around the machine, and within 1” of it, in a suitably realistic fashion�

Armour (Arm)Each Armoured unit consists of a single model� They range in size from mighty battle tanks to smaller armoured personnel carriers and include armoured cars and other lighter vehicles�

Diagram A – Units

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21The Rules

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statsEach model in Warpath has a name and a series of statistics (for short, we call them ‘Stats’) which define how powerful it is in the game� These are:

• Speed (Spd). How fast the model moves, in inches�

• To Hit (Hit). The score needed by the model to hit, both with ranged attacks and in melee�

• Attacks (Att). The number of dice the model rolls when attacking in melee�

• Defence (Def). The score the enemy requires to damage the model�

• Nerve (Ner). A combination of the model’s courage, training and discipline�

Special. A unit’s entry will also list any unusual equipment and special rules that apply to its models�

The Stats are presented in a profile as in the following example:

Forge Fathers, Steel Warriors Spd Hit Att Def Ner

Steel Warrior 4 4+ 1 5+ 9/11

Special: Headstrong�

DiceIn these rules, when we refer to a die or dice, we mean a six-sided die, which we call D6� Sometimes we also use terms like ‘D3’ (the result of a D6 divided by 2 (rounding up)), or ‘D6+1’ (roll a D6 and adding 1 to the result), or 2D6 (roll two dice and add them together)�

Also, if a rule tells you that you need to roll 4+, it means you need to roll a number equal to or higher than 4�

Re-rollsWhen you are allowed a re-roll, simply pick up the number of dice you are allowed to re-roll and roll them again� The second result stands, even if it’s worse than the first�

Roll-offWhen called to roll-off, both players roll a die, and then compare their results� The highest scorer wins the roll-off� Re-roll in the event of a tie�

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unit leadersA unit’s Leader is very important, and should be represented by a suitably imposing model so that he clearly stands out from the rest of the unit� The Leader is the commander of the unit, the one making the decisions and issuing orders to his subordinates and is often used as a point of reference� If a unit consists of a single model (such as an Armoured unit, a Hero or Monster), that model obviously counts as the ‘Leader’�

line of sightDuring the game, you will at times need to determine whether one of your models can see another one - normally an enemy model that your model (and the unit it belongs to) intends to charge or shoot� Unless stated otherwise, models can see all around regardless of the direction they are actually facing�

Of course, terrain and other models can still get in the way and hide targets from sight� To determine whether your model can see a target, simply lean down on the table and peek from behind the head of the model� If you can see the torso or head of the target model (ignore weapons, banners or other decorations, limbs, tails, wings, etc�) then your model can ‘see’ it�

When checking a model’s line of sight, ignore the other models in its own unit� You can even lie them down temporarily if you need to (as in reality they might be kneeling or even lying prone on the ground – a safe habit on the battlefield)�

If you’re not sure whether a model can see a target or not, roll a die� On a 4+ it can see it, on 3 or less it cannot�

23The Rules

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The TurnA game of Warpath is played in turns�

During each turn, players first roll to see who’s going to go first, and then alternate activating their units until all of the units in the game have been activated� This concludes the turn and then the next one begins and is played through, and so on and so forth until an agreed time limit or turn limit is reached�

At the end of the game the players will then work out the victory conditions as

described in the Game Scenario section (see page 56)�

More formally, a turn is divided into the following phases:

1) Initiative phase2) Activation phase3) End phase

Let’s examine each of these phases in detail�

Initiative PhaseThe players execute an Initiative roll – they roll-off and the winner will decide which player has the Initiative in the ensuing activation phase�

Activation PhaseThe player currently with the Initiative must pick any one of his units and take an Activation Test for it� He can activate one to three units in a row before the Initiative passes to his opponent, as described below�

To take an Activation Test, roll a die and consult the chart below� Note that in the case of the first unit to activate every time you have Initiative, the test is automatically successful�

The required numbers are as follows:

First unit. Activates automatically�

Second unit.

Activates on 3+�

Third unit. Activates on 5+�

Final activations.

All units activate on 3+�

If the test is successful, the unit is activated normally and can move and/or attack as described in the rules� The unit then receives a “Done” marker to show that it has been activated for this turn�

If the test is failed, the unit simply mills around in confusion or fails to understand the command and can do nothing for the turn� The unit still receives a “Done” marker and retains a Suppressed marker if it has one�

Once one of his units fails an Activation Test or the player activates the third unit, or decides that he does not wish

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to attempt a further Activation Test, the Initiative passes to his opponent� The opponent must then activate a unit as described above and can continue to do so until he too fails an Activation Test, or activates all three units, or decides that he is not going to attempt another� At this point the Initiative reverts back to the first player, and so on and so forth�

Final ActivationsOnce a player has finished activating all of the units in his army, their opponent retains the Initiative and can try to activate all of his remaining units� This is called ‘Final activations’�

During these ‘Final activations’, all remaining units (including the first one!) activate on 3+� In other words, all remaining units count as a ‘Second unit’�

It is very importnat to note that during Final Activations, the player can keep going and try to activate units even if he fails an Activation Test� He keeps doing this until he has tried to activate all of the remaining units in his army and they have all received a ‘Done’ marker�

Activating suppressed unitsYou will see later than units can become Suppressed if they receive fire from the enemy and fail a Nerve test (see page 36)� A Suppressed unit is less likely to react to your activation, and might just ignore their leaders’ orders and stay put�

Every time you pass a successful Activation Test for a Suppressed unit (including an automatic pass for a first unit, and during

‘Final Activations’), you must immediately roll a die for that unit to see if it shakes off the effects of Suppression� If the result is one, two or three, the unit remains Suppressed and the Activation Test counts as failed instead – the Initiative passes to the enemy as normal� If the result is four, five or six, the unit shakes off the Suppression and activates as normal� Remove its ‘Suppressed’ marker�

end PhaseOnce all units have been activated, the players remove all of the “Done” markers from the table and do some general tidy-up of the field - removing stranded casualties, dice, markers, tape measures, teacups and all other debris of battle� Then you’re ready to begin the next turn, starting with the Initiative Phase�

Game endAt the end of turn 5 of the game, either player rolls a die: on a 3 or less, the game ends� On a 4+ a final extra turn is played (Turn 6) and then the game ends�

It is of course possible for the players to agree at the beginning of the game to play for a different amount of turns� In either case, when the agreed number of turns is reached, always roll for an extra turn in the End Phase of the last turn� You can instead decide that you are going to play for a set amount of time – we suggest half an hour per 500 points being used (e�g� two hours for a 2000pts game)� Lastly, you could also play a Timed Game, as explained in the Timed Games section�

25The Rules

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When a unit is activated, it can execute one of the movement actions described below (Halt, Move, Move At The Double or Charge) and then, where permitted, fire their weapons as described in the Shooting section�

haltThe unit does not move at all�

MoveMove each of the unit’s models in any direction up to a number of inches equal to their Speed� Models must end their move in formation (i�e� within 5” of the unit’s Leader and within 1” of another member of that unit, forming an uninterrupted chain of models, as shown in Diagram A on page 21)�

During this move, the models can make any number of changes of direction, as long as no model moves further than its Speed� See Diagram B� This is often refered to as a “normal Move” or “normal speed”� Usually the unit can still fire after moving like this but some heavy or cumbersome weapons require a model to stay still in order to fire�

unit InterpenetrationInfantry, Heroes and Ordnance models can move through friendly Infantry, Heroes and Ordnance models� They cannot however end their move on top of other models, so you’ll have to be sure that they have enough movement to end up clear of their friends� Enemy Infantry, Heroes and Ordnance on the other hand, block movement, as do all Armoured units (friend and foe)�

Move At The DoubleThe models in the unit can move as described above, but up to double their Speed� See Diagram C� This

Movement

Diagram B – Move

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LeaderTrooper

1) Leader (Spd 4) makesa move of 3"

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2) Each other model in the unit is moved up to 4"(their Speed stat), ending their move no furtherthan 5" from the Leader within 1" fromanother model in the unit.

OriginalPosition of Unit

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Diagram C – At The Double

1) Leader (Spd 4)moves 6" of its At The Doublemove.

2) Leader moves 2" inanother direction, completingits At The Double move

3) Each other model in the unit is moved up to 8"(double their Speed stat), ending their move nofurther than 5" from the Leader within 1" fromanother model in the unit.

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normally means that the unit will be unable to fire�

ChargeThis is the most exciting type of movement but is also the most complex� A charge is the only way your models can move into contact with the enemy� A unit can charge a single enemy unit (‘the target’) as long as the following conditions are met:

• at least one model in the charging unit can see at least one model in the target unit

• at least one of the charging unit’s models can reach one model in the target unit, as described below

• it is actually possible for the charging unit to damage the target in the ensuing melee

Moving ChargersIf a charging model can make a double move and, going around Blocking Terrain and enemy units, it can reach the closest model in the target unit, the Charge is successful� Otherwise the unit cannot Charge (and it must choose another movement action instead)�

Note that during a Charge, models move through obstacles and areas of Difficult Terrain without reducing their movement as they would when not charging (see the terrain rules below)� However, if any of a unit’s models must go through these types of terrain in order to reach their targets by the shortest route possible, the entire unit will suffer a slight penalty in the ensuing melee (more on this later)�

After moving the first model, move all remaining chargers into base contact with models in the target unit by the shortest route possible� This follows the rules for an At The Double move (other than Difficult Terrain not slowing them down) and these models must end their move in formation� As you move into contact with the enemy, you must spread your models as evenly as possible amongst the enemies they can reach, trying to get as many models in base contact as possible� If there is no space for all of your models to make it into base contact with an enemy in the

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1) Unit A (Marauders Spd 5)is within 10" of enemy unit B,which it wants to charge. Itscharge is therefore successful.

Unit B

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2) Unit A charges into base contact with models in the target unit. Charging models try to make it into base contact with enemy models and are spread as evenly aspossible amongst the enemies they can reach.Note that no charging models could reach theenemy model furthest away (too far!), and twochargers could not make it into base contactwith any enemy (no more space!), so they areleft at the back.

27The Rules

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target unit, or if some of the charging models cannot reach any enemy, simply place them as close as possible behind the rest of their comrades, and of course still in formation� The models in the target enemy unit are not moved, as they brace themselves for the impact�

When charging, models can move to within 1” of any enemies, though they can only move into base contact with the enemies they charged� This means that sometimes a charging unit may end up very close to one or more enemy units it has not charged (e�g� when charging tightly packed enemies)�

Charging suppressed enemiesLying down in cover is not very useful if someone is right on top of you trying to stab you with a bayonet� If a Suppressed unit is charged, it automatically loses the Suppressed marker, as the soldiers stand up and prepare to desperately defend themselves�

TerrainElements of terrain make your table look more impressive, and also help hiding your troops from the enemy’s long-range firepower, making the game more interesting as troops manoeuvre around looking for cover or a better line of fire� In wargames, terrain is normally one of two types: a single terrain piece or an area of terrain� The rules for both are given below� Before the game, you should agree with your opponent how you are going to treat each of the pieces of terrain on the table�

single Terrain PiecesThese are individual pieces like a lone tree, a boulder, a fence, a hedge or a wall� They are going to either be Blocking Terrain, an Obstacle or Decorative Terrain�

• Blocking Terrain� We recommend treating solid areas of rock, high walls and other large pieces as Blocking Terrain� Units cannot move across Blocking Terrain and must go around it�

• Obstacles� Obstacles are long and narrow pieces of terrain, like a low wall, fence, hedge, a stream, etc� – something that a man-sized creature could see over and clamber across easily�

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Units can move over obstacles normally (even ending halfway over them) but cannot cross them while moving ‘At The Double’�

• Decorative Terrain� This category groups small terrain pieces like individual bushes or trees, lampposts, street signs, etc� A unit can move over Decorative Terrain pieces as it pleases, ignoring them altogether� However, it is best if you still make sure your models don’t end up on top of them, so you don’t have to move these pieces of terrain, which could be important if they are big enough to influence line of sight�

Areas of Difficult TerrainThis type of terrain consists of things like single-storey ruined buildings, alien jungles, scattered mining or colonial infrastructures, cratered areas or broken, rocky terrain, scree, and so on� These are normally made by gluing a number of pieces of terrain onto a large base� This conveniently demarcates the area of the terrain – the entire area of the base counts as Difficult Terrain� Models can move through these areas, but all distances travelled through these areas are doubled (e�g� every inch of Difficult Terrain they cross counts as two inches)�

BuildingsBuildings are complex terrain that deserves its own section – see page 53�

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ShootAfter moving an activated unit, you can choose a target for them and open fire!

Moving and shootingUnits that have just moved At The Double are too busy moving and cannot shoot� Some cumbersome weapons can fire only if the unit called a Halt� When that’s the case, it will be specified in the weapons’ rules�

Melee and shootingUnits that have any models in base contact with enemies cannot shoot, nor be chosen as a target for shooting�

Pick a TargetThe firing unit can pick a single enemy unit as a target for its ranged attacks� In order to do so, at least one of its models must be able to see at least one of the models in the target unit�

Determine Firing ModelsOnce the firing unit has picked a target, any model that can see at least one model in the target unit can open fire with one (and only one!) of its ranged weapons� It’s a good idea to turn all firing models towards the target, and any models that are not firing away from it to make the distinction clear�

Check RangeEach weapon has a range in inches shown in its profile (see examples below)� Measure the distance between the firing model and any of the models it can see in the target unit� If the distance is equal to or less than the weapon’s range, the entire enemy unit is in range (not just the model you measured to)�

Firing and hitting the TargetEach weapon being fired has a Firepower (Fire) value that shows you how many dice you roll when firing it� Roll that many dice for each weapon that has been determined to be in range of the enemy unit� Your firing models’ dice rolls, after applying any modifiers that apply, must score a number equal to or higher than their To Hit (Hit) value in order to hit their targets� Discard any dice that score less than that�

ModifiersA number of factors can make a hit less likely to happen� The most common are:

• -1 extreme range� The target is over half of the weapon’s range away�

• -1 Suppressed target� The target is Suppressed�

• -1 soft cover� The target is in soft cover (see below)�

• -2 hard cover� The target is in hard cover (see below)�

Ranged Weapon ProfilesEach ranged weapon has its own profile specifying its Firepower (Fire), Range (Ran) and any other special rules it might have� For example:

Fire Ran Special

Laser rifle 1 24 –

Light Laser Cannon 1 48 Piercing (6)

For some common ranged weapons’ special rules, see page 51�

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For each of these factors, deduct the modifier from the score rolled by the dice� For example, if your models normally need a 4+ to hit, but are shooting at a target in soft cover, you will need to score 5 or more to hit instead and achieve the required 4+ result� If the target was at extreme range as well, you would need 6s�

It can happen that the range modifier only applies to some of the firing models, as some are in extreme range and some are not� If this is the case, roll to hit separately for the various groups of weapons, but then put all hits caused back together before rolling to damage (see below)�

Any dice that rolls a 1 is always a miss, regardless of modifiers� However, if modifiers to the roll mean that the firers would need more than 6 to hit, they can still shoot� In order to hit, however, you need to first roll a 6 and then roll again and score a 4 or more (no modifiers or re-rolls apply to this second roll)�

CoverTo decide whether the target unit is in cover, take a look at it from behind the heads of the firing unit’s models� Always ignore other models in the firing unit – they’re trained to keep out of the way� Also ignore other models in the target unit – you cannot use your team mates as cover!

• If at least half of the models in the target unit have no cover whatsoever from the point of view of at least half of the firing models, the target is not in cover�

• If at least half of the models in the target unit are completely or partially obscured by intervening terrain or other units (friend or foe), from the point of view of at least half of the firing unit, the target is in cover�

• If the majority of the target unit’s models are on, or in base contact with, an area of Difficult Terrain that the players have agreed offers cover, the target is in cover�

• If the majority of the firing unit’s shots have to go through 3” or more of an area of Difficult Terrain that the players have agreed offers cover, the target is in cover�

If the majority of the cover is made of things that in reality would partially hide the unit from sight, but not provide much physical protection against bullets or shrapnel use the soft cover modifier (e�g� woods, bushes, camouflage nets, as well as infantry units and heroes)� Otherwise, use hard cover (e�g� walls, ruins, craters, rocky areas, as well as other units except for infantry and heroes)� It is important that you and your opponent discuss and agree before the game which terrain is going to count as hard and soft cover�

If you’re not sure if the target is in cover, roll a die� On a 4+ it is not, on 3 or less it is�

Damaging the TargetAfter discarding any dice that missed, pick up the remaining dice and roll them again to try to damage the enemy models� The number your firers need to roll to damage their targets is equal to, or higher than, the targets’ Defence value�

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This roll can sometimes be modified by special rules� For example, some units (like most Armoured units) have a Defence value of 7 or more, so they cannot be damaged unless the firer has some positive modifiers to this roll� As before, there may be some weapons which have different modifiers than others� You should roll these separately or perhaps use different coloured dice to distinguish them�

Any dice that rolls a 1 always fails to damage, regardless of modifiers�

effects of Damage – CasualtiesFor each hit that scores damage, you remove one of the models in the target unit� This is done in a strict sequence, following the rules below� Note that the rules are given in order of importance�

• You cannot take the unit’s Leader until there are no other models left – he’s always the last to die� In reality this represents other troopers in the unit taking on the role (and gear) of the Leader if he is killed�

• You cannot take any models that stand out from the normal troopers (e�g� models carrying support weapons, etc�) until all of the normal troopers have been removed� This represents other troopers in the unit picking up the weapons of the specially armed trooper if he is killed�

• You must try as much as possible not to break the target unit’s formation�

• First you must take any models in the open (i�e� visible and not in

cover from the point of view of any firing model), then you must take any models that are visible to the firers but in cover� Finally, you can take casualties from models that are completely out of sight of all of the firing models – shrapnel, ricochets and bullets going through walls ensure that nobody is safe�

Testing NerveAfter firing with all models in a unit, and removing casualties, you immediately test the Nerve of any enemy unit(s) that your unit inflicted enough damage on (see the Nerve section)� This test will determine whether the enemy will stand or be destroyed�

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Take It Out! – Independent FireSometimes, units can be upgraded by giving one or more of their models a very powerful man-portable weapon, whose nature varies enormously between armies� In general, they are used to take on enemy tanks and other heavily armoured targets�

When a unit fires, any model firing a weapon with a Piercing value of (4) or more can target any visible enemy, regardless of what his teammates are shooting at�

You can resolve the shots from independent firing weapons before or after firing the rest of the unit, but you must declare all targets before rolling any dice�

When resolving the independent fire, always determine line of sight and cover by looking from the viewpoint of the independent firing model, ignoring models from its own unit (basically, imagine that the rest of the unit does not exist)�

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MeleeIf your activating unit has charged an enemy unit, then your warriors must now strike against the enemies that they have charged – we call this ‘Melee’, but we we also refer to it as ‘combat’ or ‘close combat’� In reality the enemy warriors would also be fighting back against yours, but for the sake of playability, we imagine that the impetus of the charge means your men are doing most of the attacking� If the enemy is not destroyed, your men will fall back and brace themselves, because their foes are very likely to soon charge back in to avenge their fallen comrades�

Determine Attacking ModelsAny model that is in base contact with at least one model in the target unit must attack with its close combat weapons�

Attacking and hitting the TargetEach attacking model has an Attacks (Att) value that shows you how many dice you roll when it attacks in Melee� Roll that many dice for each attacking model� Your attacking model’s dice rolls, after applying any modifiers that apply, must score a number equal to or higher than their To Hit (Hit) value in order to hit their targets� Discard any dice that score less than that�

ModifiersA number of factors can make a hit more or less likely to happen� The most common are:

• -1 defensive positions/disrupted charge� The majority of the models in the target unit are behind an

obstacle and/or the chargers’ move meant that one or more models moved through any areas of difficult terrain or over obstacles�

• +1 target suppressed� The target unit was Suppressed when it was charged�

For each of these factors, add or deduct the modifier from the score rolled by the dice� For example, if your models normally need a 4+ to hit, but are attacking an enemy that was Suppressed when it was charged, they hit on 3+ instead� Any dice that rolls a 1 is always a miss, regardless of modifiers� However, if modifiers to the roll mean that the attackers would need more than 6 to hit, they can still attack� In order to hit, however, you need to first roll a six and then roll again and score a 4 or more (no modifiers apply to this second roll)�

Damaging the TargetAfter discarding any dice that missed, pick up the remaining dice and roll them again, to try to damage the enemy models� The number your attackers need to damage their targets is equal to, or higher than, the targets’ Defence value� This roll can sometimes be modified by special rules� For example, some units (like most Armoured units) have a Defence value of 7 or more, so they cannot be damaged unless the attacker has some positive modifiers to this roll� There may be some weapons which have different modifiers than others� You should roll these separately or perhaps use different coloured dice to distinguish them� Any dice that rolls a 1 always fails to damage, regardless of modifiers�

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effects of Damage – CasualtiesFor each hit that scores damage, you remove one of the models in the target unit� This is done in a strict sequence, following the rules below� Note that the rules are given in order of importance�

• You cannot take the unit’s Leader until there are no other models left – he’s always the last to die� This represents other troopers in the unit taking on the role (and gear) of the Leader if he is killed�

• You cannot take any models that stand out from the normal troopers (e�g� models carrying support weapons, etc�) until all of the normal troopers have been removed� This represents other troopers in the unit picking up the weapons of the specially armed trooper if he is killed�

• You must try as much as possible not to break the target unit’s formation�

• First you must take any models that are in contact with your own models, then you must take any models not in base contact with your models�

Testing NerveAt the end of each Melee, once all models have attacked and casualties have been removed, you immediately test the Nerve of the enemy unit that your unit inflicted enough damage on (see the Nerve section)� This test will determine whether the enemies will stand or be destroyed; see Regrouping below� Note that in Melee, results of

‘Suppressed’ count as ‘Destroyed’ instead, as described below�

RegroupingAt the end of the Melee and after any Nerve tests have been resolved, if your unit managed to destroy the enemy it was fighting, it can either stay where it is or move up to D6” in any direction, following all of the rules for a normal move� If, on the other hand, your unit did not manage to destroy its enemies, you must pull back� Immediately execute a full D6” move following all of the normal rules, except that your models must attempt to return towards the position they started the charge from� As you do this, you must ensure that your models end up in formation and more than 1” away from any enemy model (you might occasionally have to move them further than the dice roll would allow to clear the enemy unit)� The enemy models are left in place�

DisorderedIf a unit is not destroyed by a charging enemy, it is automatically Disordered� Place a Disordered marker next to it� In its next activation, the unit cannot shoot or use any other ranged attack� After their next Activation Test, whether it is successful or failed, the Disordered marker is automatically discarded�

Melee WeaponsUnlike ranged weapons, melee weapons do not have a profile, but normally confer a special rule to the model wielding them� For some common melee weapons special rules, see the Special Rules section on page 51�

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As a unit accumulates damage, it will become more and more likely to lose cohesion, until eventually it will turn tail and run from the field, never to return�

When to TestIf the unit you are activating shoots or charges an enemy unit and kills at least 50% of their current numbers (calculated at the point your unit first activated), you have inflicted a serious amount of damage and can now test their Nerve� This of course means that it gets increasingly easier to cause Nerve tests on enemies units as they reduce in size�

For example, an enemy unit that consists of ten warriors suffers four casualties from the fire of one of your units. That is not enough to make them test. However, there are now only six warriors in the enemy unit, which means that your next unit to attack them only needs to inflict three casualties (i.e. 50% of six) to force a Nerve test.

how to TestEach unit has two numbers under its Nerve value� The first number is the unit’s Suppression limit, the second number is its Destruction limit�

To test the Nerve of an enemy unit, roll 2D6 and add to the result any modifiers that apply (from Special rules, etc�)� This is the total you’re using to ‘attack’ the enemy unit’s Nerve� This total is then compared with the Nerve values of the enemy unit�

ResultsIf the total is equal to or higher than the enemy unit’s Destruction limit, the unit suffers a Destroyed! result (see below)�

If the total is lower than the Destruction limit, but equal to or higher than the Suppression limit, the unit suffers from a Suppressed result (see below)�

If the total is lower than the unit’s Suppression limit, the unit is Steady, which means it is completely unaffected and continues to fight on as normal�

Do remember that if the Steady result is caused by a melee attack, the Steady unit still needs to be marked as Disordered, as explained in the Melee section�

For example, let’s say you are testing against the Nerve of an enemy unit that has a Nerve of 8/10. If you roll a seven or less, the enemy unit will be Steady. If you roll an eight or nine, the enemy unit will be Suppressed. If you roll a ten or more, the enemy unit is Destroyed.

suppressedThe unit continues to fight, but drops to the ground and takes cover� This makes the unit more difficult to activate, as explained in the Activation section�

If the Nerve test is caused by melee attacks, the unit treats Suppressed results as Destroyed! instead – lying flat on the ground is not a great

Nerve

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defence against melee opponents, so the unit surrenders instead and is either slaughtered on the spot or taken prisoner (or devoured, depending on the enemy…)�

Destroyed!The unit is scattered and runs for the hills or surrenders to the enemy� To all intents and purposes it is Destroyed - remove it from the game�

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Armoured units (or ‘Armour’ for short) follow the rules as given previously, except that they consist of a single model and use the exceptions listed here below�

Armour MovementArmoured units move in a very different way from other units� So when moving an Armoured unit, you can give do one of the following:

haltThis is just the same as any other unit – the Armoured unit remains stationary�

hard TurnThe Armoured unit moves by simply pivoting around its centre to face any direction� See Diagram E�

ManoeuvreThe Armoured unit moves at normal speed – this is always straight forward or straight backwards up to its Speed in inches� At any point during this move (i�e� before or after moving, or anywhere along the move), the Armoured unit can also make a single pivot around its centre of up to 90 degrees from its original facing� See Diagram F�

Full speedThe Armoured unit advances straight forward, without any pivot, up to double its Speed in inches� See Diagram G� This prevents it from shooting that turn, just like moving At The Double for non-armoured units�

Diagram E – Hard Turn

Diagram F – Manoeuvre

Armour with Speed 12 moves 7", pivots, then moves another 5".

Diagram G – Full Speed

24"12"

Armour with Speed 12 can move Full Speed forward up to 24".

Armoured Units

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Collisions & OverrunsYou will have noticed that Armoured units cannot charge� Just as normal, they cannot move into contact with other units, friends and foe, as this is simply too dangerous� However, when they are moving at Full Speed, they are allowed to move into contact with enemy Armoured units (smash!)� They are also allowed to move right through Infantry and other units (squash!), and they have a Crushing Strength value specifically for this purpose��� read on�

CollisionsIn a Collision, an Armoured unit moves at Full Speed into contact with another Armoured unit and then stops� A Collision causes D6 automatic hits on both vehicles� Roll a separate die for each vehicle and roll for damage against both your and the enemy’s Armoured unit using the appropriate Crushing Strength value for each vehicle� If any unit is damaged in the process, take a Nerve test for them, including against your own unit!

It goes without saying that it’s much better to launch your hardest vehicles against flimsy low-Defence enemy Armoured units than the other way around, otherwise you risk inflicting more damage against yourself than the enemy�

OverrunsWhen moving at Full Speed, Armoured units are allowed to move through enemy Infantry, Heroes and Ordnance units (but not other Armoured units, see Collisions)�

When doing so, you must ensure that they can clear the entire unit and end their move at least 1” away from any enemy unit, just as normal� If this is impossible and your Armoured unit stops over enemy models, move these models as little as possible to make room for your Armoured unit� See Diagram H�

Immediately after finishing the move, the Armoured unit makes D6 Melee attacks against every enemy unit it moved over, representing a combination of soldiers being run over and the demoralising effect of having to run away from an armoured behemoth� These attacks always hit on a 4+, regardless of any modifier� Roll to damage as normal for any hits caused, using the Crushing Strength value of the armoured unit� Test the Nerve of any enemy unit taking enough damage as described in the Nerve section (and remember, these are Melee attacks!)�

Terrain and ArmourArmoured units move at normal speed across any type of terrain other than Blocking Terrain� However, if they move at Full Speed across an Obstacle or into an area of Difficult Terrain, roll a die

Diagram H – Overrun

L

t

t

t

t

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as soon as they come into contact with the Obstacle or as soon as they are fully inside the area of Difficult Terrain� On the roll of a 1, the unit is Immobilised (see Damaged – Immobilised, opposite)�

shooting Against ArmourArmoured units are normally more vulnerable to enemy fire coming from their flanks and rear, as their armour is normally thicker at the front and their more delicate parts, like the engine, tracks, fuel tanks, are more exposed to fire coming from the side and especially the back� When shooting against an Armoured unit, work out if the shots are coming from the front, flank or posterior arc of the target� In order to determine where these arcs lie, use two imaginary lines crossing perpendicularly on the centre of your vehicle, as shown in Diagram I�

Prolong these imaginary lines until it’s clear which direction the shots are coming from� In the case of units comprising of several models, you will have to resolve their fire in separate batches according to which facing they are targeting�

Any weapon and unit that has the Piercing special rule (i�e� very powerful weapons) will count its Piercing bonus as one higher (+1) if its shots are coming from the flank of the target, or two higher (+2) if coming from the posterior arc�

Weapons and units without the Piercing special rule NEVER get these bonuses as they are simply too weak to penetrate armour, regardless of the direction their shots come from�

Obvious TargetsAs they are very large and not very good at making use of cover, any units firing at an Armoured unit benefit from an additional +1 modifier to hit�

For the same reason, Armoured units never benefit from the ‘Suppressed’ –1 modifier to be hit� A suppressed tank is just as big as one that isn’t�

Finally, Armoured units only count as in cover if at least 50% of the model is in cover from the point of view of the majority of the firers�

Tough to Kill!All Armoured units have the Tough (n) special rule, as described on page 49)�

Diagram I – Armoured Unit Arcs

Front Arc

90°

Right ArcLeft Arc

Posterior Arc

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This basically means they are not removed when they suffer the first point of damage, but only when they have accumulated an amount of damage equal to (n)�

All Armoured units are Tough (3), except if their entry specifies otherwise�

Damaged – ImmobilisedIf an Armoured unit has the Tough (n) special rule, every time you score a point of damage on it, roll a die� On a 4+, the vehicle is Immobilised� Whatever the result, you should now also make a Nerve test against the damaged unit – see page 36�

If a vehicle is Immobilised for any reason, it must remain stationary for the rest of the game and can only Halt�

DestroyedWhen you destroy an enemy Armoured unit (either by removing its last point of

dagage or from a failed Nerve test), roll a die� On a 4+, the model is removed as normal� On a 3 or less, the model is left in place as a blazing/smoking hulk and becomes Blocking Terrain for the rest of the game�

Armoured units shooting

Independent FireThanks to their advanced fire control systems (or numerous crew), Armoured units can split their fire against different targets� This means that you fire each weapon carried by the vehicle separately and in any order you like – just declare all of the targets before starting to fire any weapon�

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Arc of FireEach weapon on an Armoured unit can only be fired at targets that lie at least partially in one or more of the unit’s arcs (see Diagram I)� Each of an Armoured unit’s weapons has a notation showing in which arc it can be fired� These can be [F] for the Front arc, [L] for the Left arc, [R] for the Right arc, [P] for the Posterior arc� Some weapons can be fired in multiple arcs, and this will be indicated as, for example, [F/L/R], or even [A] for weapons that can be fired All Around (so 360 degrees)�

line of sightWork out the line of sight of each weapon (and cover of its target) by looking along its barrel�

When working out the line of sight of a vehicle’s guns, always assume that they are free to swivel, traverse and otherwise move as much as the design of the model indicates� If you have glued your tank’s turret in a fixed position, for example, still assume that it can rotate all around�

Melee Against Armoured units

hitting Armoured unitsWhen rolling to hit an Armoured unit in Melee, the following to hit modifiers apply instead of the normal ones:

• –2 fast moving target� The target is not Immobilised and moved over 12” in its previous activation�

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• +2 stationary target� The target performed a Halt or Hard Turn in its previous activation or is Immobilised�

If the target moved up to 12”, including performing a Hard Turn, no modifiers apply and the attacker rolls to hit as normal�

Damaging Armoured unitsIn Melee, there are no bonuses for attacking an Armoured unit in the flank or posterior arcs, as the attackers are clambering all over the enemy vehicle�

However, it is much easier to find weak spots in a vehicle’s armour at point blank range, so any weapon and unit that has the Crushing Strength special rule (i�e� very powerful attacks) will count its damage bonus as two higher (+2) when attacking a stationary armoured unit (as defined above)� For example, a model with Crushing Strength (2) counts as Crushing Strength (4)�

No DisorderUnlike other units, if an Armoured unit survives a melee, it is not Disordered and it is free to act normally in its following activation�

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Nerve Tests for Armoured unitsIf you inflict one or more points of damage on a Tough (n) armoured unit, and the unit is not destroyed, you immediately test its Nerve, just like when you inflict 50% casualties on an infantry unit�

All Armoured units are Steadfast, unless otherwise noted�

If an Armoured unit is Destroyed by a Nerve test, roll as normal to see whether the model is left in place (i�e� the crew have abandoned it) or not (i�e� the crew have hurriedly driven it off the field, or abandoned it and blown it up)�

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OrdnanceOrdnance units follow the main Infantry rules as given earlier, but have a few exceptions� We thought it convenient to sum up all such unique rules in a separate section, so that they are easier to find�

MovementAll Ordnance units have the Lumbering special rule, and therefore cannot move At The Double� In addition, they are not allowed to Charge�

Ordnance units treat all type of terrain as Blocking Terrain� They can be deployed in areas of difficult terrain, but in that case they can only Halt for the rest of the game�

shootingAs they are so bulky, Ordnance units have the Reload! rule�

When an Ordnance unit fires, first pivot the gun around its centre to face its intended target (this does not count as moving), and then check its line of sight along the barrel of the gun�

Tough to Kill!All Ordnance units are Tough (3), except if their entry specifies otherwise�

MeleeWhen attacking an Ordnance unit, models always receive an additional +1 to hit, as artillery crew are not well equipped for close combat�

As they cannot move At The Double or Charge, Ordnance units must move at normal Speed when they are Disordered – they are attempting to redeploy under cover from friendly units� If they cannot move when Disordered (they could have been deployed inside an area of terrain, for example), they become Suppressed instead�

Note that Ordnance units are not very good at getting out of the way of Overrunning armoured units� The player rolls two dice to determine how many attack his overrunning vehicle gets against the Ordnance unit and chooses the highest of the two results – crunch!

NerveIf you inflict one or more points of damage on a Tough (n) Ordnance unit, and the unit is not Destroyed, you immediately test its Nerve, just like when you inflict at least 50% casualties on an Infantry unit�

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Heroes and Monsters

Transports

Heroes and Monsters follow the main Infantry rules as given previously, except that they consist of a single model and use the exceptions listed below�

shootingMonsters (and not Heroes!) are Obvious Targets as described for Armoured units�

Tough to Kill!All Heroes and Monsters are Tough (3), except if their entry specifies otherwise�

NerveIf you inflict one or more points of damage on a Tough (n) Hero or Monster, and it is not Destroyed, immediately test its Nerve, just like when inflicting at least 50% casualties on an Infantry unit�

Some units (normally Armour or Monsters) have the ability of carrying squads of infantry into battle� If a unit has the Transport (n) special rule, it can transport any number of units of Infantry, and/or Heroes, up to a total number of models equal to (n)�

Mounting upUnits can be deployed directly inside a Transport during Deployment, when it’s their turn to be deployed� Otherwise a unit can mount up by being activated and then move to within 1” of a Transport� Transported units are removed from the table – clearly mark which unit is inside which transport for your opponent to see (sometimes, players like to leave the Leader model on top of, or next to the vehicle as a reminder)�

Transported units cease to exist from the point of view of the game until they Dismount� While they are transported, they can do nothing and cannot suffer any damage� However, if their Transport is destroyed, each unit on board at the

time immediately suffers D6 hits with Piercing (1)� If it survives the damage (and possible Nerve test), it then receives a “Done!” marker� If the Transport model is removed as a result, the transported units are placed in the Transport’s place� If the Transport model remains (as a blazing hulk) the transported units are immediately placed around it and, as much as possible, with all of their models within 1” of the hulk, and in formation�

DismountingTransported units cannot be activated while transported, unless you want them to Dismount from the transport� Transported units cannot Dismount from a transport that moved at Full Speed that same Turn� For a transported unit to Dismount, you must attempt to activate it� If successful, the unit is placed so that all of its models are in formation and within 3” of the Transport� The unit must then make a normal Move (no Charging or moving At The Double), and counts as moving even if they decide not to move any further�

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Special RulesUnits, or entire armies, sometimes possess what we call ‘Special Rules’� Each of these special rules is an exception to the normal rules� The most common of them are listed here, but we will undoubtedly add more to this list at a later date�

BulkySize matters.The unit cannot be transported�

CravenNot everyone is cut out to be a warrior...If the unit wants to Charge, roll a die� On a result

2+ the Charge proceeds as normal� On a 1, the unit

‘misunderstands’ the order and Halts instead�

Crushing strength (n)This rule is used to represent the devastating effects of Melee hits from creatures of terrible strength, or equipped with specialised close combat weaponry. All Melee hits inflicted by the unit have a +(n) modifier when rolling to damage�

eliteElite creatures are true masters of the art of war. Whenever the unit rolls to hit, it can re-roll one of the dice that failed to hit�

FastZooooooooooommmmm!!! When moving At The Double or at Full Speed, this unit trebles its Speed rather than doubling it�

headstrong“I’ve got no time to bleed.”When you are trying to activate this unit when it is Suppressed,

you can re-roll the die for shaking off the effects of Suppression and successfully activating�

ImmobileThe unit is so heavy that it cannot move under its own power, or it is simply built into a defensive position. This unit must always ‘Halt’ when activated and cannot move� If forced to move by any reason, it is destroyed�

InfiltrationThe unit is extremely adept at infiltrating and acting behind enemy lines. During your Deployment, you can place this unit up anywhere on the table outside of the enemy’s Deployment area and more than 12” from any enemy unit that has already deployed�

InspiringThe bravery of a heroic individual, the presence of a feared superior officer or indeed the mind-link of some controlling alien creature, are all factors that contribute to make troops fight that much harder and helps them retain momentum during an attack. If the unit itself, or any friendly unit within 6” of it, fails an Activation Test, you can choose to immediately re-roll the die� The second result stands� This ability can only be used once per Turn though, so choose wisely!

Note that this re-roll is for the initial Activation test only, and that a Suppressed unit still has to make an additional roll to pass the test, as normal�

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Jump TroopsSome troops use anti-grav personal systems, jump jets, short-range teleporters and other more exotic gear allowing them to cross the battlefield at speed. The unit can move normally on the ground using its Speed value, or can activate its jump jets� If it does so, its Speed changes to 9 (so, 18” when moving At The Double or when Charging), and it can move over anything without penalties (enemy units, Blocking Terrain, areas of Difficult Terrain, etc�), but still cannot land on top of Blocking Terrain or within 1” of another unit� If it Charges using its jump jets, in the ensuing Melee it does not suffer the -1 to hit penalty for charging a defensive position or for a disrupted charge�

When mounting and dismounting from a transport, Jump Troops must move on the ground using their normal Speed value and cannot do so and use their jump jets�

lumberingSome machineries of war are not built for speed, but more than compensate for it with firepower.The unit cannot move At The Double or at Full Speed� When Charging, it does so at normal speed and not at double speed�

steadfastNo retreat! No surrender! The unit treats Suppressed results on Nerve tests as Steady instead, including in Melee�

stealthyThe unit is extremely adept at hiding, or benefits from thermo-optical screening. Enemies shooting against the unit suffer an additional -1 to hit modifier�

ReconThis unit is trained to range ahead of the main force, scouting the terrain and gathering information. The unit can make a single At The Double or Full Speed move after all Deployment is finished, but before the players roll for the Initiative on Turn 1�

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If both armies have units with this rule, roll a die� The highest scorer decides who begins to move one of his Recon units first, then the players alternate until all Recon units have been moved�

Tough (n)Some models that form a unit of their own, like armoured vehicles, heroes, monsters and artillery pieces, can take quite some punishment and keep fighting. Models with this rule are not removed when they suffer their first point of damage, but rather when they have taken a number of points of damage equal to the number in the brackets� This means that you must keep track of the amount of damage they suffer during the game, by writing it down or using damage counters�

Whenever one of these models suffers one or more points of damage during

an activation, the enemy will test its Nerve, as described on page 36�

ViciousThe unit’s attacks are lethal – poisoned, corrosive or infected with a highly virulent pathogen. Whenever the unit rolls to damage, it can re-roll one of the dice that failed to damage�

Zap! (n)This represents all sort of assorted alien mind-burning powers and other exoteric modes of attack. The model has a ranged attack� This attack has a Firepower equal to (n), a range of 24”, always hits on 4+ (regardless of modifiers) and is Piercing (1)�

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Armour special RulesThe following special rules are normally given to armoured units�

hovererUsed for vehicles that can fly at low altitude, hover in stationary flight and land vertically at will, much like a helicopter or anti-grav gunship. The unit moves over anything without penalties (Blocking Terrain, Difficult Terrain, enemy units, etc�), but cannot land on top of them� In addition the unit cannot Overrun enemy units, and it can only initiate a Collision against enemy units that also have this rule� The unit can be charged only if it’s already Immobilised�

The unit also has the Nimble special rule�

NimbleUsed for vehicles with little or no armour, this rule makes the unit much more manoeuvrable. If moving at normal speed, the unit can make a single extra ‘Hard Turn’ move at any point during its movement�

Open TopUsed for vehicles that have soft skin and/or have no cover at all, so that the crew are exposed to enemy fire. Open Top armoured units have a considerably lower Def value, and are not Steadfast, as the enemy attacks can easily cut down the crew or force them to duck for cover inside their vehicle� This does make them very vulnerable in melee, where a Suppressed result would destroy them as normal�

Units transported aboard Open Top transports can be activated even when they don’t Dismount� If you do that, up to three transported models can fire – temporarily place the models on the transporting model in order to work out their line of sight and range�

If the transport has already been activated and has moved at normal speed, the passengers can shoot as normal�

However, if the transport has already been activated and has moved at Full Speed, the passengers cannot shoot�

In addition, transported units can move At The Double and even Charge after Dismounting from an Open Top unit instead of being forced to make a normal Move� However, they charge at their normal Speed, rather than doubling it�

stabilisedThis vehicle is designed to fire its weapons on the move. If this unit moves at Full Speed, it can still fire one of its weapons (except for weapons with the Reload! special rule)�

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Weapons special RulesThe following special rules represent a variety of weapon effects and capabilities�

Blast (n)Booooooommmmm!!!Roll to hit normally� Then, any hit caused is multiplied by the number indicated in the bracket before rolling to damage�

howitzerSome flexible weapons can either be fired directly at the enemy or used to bombard very distant targets. The weapon may either be fired normally or by using the Indirect Fire special rule� Declare before you fire�

Indirect fireThe weapon fires its shots in high arcing trajectories. Receiving coordinates from observers in orbit, the operator can engage targets it cannot see. However, he cannot fire at enemies who get too close.The weapon’s shots never suffer any to hit modifiers for range or cover� However, it can never target units within 12”�

In addition, the weapon may be fired at targets that the operator cannot see, but in this case it will suffer an additional -1 To Hit modifier�

Piercing (n)This rule is given to high-powered ranged attacks that have a better chance of penetrating the armour of enemy units.

All hits inflicted by the weapon have a +(n) modifier when rolling to damage�

PistolPistols have the great advantage that they can be used both at a range and in melee, making them extremely flexible weapons.A model armed with a pistol has one extra Attack in Melee�

In addition, if the pistol has a Piercing value, it confers an equivalent Crushing Strength to all of the model’s Melee attacks� If the model already has Crushing Strength, it will use the highest value available – either its own or the pistol’s – for all of its Melee attacks�

Reload!Some powerful weapons need a long time to prepare for firing or to reload once they have fired.The weapon can only be fired if the unit has Halted during this activation�

saturationThis rule is used for flame throwers and other attacks where a great gout of incendiary liquid or toxic gas fills an area.This weapon always hits on 4+, regardless of any modifiers�

sniperA weapon designed to hunt and kill enemy Leaders. If the unit remains stationary and fires, this weapon’s shots ignore any cover modifiers and the Stealthy special rule�

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ReinforcementsDuring Deployment, you can leave up to half of the units in your army behind and not deploy them on the table� These units are your Reinforcements and will be able to arrive later during the game�

You don’t need to activate these units during your turn� If you do attempt to activate them, however, you must first take an Activation test as normal and then confirm the activation exactly as you would when activating a Suppressed unit (see page 25)�

If the Activation test is failed, or you fail to ‘Shake off the effects of Suppression’, the unit will not enter the game that turn and the Initiative passes to the opponent as normal (unless of course this is done during the Final Activations)� If at the end of the game the unit is still off the table, it does not count as Destroyed�

When a Reinforcing unit is activated, immediately choose an entry point for

the unit� This can be anywhere on your long table edge or on either short table edge, a number of feet away from your long edge equal to the current turn number (so up to 12” in on Turn 1, up to 24” in on Turn 2 etc�)�

For example, on your third turn the entry point can be on your long table edge or on either short table edge within three feet of your long edge�

If the unit arrives on your fifth turn, it can also enter from the enemy long edge, but within a foot of either corner, or within two feet of the corners if it arrives on your sixth turn (the unit has obviously encircled the enemy position)�

Place the unit’s Leader in contact with the entry point and position the remaining models in formation around him as normal� Then you must immediately move the unit at normal speed, in the same way as units Dismounting from a transport�

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BuildingsThe way buildings are represented on a wargames table varies enormously, but roughly they can be divided into two categories which we will analyse separately: Devastated Multi-floor Buildings and solid Buildings� Keep in mind that these are quick rules, to be replaced in the future by a supplement covering the details of fighting in ruined cities�

Devastated Multi-floor BuildingsThese are the simplest type of buildings, no more than three-dimensional areas of Difficult Terrain, with several floors still reachable by your models� Of course, we assume that you are able to reach inside this type of building and move your models�

As we said, these treacherous placers are Difficult Terrain, unless the players agree otherwise, so movement across them is slow�

In addition, any Infantry and Hero models can move up or down a floor by making a move at the double, as we assume there are ruined stairs or ladders, or other climbing implements, or even just piles of rubble, connecting each floor� Always ensure that a unit is completely on one of the floors, as units stretching two or more floors are way too complicated for these quick rules�

A unit can declare that it is Charging an enemy that is occupying a floor immediately above or below its present position� The chargers are moved so that they are as close as possible underneath

or above the target, and then the Charge is resolved applying the -1 defensive positions/disrupted charge modifier� If the enemy is destroyed in Melee, the charging unit is moved in their place�

solid BuildingsThese are buildings that are still intact and we assume that you are not able to open them and move your models inside them�

The simplest solution is to treat these buildings as Blocking Terrain�

Otherwise, if you prefer to use them in your games and decide that your models can enter them, you need to treat them as Immobilised Transport vehicles� Before the game you must therefore decide what Defence value and what Transport value to assign to each solid building on the table�

Listed below are some guidelines for Defence values�

Wooden hut 7+

log cabin 8+

Brick house 9+

Concrete building 10+

Bunker 11+ or better

As for Transport capacity, our guideline is to say that a building has a Transport value of 10 per 6” square section�

When Mounting (i�e� entering) and Dismounting (i�e� leaving) from a building, units can only use facings

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that have opening large enough for the models to move through – doors, gates, large windows, etc� This means that models must be within 2” of the side of the building that has such openings when entering/leaving buildings�

Once inside a building, the unit is assumed to occupy the entire building – all of its floors� Other friendly units can enter the same building up to the Transport value, but enemy units can no longer enter it and must instead attack the building itself – in other words the building has now turned into one of your Transport vehicles�

Units inside buildings can be activated to get out of them and can also be activated to shoot out of them, as

described in the Open Top special rule (note that buildings do not otherwise have the Open Top rule)� When shooting out of a building, draw line of sight from any obvious opening�

All the rules for attacking Immobilised Armoured units apply, except that any unit shooting at a building always counts as in its front arc� If a building is destroyed, replace it with an area of rubble (Difficult Terrain) and then resolve damage against any unit inside it as you would for transported units if their transport is destroyed� Finally, place any surviving models that were inside the building within this area – these models are automatically Suppressed�

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You can play Warpath with just a few units per side, without worrying about the two sides being equally matched� This is great for learning the game, but after you’ve become familiar with the rules and amassed a large collection of models, you might want to try a game where the forces are balanced, so that both players have an equal chance of winning the game�

To achieve this, you and your opponent must pick an army before the game� First, agree a maximum total of points, say 2,000 points� Then start picking units from the army lists provided by Mantic� Each unit costs a certain amount of points as listed in its entry in the appropriate army list (including any options like additional weapons)� For example, a squad might cost around 100 points�

As you pick units and include them in your army, keep adding their cost until you have reached the total you agreed� You can of course spend less than the agreed total�

The only limit we set to stop ruthless gamers from concocting absurd armies is that for every ‘Solid unit’ in your army (i�e� units of at least 10 infantry models), you can include 1 Ordnance unit, 1 Armoured unit and 1 Hero or Monster� So, for example, including 3 Solid units gives you access to up to 3 Ordnance units, 3 Armoured units and up to 3 Heroes or Monsters�

Note that some units have an asterisk next to their name (for example: Stunts*)� This indicates that the unit is never counted as a ‘Solid unit’, regardless of the number of models it

includes� We call these Irregular units, and they are not ‘Solid units’ because they are not representative of the core, or mainstay force, of their army�

In addition, if a unit has [1] after its name in the list, it is a ‘Living Legend’ and this means that only one such unit exists and can therefore be only be included in a player’s army once�

Allied ArmiesYou are free to mix units from different races in your army, as long as you always keep in mind that you need a Solid unit of a specific race to include each Ordnance unit, Armoured unit and Hero or Monster of that race�

You can also join forces with your friends and play with several allied armies on either or both sides, as long as the points values are balanced (unless you agree otherwise)�

However, alliances between races that are hated enemies in the Warpath background are not very ‘realistic’, so we have given a specific list of Possible Allies to each army�

So please try to follow these guidelines and don’t include units of an army that is not a Possible Ally in your army, unless your opponent agrees, of course�

Picking a Force

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Game Scenario1) Prepare your ForcesFirst of all you and your opponent need to pick armies to an agreed total of points, using the process described in ‘Picking a Force’�

2) Choose a Gaming AreaWe assume that games of Warpath will be played on a 6x4 foot area, either on a table or another flat surface, like the floor�

3) Terrain – Alien WorldsBefore the game, you should place some terrain on the battlefield� Try to recreate an evocative landscape of the futuristic/alien world your armies are battling on and always keep in mind that Warpath plays better if there is a good amount of terrain on the table� Ideally, you need a few large pieces of terrain completely blocking the models’ line of sight, so that units have to move around to engage targets� Also, you need a fair amount of smaller terrain that gives your units some cover from enemy fire� Without enough terrain on the table, units might just sit on the edge blasting away at each other, which is not much fun, especially on the receiving side� A good solution is to find a third (and neutral!) person to lay out the terrain for you� As a rule of thumb, try to cover around a third of the table with a mixture of terrain types�

During this stage it’s vital that you agree what each piece of terrain is going to count as during the game – is it Blocking Terrain, an Obstacle, a piece of Decorative terrain, or an area

of Difficult or Impassable terrain? If you are using buildings, agree how you will treat them during the game�

4) set TimeThe game lasts 5 turns� At the end of turn 5, the player rolls a die� On a 1-3 the game ends� On a 4-6 an extra turn is played and then the game ends� Of course you can agree to change the number of turns you are going to play for, or instead that you are going to play for a set amount of time (we suggest two hours), after which the game continues until the current turn ends� Alternatively, you could also play a Timed Game, as explained in the Timed Games section of the main rulebook�

5) engagement BriefSo, when the game ends, who is going to be the winner? In order to determine that, roll a die now to see what type of game you will be playing:

D6 Type of Game

1-2 Meat Grinder

3-4 Scorched Earth

5-6 Total Global Domination

Meat GrinderAt the end of the game, add up the cost of all of enemy units you Destroyed� That is your score� Your opponent does the same and you compare scores� If the difference between the scores in favour of a player is at least 20% of the total cost of the armies, that player wins� Otherwise the game is a draw�

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For example, in a game where armies are 2,000 points, you need at least 400 points more than the opponent to win�

scorched earthPlace D3+4 Objectives on the battlefield� For objective markers, you should use 25mm round bases, but two pence coins or items of similar size are also fine� Both players roll a die� Whoever scores highest places the first marker, and then players take turns placing the markers� Objective markers must be placed more than 12” from one another, and not in Impassable terrain�

If, at the end of the game you have a unit within 1” of an Objective Marker and no enemies within 1” of it, you control that Objective� A unit can only control a single Objective� If you control two more Objectives than your opponent, you win, otherwise the game is a draw� If you play on a smaller or larger surface, adjust the number of Objectives as follows: add/remove one Objective for each 2’x2’ section you add/remove from the normal 6’x4’ area� For example, that means using D3+2 Objectives if your surface is 4’x4’, or it means D3+6 Objectives on a 8’x4’ area�

Total Global DominationProceed as for Scorched Earth above but at the end of the game count the points just like in a Meat Grinder game� In addition to points for killing units, any Objective you control at the end of

the game (as described above) is worth an amount of points equal to 10% of the cost of the armies� For example, in a game where each army is 2,000 points, each Objective is worth 200 points�

6) DeploymentBoth you and your opponent first place all of your units next to the playing surface for the other player to see� You can also have a look at each other’s army list, to ensure you both understand what force you are going to face� Then both players roll a die� The highest scorer chooses one long edge of the battlefield as his own and then places (or ‘deploys’) one of his units on that side of the battlefield, more than 12” from the middle line (see the diagram above)� His opponent then does the same on the opposite side of the table�

The players keep alternating in doing this until they have deployed all of their units onto the table� You can leave up to half of the units in your army off the table, and any undeployed unit will be treated as a Reinforcement (see page 52)�

7) Begin the Game!

Player B Set-up Area

12”

12”

Middle Line

Player A Set-up Area

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Timed GamesWe really enjoy playing a game of Warpath in a relaxed atmosphere, along with the accompaniment of epic music, beer, pizza and the unavoidable truculent banter� However, the game is designed so that you can also decide to introduce another dimension to the fight: time� This way you’ll be able to experience some of the pressure of real battle, when snap decisions make the difference between victory or defeat, life or death!

Chess ClocksThe best tool for timed games is a chess clock, a clever device that ensures time is equally divided amongst the players, thus creating the ultimate fair and balanced wargame�

Simply agree a number of turns for the game and an amount of time per player, and set the chess clock accordingly� For a 2,000 points game, we suggest sticking to the recommended five turns (plus roll for a sixth) and one hour per player, but it’s up you to find the pace you prefer for your games� Then, after deciding which player begins to Deploy, start that player’s clock� Once he’s finished deploying the first unit, he stops his clock and activates the opponent’s clock, and so on�

Once Deployment is finished, stop both clocks and begin the game by rolling the first Initiative phase�

Once the winner of the roll has chosen who has the Initiative, re-start that player’s clock� That player plays until

he loses the Initiative and then stops his clock and activates the opponent’s clock, and so on�

The game ends at the agreed number of turns and victory conditions are worked out as normal� However, if a player runs out of time during any one of his turns, the game ends instantly and his entire army routs – immediately remove all of his remaining units, as if they suffered a Destroyed result, and work out the victory conditions as normal� However, in an Objective-based game the opponent is allowed to keep moving his units for as many turns as there are left in the game in order to grab Objectives before the victory conditions are worked out�

Other TimersIf you don’t have a chess clock at hand, don’t worry – the stopwatch in your phone or watch, or even an hourglass or egg timer will do fine�

If you use one of these, then each player gets an agreed amount of time per Initiative segment (i�e� from the moment he receives the Initiative to the moment he surrenders it to the opponent)� We suggest that each Initiative segment should take five minutes�

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If a player runs out of time during his Initiative segment, he can finish the activation of the unit he was in the middle of activating, but his Initiative then ends�

Make sure that you also set a time limit for Deployment (30 seconds per unit works fine)�

Be Nice!Of course, it’s only fair to stop the chess clock or timer if one of the players is distracted from the game (by a phone call or the like), or if the players need to check

a rule, an unclear line of sight, etc�

It is also best if any unit you Destroy is removed by your opponent, together with any Suppressed, Done or other markers the unit had�

By all means, you and your opponent can vary the amount of time you have for your game or your turns according to your own taste, but if you’re like us, you are going to love the pressure created by timed games – after all, in real war one rarely has the luxury of time���

59Warpath: The Rules

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The CorporationArmy special Rules

Command & ControlFor all models in this list, the Inspiring

special rule has a range of 12” instead of

the usual 6”�

heavy Weapon TeamsA heavy weapon team counts as a single

model armed with the weapon stated in the

unit entry� Note that a ‘solid’ that is upgraded

to include a heavy weapon team is still ‘solid’�

In addition, any weapon carried by the heavy

weapon team counts as having the Reload! rule�

AlliesMarauders, Forge Fathers, Veer-myn,

Asterians�

Marines Team Cost: 50pts

Spd Hit Att Def Ner

Marine 5 4+ 1 4+ 8/10

Unit: 4 Marines (laser rifles) and 1 Corporal

(laser rifle)�

Options: One Marine can replace his rifle with

a heavy laser rifle for +5pts� One Marine can

replace his rifle with a tactical flame unit for

+25pts� The Corporal may be replaced by a

Sergeant (laser pistol and energy gauntlet) for

+20pts�

Marines section Cost: 120pts

Spd Hit Att Def Ner

Marine 5 4+ 1 4+ 8/10

Unit: 9 Marines (laser rifles) and 1 Sergeant

(laser pistol and energy gauntlet)�

Options: Up to two Marines can replace their

rifle with a heavy laser rifle for +5pts each�

One Marine can replace his rifle with a tactical

flame unit for +25pts�

Marines Platoon Cost: 240pts

Spd Hit Att Def Ner

Marine 5 4+ 1 4+ 8/10

Unit: 18 Marines (laser rifles), 1 Corporal

(laser pistol and energy gauntlet) and 1

Sergeant (laser pistol and energy gauntlet)�

The Sergeant is the unit’s leader�

Options: Up to four Marines can replace their

rifle with a heavy laser rifle for +5pts each� Up

to two Marines can replace their rifle with a

tactical flame unit for +25pts each�

INFANTRy

MarinesThe Marines are well trained and well equipped – they form the true core of any Corporation force�

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Veterans Team Cost: 60pts

Spd Hit Att Def Ner

Veteran 5 4+ 1 4+ 9/11

Unit: 4 Veterans (laser rifles) and 1 Corporal

(laser rifle)�

Options: Up to two Veterans can replace their

rifle with a heavy laser rifle for +5pts each� One

Veteran can replace his rifle with a tactical flame

unit for +25pts� The Corporal may be replaced

by a Sergeant (pistol and energy gauntlet) for

+20pts� Two Veterans can be replaced by a single

heavy weapon team (burst laser) for +5pts� The

heavy weapon team can replace their burst laser

with a light laser cannon for +10pts�

Veterans section Cost: 145pts

Spd Hit Att Def Ner

Veteran 5 4+ 1 4+ 9/11

Unit: 7 Veterans (laser rifles), one weapon

team (burst laser) and 1 Sergeant (laser pistol

and energy gauntlet)�

Options: Up to four Veterans can replace their

rifle with a heavy laser rifle for +5pts each�

Up to two Veterans can replace their rifle with

a tactical flame unit for +25pts each� The

weapon team can replace their burst laser

with a light laser cannon for +10pts�

Rangers Team Cost: 90pts

Spd Hit Att Def Ner

Ranger 5 4+ 1 4+ 9/11

Unit: 4 Veterans (heavy laser rifles) and 1

Corporal (heavy laser rifle)�

Special: Elite, Infiltration, Magnetic charges�

Options: Up to two Rangers can replace their

rifle with a tactical flame unit for +20pts each�

The Corporal may be replaced by a Sergeant

(pistol and energy gauntlet) for +15pts�

Rangers section Cost: 200pts

Spd Hit Att Def Ner

Ranger 5 4+ 1 4+ 9/11

Unit: 9 Rangers (heavy laser rifles) and 1

Sergeant (laser pistol and energy gauntlet)�

Special: Elite, Infiltration, Magnetic charges�

Options: Up to three Rangers can replace their

rifle with a tactical flame unit for +20pts each�

Marine VeteransMarine Veterans are stubborn experts in point defence and have access to heavy weaponry�

RangersWith drop-packs and high-powered rifles, Rangers

specialise in operating behind enemy lines�

heavy WeaponsThese tripod-mounted weapons support the

Marines with their whithering firepower�

Heavy Weapon Section Cost: 75pts

Spd Hit Att Def Ner

Marine 5 4+ 1 4+ 8/10

Unit:3heavyweaponteams(burstlasers).

Options:Replaceallburstlaserswithlight

lasercannonsfor+30ptsintotal.

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Strider Section Cost: 180pts

Spd Hit Att Def Ner

Strider 6 4+ 1 6+ 8/10

Unit:3striders(burstlasers).

Special:Recon,Fast,CrushingStrength(1),

Bulky.

Options:Replaceallburstlaserswithtactical

flameunitsforfree,orwithlightlaser

cannonsfor+30ptsintotal.

Strike Team Cost: 120pts

Spd Hit Att Def Ner

Enforcer 5 3+ 1 5+ 9/11

Unit:4Enforcers(heavylaserrifle)and1

Sergeant(heavylaserpistol).

Special:JumpTroops,CrushingStrength(1),

Magneticcharges.

Options:OneEnforcercanreplacehisrifle

withatacticalflameunitoraburstlaserfor

+20pts,orarocketlauncherfor+30ptsintotal.

Strike Section Cost: 240pts

Spd Hit Att Def Ner

Enforcer 5 3+ 1 5+ 9/11

Unit:9Enforcers(heavylaserrifle)and1

Sergeant(heavylaserpistol).

Special:JumpTroops,CrushingStrength(1),

Magneticcharges.

Options:UptotwoEnforcerscanreplace

theirriflewithatacticalflameunitoraburst

laserfor+20ptseach,orarocketlauncherfor

+30ptseach.

Assault Team Cost: 120pts

Spd Hit Att Def Ner

Enforcer 5 3+ 1 5+ 9/11

Unit: 4 Enforcers (heavy laser pistol) and 1

Sergeant (heavy laser pistol)�

Special: Jump Troops, Crushing Strength (1),

Magnetic charges�

Options: One Enforcer can replace his pistol

with a tactical flame unit for +20pts�

Assault section Cost: 240pts

Spd Hit Att Def Ner

Enforcer 5 3+ 1 5+ 9/11

Unit: 9 Enforcers (heavy laser pistol) and 1

Sergeant (heavy laser pistol)�

Special: Jump Troops, Crushing Strength (1),

Magnetic charges�

Options: Up to two Enforcers can replace their

pistol with a tactical flame unit for +20pts each�

stridersThese lightly armoured scout walkers form the vanguard of the Corporation spearheads�

enforcers - strike unitsFast, tough and lethal, the enforcers are the ultimate human fighting force�

enforcers - Assault unitsenforcers assault units favour pistol and combat blades, for close-in work�

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Or

dn

an

ce

Field Artillery Cost: 95pts

These really big guns can bombard enemy

troops or take out their armour�

Spd Hit Att Def Ner

Field Artillery 5 4+ – 5+ 8/10

Unit: 1 artillery piece (field howitzer)�

Options: Can replace the field howitzer with a

heavy laser cannon for +20pts�

Suppression Team Cost: 120pts

Spd Hit Att Def Ner

Enforcer 5 3+ 1 5+ 9/11

Unit:4Enforcers(heavylaserrifle)and1

Sergeant(heavylaserpistol).

Special:JumpTroops,CrushingStrength(1),

Magneticcharges.

Options:TwoEnforcersmustreplacetheir

riflewithaburstlaserfor+20ptseach,ora

rocketlauncherfor+30ptseach.Afurthertwo

Enforcerscanreplacetheirriflewithaburst

laserfor+20ptseach,orarocketlauncherfor

+30ptseach.

Suppression Section Cost: 240pts

Spd Hit Att Def Ner

Enforcer 5 3+ 1 5+ 9/11

Unit:9Enforcers(heavylaserrifle)and1

Sergeant(heavylaserpistol).

Special:JumpTroops,CrushingStrength(1),

Magneticcharges.

Options:FourEnforcersmustreplacetheir

riflewithaburstlaserfor+20ptseach,ora

rocketlauncherfor+30ptseach.Afurtherfive

Enforcerscanreplacetheirriflewithaburst

laserfor+20ptseach,orarocketlauncherfor

+30ptseach.

ORDNANCe

enforcers - suppression unitsMobile firepower without equal, the multiple heavy weapons of a single suppression unit

are a match for large enemy forces�

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APC-13 ‘Warrior’ Cost: 130pts

The Warrior is the workhorse of the

Corporation, safely delivering the Marines

where they are most neeed�

Spd Hit Att Def Ner

Warrior 12 4+ – 9+ –/10

Unit: 1 Warrior APC – one burst laser [A], one

burst laser [F]�

Special: Stabilised, Transport (10), Crushing

Strength (4)�

Main Battle Tank MBT-01 ‘Pulverizer’ Cost: 260pts

Sporting the thickest armour and an

impressive array of large guns, the Pulverizer

is the main battle tank of the Corporation�

Spd Hit Att Def Ner

Pulverizer 12 4+ – 11+ –/10

Unit: 1 Pulverizer MBT – one heavy laser

cannon or close assault gun [A], one burst

laser or tactical flame weapon [F]�

Special: Stabilised, Crushing Strength (6),

Tough (4)�

Options: Can replace the burst laser with a

light laser cannon for +10pts� Can buy two

burst lasers or two tactical flame weapons

(one [R] and one [L]) for +50pts, or two light

laser cannons (one [R] and one [L]) for +70pts�

sPA-7 ‘pounder’ Cost: 145pts

Batteries of lightly armoured Pounders sit at

the back and shell the enemy positions�

Spd Hit Att Def Ner

Pounder 12 4+ – 7+ 8/10

Unit: 1 Blaster SPA – one field howitzer [F],

one burst laser [F]�

Special: Open Top, Crushing Strength (2)�

Options: Can replace the field howitzer with a

multiple rocket launcher for +35pts�

Flame-Thrower light Tank Flt-8 ‘Firestorm’ Cost: 130pts

These much feared vehicles rush forward at

top speed to drench the enemy positions in

highly volatile flaming liquids�

Spd Hit Att Def Ner

Firestorm 12 4+ – 9+ –/10

Unit: 1 Firestorm FLT – one tactical flame

weapon [A], one burst laser or tactical flame

weapon [F]�

Special: Stabilised, Fast, Crushing Strength (4)�

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Commander (hero) Cost: 60pts

These charismatic individuals are the nodes in

the complex tactical net that coordinates the

efforts of any Corporation force�

Spd Hit Att Def Ner

Commander 5 4+ 1 4+ 10/12

Unit: 1 Commander (heavy laser pistol)�

Special: Inspiring (not for Enforcers), Stealthy,

Support Grid Relay�

Options: Can have an energy gauntlet for +20pts�

sniper (hero) Cost: 50pts

Sudden death!

Spd Hit Att Def Ner

Sniper 5 3+ 1 4+ 9/11

Unit: 1 Sniper (sniper rifle, laser pistol)�

Special: Stealthy, Infiltration�

Options: Can have magnetic charges for +5pts�

enforcer Captain (hero) Cost: 60pts

The Captains of the Enforcers combine

great leadership qualities with awesome

combat ability�

Spd Hit Att Def Ner

Captain 5 3+ 2 6+ 10/12

Unit: 1 Captain (heavy laser pistol)�

Special: Inspiring, Jump Troops, Crushing

Strength (2), Magnetic charges�

Options: Can have an energy gauntlet for +20pts�

heROes AND MONsTeRs Weapons

Fire Ran Special

Laser rifle 1 24 –

Laser pistol 1 12 Pistol

Heavy laser rifle 1 18 Piercing (1)

Heavy laser pistol 1 12 Piercing (1),

Pistol

Sniper rifle 1 36 Piercing (3),

Sniper, Reload!

Tactical flame unit 10 12 Saturation

Burst laser 5 36 Piercing (1)

Light laser cannon 1 36 Piercing (6)

Rocket launcher 1 36 Piercing (5)

Heavy laser cannon 1 72 Piercing (6)

Close assault gun 1 24 Blast (D6),

Piercing (5)

Field howitzer 1 72 Howitzer,

Blast (D6), Piercing (2), Reload!

Multiple rocket launcher 2 72 Indirect Fire,

Blast (D6), Piercing (1), Reload!

energy gauntletThis weapon confers Crushing Strength (5)

to all of the model’s Attacks� It cannot be

used in conjunction with a pistol though, so

a model equipped with both must choose

which one to use before he attacks in melee�

Magnetic chargesIf in melee against an Armoured unit, instead

of attacking normally, the model can make a

single special attack� If this attack hits, the hit is

resolved at Crushing Strength (3), or Crushing

Strength (5) if the target is stationary�

support Grid RelayThe model counts as armed with a Multiple

Rocket Launcher, which he can use only once per

game� This represents artillery barrages from off-

map artillery, high level bombers or ships in orbit�

65Army Lists: Corporation

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Melee specialists All units in this list have the Crushing

Strength (1) special rule, unless otherwise

stated in their entry�

AlliesCorporation, Forge Fathers, Veer-myn,

Asterians, Rebs�

Grunts Team Cost: 50pts

Spd Hit Att Def Ner

Grunt 5 4+ 1 4+ 8/10

Unit:4Grunts(pistol)and1Leader(pistol).

Options:TheLeadercanhavearippertalon

for+25pts.

Grunts Section Cost: 100pts

Spd Hit Att Def Ner

Grunt 5 4+ 1 4+ 8/10

Unit:9Grunts(pistol)and1Leader(pistol).

Options:TheLeadercanhavearippertalon

for+25pts.OneGruntcanreplacehispistol

withamachinegun,flamethrowerorananti-

tankgunfor+25pts.

Grunts Platoon Cost: 200pts

Spd Hit Att Def Ner

Grunt 5 4+ 1 4+ 8/10

Unit:19Grunts(pistol)and1Leader(pistol).

Options:TheLeadercanhavearippertalon

for+25pts.OneGruntcanhavearippertalon

for+25pts.UptotwoGruntscanreplacetheir

pistolwithamachinegun,flamethroweroran

anti-tankgunfor+25ptseach.

Fraggers Team Cost: 50pts

Spd Hit Att Def Ner

Fragger 5 4+ 1 4+ 8/10

Unit:4Fraggers(rifle)and1Leader(rifle).

Options:TheLeadercanreplacehisriflewith

pistolandrippertalonfor+25pts.OneGrunt

canreplacehisriflewithamachinegunoran

anti-tankgunfor+25pts.

Fraggers Section Cost: 100pts

Spd Hit Att Def Ner

Fragger 5 4+ 1 4+ 8/10

Unit:9Fraggers(rifle)and1Leader(rifle).

Options:TheLeadercanreplacehisriflewith

pistolandrippertalonfor+25pts.Uptotwo

Gruntscanreplacetheirriflewithamachine

gunorananti-tankgunfor+25ptseach.

Infantry

GruntsLethal close combat fighters, Marauder Grunts are the best mercenaries money can hire.

FraggersTheir role is to cover the Grunts’ advance with the whithering fire of their assault rifles.

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Jumpers Team Cost: 75pts

Spd Hit Att Def Ner

Jumper 5 4+ 1 4+ 8/10

Unit:4Jumpers(pistol)and1Leader(pistol).

Special:Jumptroops

Options:TheLeadercanhavearippertalon

for+25pts.OneGruntcanhavearippertalon

for+25pts.

Jumpers Section Cost: 150pts

Spd Hit Att Def Ner

Jumper 5 4+ 1 4+ 8/10

Unit:9Jumpers(pistol)and1Leader(pistol).

Special:Jumptroops

Options:TheLeadercanhavearippertalon

for+25pts.UptotwoGruntscanhavearipper

talonfor+25ptseach.OneGruntcanreplace

hispistolwithaflamethrowerfor+25pts.

Jumpers Platoon Cost: 300pts

Spd Hit Att Def Ner

Jumper 5 4+ 1 4+ 8/10

Unit:19Jumpers(pistol)and1Leader(pistol).

Special:Jumptroops

Options:TheLeadercanhavearippertalon

for+25pts.UptofiveGruntscanhavearipper

talonfor+25ptseach.UptotwoGruntscan

replacetheirpistolwithaflamethrowerfor

+25ptseach.

Ripper Team Cost: 100pts

Spd Hit Att Def Ner

Ripper 4 4+ 1 6+ 8/10

Unit:4Rippers(ripperpistolandrippertalon)

and1Leader(ripperpistolandrippertalon).

Ripper Section Cost: 200pts

Spd Hit Att Def Ner

Ripper 4 4+ 1 6+ 8/10

Unit:9Rippers(ripperpistolandrippertalon)

and1Leader(ripperpistolandrippertalon).

JumpersWhat’s scarier than Grunts coming at you? Flying Grunts coming at you!

RippersThe Rippers wear armoured battlesuits with

lethal powered claws ‘for close encounters’.

Stunts*A sub-species of the Orx race, the smaller

Stunts are perfect for all dangerous jobs

Stunts Section Cost: 35pts

Spd Hit Att Def Ner

Stunt 5 5+ 1 3+ 7/9

Unit:9Stunts(stuntgun)and1Runt(stuntgun).

Special:Puny(Stuntsdonothaveany

CrushingStrengthandareCraven).

Stunts Platoon Cost: 70pts

Spd Hit Att Def Ner

Stunt 5 5+ 1 3+ 7/9

Unit:19Stunts(stuntgun)and1Runt(stuntgun).

Special:Puny(asabove).

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Stunt-Bot Team Cost: 150pts

Only the most intelligent and bravest of the

Stunts are given powered exoscheletons to pilot.

Spd Hit Att Def Ner

Stunt-bot 5 5+ 1 7+ 8/10

Unit: 3 stunt bots (machine gun).

Special: Crushing Strength (5), Bulky.

Options: Replace all machine guns with

flamethrowers or with anti-tank guns for free.

Cannon� Cost:�95pts

This versatile artillery can be used with HE

shells against infantry or anti-tank rounds.

Spd Hit Att Def Ner

Cannon 5 4+ – 5+ 8/10

Unit: 1 artillery piece (big shells cannon).

Options: Can replace the big shells cannon

with a tank killer cannon for +20pts.

Stunt-Bots Ordnance

Armour

Raptor� Cost:�105pts

This light buggy can quickly deliver a small

group of Grunts right where they’re needed.

Spd Hit Att Def Ner

Raptor 16 4+ – 7+ 8/10

Unit: 1 Raptor – one anti-tank gun, machine

gun or flamethrower [F].

Special: Nimble, Open Top, Transport (10),

Crushing Strength (2).

Options: Can have a Quad upgrade for free

(losing Nimble, but gaining Fast).

Bull� Cost:�120pts

The Bull was designed to offer better

protection to crew and passengers, at the

expense of speed.

Spd Hit Att Def Ner

Bull 14 4+ – 8+ –/10

Unit: 1 Bull – one anti-tank gun, machine gun

or flamethrower [A].

Special: Nimble, Transport (10), Crushing

Strength (3).

Options: Can have a Quad upgrade for free

(losing Nimble, but gaining Fast).

Juggernaut� Cost:�160pts

Crawling with guns and with Grunts ready to

jump at the enemy’s throats, the Juggernaut is

the ultimate Marauder transport.

Spd Hit Att Def Ner

Arm 12 4+ – 9+ 8/10

Unit: 1 Juggernaut – one anti-tank gun,

machine gun or flame thrower [F].

Special: Open Top, Crushing Strength (5),

Tough (4), Transport (20). A Juggernaut can

transport a single Ordnance unit (which counts

as 20 models).

Options: Can buy up to two machine guns,

antitank guns or flamethrowers (in any

combination) [A], for +15pts each, each

weapon reducing its transport capacity by (5).

Can buy a big shells cannon [A] for +20pts,

reducing its transport capacity by (10). Can

upgrade the big shells cannon to a tank killer

cannon for +20pts.

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Heroes and Monsters

Warlord (Hero) Cost: 50pts

Not many creatures in the galaxy can stand in

single combat against a Marauder Warlord.

Spd Hit Att Def Ner

Warlord 5 3+ 3 5+ 10/12

Unit: 1 Warlord (pistol).

Special: Inspiring, Crushing Strength (2),

Tough (3).

Options: Add a ripper talon for +30pts. Replace

his pistol with a machine gun or an anti-tank gun

for +25pts. Can wear a jump harness, gaining

the Jump Troops rule, for +25pts.

Ripper Warlord (Hero) Cost: 85pts

When the going gets really tough, the Warlords

wear their powered suits into battle.

Spd Hit Att Def Ner

Ripper Warlord 4 3+ 3 6+ 10/12

Unit: 1 Ripper Warlord (ripper pistol and ripper

talon).

Special: Inspiring, Crushing Strength (2),

Tough (3).

Options: Can replace his ripper pistol with a

machine gun or an anti-tank gun for +25pts.

Battlebot (Monster) Cost: 110pts

This clanking, devastating monstrosity is

piloted by an especially trained Stunt.

Spd Hit Att Def Ner

Battlebot 5 4+ 5 9+ 9/11

Unit: 1 Battlebot.

Special: Crushing Strength (7).

Options: Can buy up to two machine guns,

antitank guns or flamethrowers (in any

combination), for +15pts each, each weapon

reducing its Attacks by 1.

We

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Fire Ran Special

Rifle 1 24 –

Pistol 1 12 Pistol

Stunt gun 1 12 –

Ripper Pistol 2 12 Pistol,

Piercing (1)

Machine gun 5 36 Piercing (1)

Anti-tank gun 1 36 Piercing (5)

Flamethrower 10 12 Saturation

Tank killer cannon 1 72 Piercing (6

Big shells cannon 1 72 Howitzer,

Blast (D6),

Piercing (2)

Ripper TalonThis weapon confers Crushing Strength (5) to

all of the model’s Attacks, as well as the Vicious

special rule� It cannot be used in conjunction

with a pistol though, so a model equipped with

both must choose which one to use before he

attacks in melee�

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The Forge FathersArmy special Rules

legendary stubborness All units are Headstrong (except for Steadfast

units, of course)�

AlliesCorporation, Rebs, Marauders, Asterians�

steel Warriors Team Cost: 75 pts

Spd Hit Att Def Ner

Steel Warrior 4 4+ 1 5+ 9/11

Unit: 4 Steel Warriors (hailstorm rifle) and 1

Thane (hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts� One Steel Warrior can replace his

rifle with a dragon breath for +25pts�

steel Warriors section Cost: 150 pts

Spd Hit Att Def Ner

Steel Warrior 4 4+ 1 5+ 9/11

Unit: 9 Steel Warriors (hailstorm rifle) and 1

Thane (hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts� One Steel Warrior can replace

his rifle with a dragon breath for +25pts�

One Steel Warrior can replace his rifle with a

mjolnir missile launcher for +25pts�

steel Warriors Platoon Cost: 300 pts

Spd Hit Att Def Ner

Steel Warrior 4 4+ 1 5+ 9/11

Unit: 19 Steel Warriors (hailstorm rifle) and 1

Thane (hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts� Up to two Steel Warriors can

replace their rifle with a dragon breath for

+25pts each� Up to two Steel Warriors can

replace their rifle with a mjolnir missile

launcher for +25pts each�

INFANTRy

steel Warriorssteel Warriors are reliable, heavily armoured and armed with some of the

best standard-issue rifles in the galaxy�

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Thorgarim Team Cost: 155 pts

Spd Hit Att Def Ner

Thorgarim 4 3+ 1 5+ 9/11

Unit: 4 Thorgarim (heat hammer) and 1 Thane

(hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts�

Thorgarim section Cost: 330 pts

Spd Hit Att Def Ner

Thorgarim 4 3+ 1 5+ 9/11

Unit: 9 Thorgarim (heat hammer) and 1 Thane

(hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts�

Drakkarim Team Cost: 125 pts

Spd Hit Att Def Ner

Drakkarim 4 4+ 1 5+ 9/11

Unit: 2 Drakkarim (dragon breath), 2

Drakkarim (hailstorm rifle or hailstorm pistol)

and 1 Thane (hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts� Up to two Drakkarim can replace

their rifle/pistol with a dragon breath for

+25pts each�

Drakkarim section Cost: 250 pts

Spd Hit Att Def Ner

Drakkarim 4 4+ 1 5+ 9/11

Unit: 4 Drakkarim (dragon breath), 5

Drakkarim (hailstorm rifle or hailstorm pistol)

and 1 Thane (hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts� Up to five Drakkarim can replace

their rifle/pistol with a dragon breath for

+25pts each�

stormrage Veterans Team Cost: 185 pts

Spd Hit Att Def Ner

Stormrage Veteran 4 3+ 1 5+ 9/11

Unit: 4 Veterans (hailstorm autocannon or

heat cannon, in any combination) and 1 Thane

(hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts�

stormrage Vet section Cost: 395 pts

Spd Hit Att Def Ner

Stormrage Veteran 4 3+ 1 5+ 9/11

Unit: 8 Veterans (hailstorm autocannon or

heat cannon, in any combination), 1 Veteran

(mjolnir missile launcher) and 1 Thane

(hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts�

ThorgarimThe mighty heat-hammers of the Thorgarim are the bane of enemy heavy armour�

DrakkarimThe Drakkarim are young steel Warriors that have received

specialised close-range training and weaponry�

stormrage VeteransThese elite veterans are entrusted with an awesome amount of firepower�

71Forge Fathers army list

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Godhammer Vet Team Cost: 185 pts

Spd Hit Att Def Ner

Storm 4 3+ 1 5+ 9/11

Unit: 4 Thunders (mjolnir missile launcher)

and 1 Thane (hailstorm pistol)�

Options: The Thane can have a heat hammer

for +25pts�

Forge Guard Team Cost: 220 pts

Spd Hit Att Def Ner

Forge Guard 4 3+ 1 6+ 9/11

Unit: 4 Forge Guards (heat hammer and

hailstorm rifle) and 1 Thane (heat hammer

and hailstorm rifle)�

Options: One Forge Guard can replace his rifle

with a hailstorm autocannon or heat cannon

for +25pts�

Godhammer Veteransstormrage veterans that specialise in the

use of the Mjolnir missile launcher�

Forge Guardequipped with heavy combat exoskeletons,

the Forge Guards are unstoppable�

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Valkyr Team Cost: 110 pts

Spd Hit Att Def Ner

Valkyr 10 4+ 1 4+ –/12

Unit:4Valkyrs(hailstormpistol)and1Thane

(hailstormpistol).

Special:Fast,Recon,Steadfast.

Options:TheThanecanhaveaheatHammer

for+25pts.

Valkyr Section Cost: 220 pts

Spd Hit Att Def Ner

Valkyr 10 4+ 1 4+ –/12

Unit:9Valkyrs(hailstormpistol)and1Thane

(hailstormpistol).

Special:Fast,Recon,Steadfast.

Options:TheThanecanhaveaheatHammer

for+25pts.

Brokkr Team Cost: 75 pts

Spd Hit Att Def Ner

Brokkr 5 4+ 1 4+ –/12

Unit:4Brokkr(hailstormpistol)and1Thane

(hailstormpistol).

Special:Steadfast.

Options:TheThanecanhaveaheatHammer

for+25pts.

Brokkr Section Cost: 150 pts

Spd Hit Att Def Ner

Brokkr 5 4+ 1 4+ –/12

Unit:9Brokkr(hailstormpistol)and1Thane

(hailstormpistol).

Special:Steadfast.

Options:TheThanecanhaveaheatHammer

for+25pts.

Brokkr Platoon Cost: 300 pts

Spd Hit Att Def Ner

Brokkr 5 4+ 1 4+ –/12

Unit:19Brokkr(hailstormpistol)and1Thane

(hailstormpistol).

Special:Steadfast.

Options:TheThanecanhaveaheatHammer

for+25pts.

Valkyr*The wealthiest and most deranged Brokkr ride loud, custom motorbikes into battle�

Brokkr*The hard-working miners of Forge Fathers society take to battle with reckless ferocity�

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Jotun Heavy Hailstorm Cannon Cost: 110pts

The four barrels of the Jotun unleash a

veritable storm of explosive bullets against

the enemy.

Spd Hit Att Def Ner

Jotun – 4+ – 6+ 9/11

Unit: 1 artillery piece (Jotun).

Special: Immobile.

Options: Can be upgraded to a self-propelled

gun, losing the Immobile rule and gaining

Speed 4, for +10pts.

Surtr Heavy Heat Cannon Cost: 110pts

Arguably the most powerful anti-tank

weapon in the galaxy!

Spd Hit Att Def Ner

Surtr – 4+ – 6+ 9/11

Unit: 1 artillery piece (Surtr).

Special: Immobile.

Options: Can be upgraded to a self-propelled

gun, losing the Immobile rule and gaining

Speed 4, for +10pts.

Light Drakkar Cost: 70 pts

A buggy-like vehicle with little armour and

minimal weaponry, used for scouting.

Spd Hit Att Def Ner

Light

Drakkar 12 4+ – 7+ 9/11

Unit: 1 Light Drakkar – one hailstorm

autocannon, heatcannon or mjolnir missile

launcher [F].

Special: Stabilised, Fast, Open Top, Crushing

Strength (2).

Fyrewyrm Cost: 125 pts

The mainstay battle tank of the Forge

Fathers – combining good armour, mobility

and firepower.

Spd Hit Att Def Ner

Firewyrm 10 4+ – 10+ –/11

Unit: 1 Fyrewyrm – one heat cannon [A].

Special: Stabilised, Crushing Strength (5).

Options: Can upgrade the heat cannon to

a double hailstorm autocannon for +20pts.

Can have two hailstorm autocannons, dragon

breaths or heat cannons (one [R] and one [L])

for +50pts.

Heavy Drakkar Cost: 220 pts

The units transported by this mobile fortress

are more than safe.

Spd Hit Att Def Ner

Heavy Drakkar 10 4+ – 11+ –/11

Unit: 1 Heavy Drakkar – one hailstorm

autocannon [F]. Two hailstorm autocannons,

dragon breaths or heat cannons (one [R] and

one [L]).

Special: Stabilised, Transport (10), Crushing

Strength (6), Tough (4).

Options: Can have an additional hailstorm

autocannon or heat cannon [A] for +30pts.

ORDNANCe

ARMOuR

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huscarl (hero) Cost: 60 pts

The heroes of the Forge Fathers are renowned

for their courage and stubborness�

Spd Hit Att Def Ner

Huscarl 4 3+ 2 5+ 10/12

Unit: 1 Huscarl (hailstorm pistol)�

Special: Inspiring�

Options: Can have a heat hammer for +25pts�

Can upgrade his pistol to a brace of hailstorm

pistols for +10pts (counts as a ‘double

hailstorm pistol’)� Can have a Force Dome for

+25pts� Can wear a ‘Forge Guard battlesuit’

(which includes a heat hammer and hailstorm

rifle, and increases his Def to 6+) for +35pts�

Chief Brokkr (hero) Cost: 60 pts

Only the meanest, toughest, craziest Brokkr

can aspire to the title of Chief Brokkr�

Spd Hit Att Def Ner

Chief Brokkr 5 3+ 3 4+ –/12

Unit: 1 Chief Brokkr (hailstorm pistol)�

Special: Inspiring (Brokkrs only), Steadfast�

Options: Can have a heat hammer for +25pts�

Can ride a Valkyr bike (gaining Speed 10 and

the Recon and Fast rules) for +40pts�

Iron Ancestor (Monster) Cost: 160 pts

A walking tank, with armour, weaponry and

attitude to match�

Spd Hit Att Def Ner

Iron Ancestor 4 4+ 2 10+ 10/12

Unit: 1 Iron Ancestor (double hailstorm

autocannon)�

Special: Crushing Strength (7)�

Options: Can replace the double hailstorm

autocannon with a double heat cannon,

double dragon breath or double mjolnir

missile launcher for free� Can have a Force

Dome for +40pts�

Thor pattern� The Iron Ancestor can freely

replace the double hailstorm autocannon with a

second melee arm, increasing its Attacks to 4�

Doomstorm pattern� The Iron Ancestor can

freely replace the melee arm with a second

double hailstorm cannon, lowering its

Crushing Strength to (1)�

heROes AND MONsTeRs

Double WeaponA ‘Double’ version of one of the weapons above counts as a single weapon with double the Firepower shown�

Force DomeThe enemy must reroll all successful rolls to damage for ranged attacks that hit this unit�

heat hammerThis weapon confers Crushing Strength (6) to all of the model’s Attacks� It cannot be used in conjunction with a pistol, so a model equipped with both must choose which one to use before he attacks in melee�

Weapons

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Fire Ran Special

Hailstorm rifle 1 24 Piercing (1)

Hailstorm pistol 1 12 Piercing (1),

Pistol

Dragon breath 10 12 Piercing (1),

Saturation

Hailstorm autocannon 3 36 Piercing (2)

Heat cannon 1 24 Piercing (7)

Mjolnir missile launcher 1 48 Piercing (5)

Surtr 1 36 Blast (D3),

Piercing (7)

Jotun 12 48 Piercing (2)

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Veer-mynArmy special Rules

The Rat Pack All units in this list have the following rule,

unless their entry specifies otherwise� Veer-

myn units benefit from a +1 modifier to their

Nerve (both values) for each friendly Veer-myn

unit within 6”, up to a maximum of +4� Note that

transported units do count for this purpose –

measure the range from their vehicle�

For example, a unit of Night-crawlers on its

own is a pretty unimpressive Nerve 6/8, but

if it had two other friendly Veer-myn units

within 6”, it would count as Nerve 8/10�

They came from below! The unit is always left behind as a Reinforcement,

together with any transported unit� When it

arrives, it emerges from the ground (this counts

as a Manoeuvre)� The unit is placed anywhere

on the table, except for Impassable Terrain� If

that space is occupied by other units (including

immobile units), move them as little as possible

to make space for the emerging unit, until

they are 1” away from it, and then immediately

resolve this either as a Collision, leaving the

dislodged armoured unit(s) in contact with the

emerging unit, or an Overrun, as appropriate�

AlliesCorporation, Marauders, Rebs, Asterians�

Night-Crawlers Team Cost: 50pts Spd Hit Att Def Ner

Night-crawler 6 4+ 1 4+ 6/8

Unit: 4 Night-Crawlers (ray-gun) and 1 Master

(ray-pistol)�

Options: The Master can have a combat drill

for +10pts� The Master can be replaced by an

Exterminator with a super-drill (unit leader)

for +30pts� The Exterminator can freely

replace his super-drill with a chem-thrower�

Night-Crawlers Section Cost: 130pts Spd Hit Att Def Ner

Night-crawler 6 4+ 1 4+ 6/8

Unit: 8 Night-Crawlers (ray-gun), 1

Exterminator (chem-thrower) and 1 Master

(ray-pistol)� The Master is the unit’s leader�

Options: The Master can have a combat

drill for +10pts� The Exterminator can freely

replace his chem-thrower with a super-drill�

Night-Crawlers Platoon Cost: 260pts Spd Hit Att Def Ner

Night-crawler 6 4+ 1 4+ 6/8

Unit: 16 Night-Crawlers (ray-gun), 2

Exterminators (chem-thrower) and 2 Masters

(ray-pistol)� One Master is the unit’s leader�

Options: The Masters can have a combat drill

for +10pts each� The Exterminators can freely

replace their chem-thrower with a super-drill�

INFANTRy

Night-CrawlersVicious ratmen equipped with scavenged armour, they form the bulk of the Veer-myn armies�

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Stalkers Team Cost: 50pts Spd Hit Att Def Ner

Stalker 6 4+ 1 4+ 6/8

Unit: 4 Stalkers (ray-pistol) and 1 Master

(ray-pistol)�

Options: The Master can have a combat drill

for +10pts� The Master can be replaced by an

Exterminator with a super-drill (unit leader)

for +30pts� The Exterminator can freely

replace his super-drill with a chem-thrower�

Stalkers Section Cost: 130pts Spd Hit Att Def Ner

Stalker 6 4+ 1 4+ 6/8

Unit: 8 Stalkers (ray-pistol), 1 Exterminator

(super-drill) and 1 Master (ray-pistol)� The

Master is the unit’s leader�

Options: The Master can have a combat

drill for +10pts� The Exterminator can freely

replace his super-drill with a chem-thrower�

Stalkers Platoon Cost: 260pts Spd Hit Att Def Ner

Stalker 6 4+ 1 4+ 6/8

Unit: 16 Stalkers (ray-pistol), 2 Exterminators

(super-drill) and 2 Masters (ray-pistol)� One

Master is the unit’s leader�

Options: The Masters can have a combat drill

for +10pts each� The Exterminators can freely

replace their super-drill with a chem-thrower�

Nightmares Team Cost: 140pts Spd Hit Att Def Ner

Nightmare 6 4+ 1 4+ 6/8

Unit: 3 Nightmares (chem-burner and combat

drill), 1 Exterminator (chem-thrower) and 1

Master (chem-burner and combat drill)�

Options: The Exterminator can freely replace

his chem-thrower with a super-drill�

Nightmares Section Cost: 280pts Spd Hit Att Def Ner

Nightmare 6 4+ 1 4+ 6/8

Unit: 7 Nightmares (chem-burner and combat

drill), 2 Exterminators (chem-thrower) and 1

Master (chem-burner and combat drill)�

Options: The Exterminator can freely replace

his chem-thrower with a super-drill�

stalkersThese assault troops surrender their ray-guns for pistols and blades�

NightmaresThe elite troops of the Veer-myn, the Nightmares excel at short-range firepower�

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INFA

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OR

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AN

CE

Scourgers Team Cost: 190pts Spd Hit Att Def Ner

Scourger 6 4+ 1 4+ 6/8

Unit:4Scougers(chem-lasers),1

Exterminator(chem-thrower).

Options:TheExterminatorcanfreelyreplace

hischem-throwerwithasuper-drill.

Ravenous Horde Cost: 105pts Spd Hit Att Def Ner

Super-rats 8 4+ 1 3+ 6/8

Unit:20super-rats,1Master(ray-pistol,uses

thesameprofileasthesuper-rats).

Gougers Team Cost: 175pts Spd Hit Att Def Ner

Gouger 6 4+ 1 4+ 6/8

Unit:4Gougers(super-drills),1Exterminator

(chem-thrower).

Options:TheExterminatorcanfreelyreplace

hischem-throwerwithasuper-drill.

Shredders Team Cost: 180pts Spd Hit Att Def Ner

Shredder 6 4+ 2 4+ 6/8

Unit:3Shredders(pairedsuper-drills).

Special:CrushingStrength(5),Bulky.

Blaster Cost: 90pts

The sheer amount of toxic chemicals that

this wicked weapon can unleash is enough to

vaporize entire enemy regiments�

Spd Hit Att Def Ner

Blaster 6 4+ – 5+ 6/8

Unit: 1 Blaster (heavy chem-thrower)�

Options: Can replace the heavy chem-thrower

with a heavy chem-laser for +20pts�

scourgersThe chem-lasers of the scourgers make short

work of enemy vehicles and heavy infantry�

Ravenous hordeThese chittering, frenzied masses of dog-sized

super-rats devour the wounded of both sides�

Gougers Gougers’ super-drills are possibly the deadliest

close combat weapons known to the Corporation�

shreddershuge, mutated, insane rat-humanoids whose

hands have been replaced with super-drills�

ORDNANCe

77Veer-myn army list

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Driller� Cost:�80pts�����������Also known as ‘land torpedo’, this

bizarre drilling vehicle moves across

the battlefield, driving at high speed into

infantry and tanks alike.

� Spd� Hit� Att� Def� Ner

Driller 8 – – 8+ -/8

Unit: 1 Driller.

Special: Nimble, Crushing Strength (6), They

came from below!

Tunneller� Cost:�260pts�����������This drilling machine emerges from the

ground and opens up with its deadly

chem-throwers as it disgorges the best

Veer-myn assault troops.

� Spd� Hit� Att� Def� Ner

Tunneller – 4+ – 9+ -/8

Unit: 1 Tunneller – four chem-throwers [one F,

one L, one R, one P]. One chem-laser [A].

Special: Transport (20), Crushing Strength (6),

Immobile, Tough (4), They came from below!

ARMOuR

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HE

RO

ES

We

ap

on

sWeapons

Fire Ran Special

Ray-gun 1 18 Piercing (1)

Ray-pistol 1 12 Piercing (1)

Chem-burner 4 12 Piercing (2),

Saturation

Chem-thrower 8 12 Piercing (2),

Saturation

Chem-laser 1 12 Piercing (6)

Heavy chem-thrower 16 24 Piercing (2),

Saturation

Heavy chem-laser 1 24 Piercing (6),

Blast (D3)

Combat DrillA combat drill confers the Crushing Strength

(1) and Vicious special rules to the model

using it in melee�

super-drillIn melee, instead of attacking normally, the

model can make a single special attack� If

this attack hits, the hit is resolved at Crushing

Strength (5)� If the roll to damage is a 6, the

drill inflcits a point of damage and you can

roll to damage again� Keep inflicting damage

and rolling to damage until you fail to roll a

6 to damage�

Paired super-drillsThese work like a super-drill (see above),

except that the model makes 2 special

attacks to begin with, rolling to hit as normal

for both�

Night Spawn (Hero) Cost: 95pts The largest, fattest rat-men have access to the

best weapons and armour the Veer-myn can

lay their hands on�

Spd Hit Att Def Ner

Night Spawn 6 3+ 3 5+ 6/8

Unit: 1 Night Spawn (chem-burner and

super-drill)�

Special: Inspiring, Crushing Strength (1)�

Night Terror (Monster) Cost: 120pts This tragic monster is no more than a

mountain of flesh, whrithing with grasping

tentacles, snarling heads and malformed

limbs – its behavior is utterly unpredictable�

Spd Hit Att Def Ner

Night Terror 6 4+ 3D6* 5+ 6/8

Unit: 1 Night Terror�

Special: Crushing Strength (4), Tough (5),

Craven, Headstrong�

*roll for the number of attacks before rolling

to hit each time it attacks�

heROes AND MONsTeRs

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Other Races

Z’zorNot long ago, Corporation explorer-ships

made contact with a new race inhabiting the

furthest reaches of the galaxy� To say that

they have disturbed a hornet’s nest is a major

understatement, but it’s nevertheless a quite

accurate description of the events that followed�

The vessels themselves were attacked with

a fury without precedent and destroyed…

and so was the military rescue fleet sent by

the Corporation… and so were the adjoining

systems, whose population paid the ultimate

price for the Corporation’s insatiable desire

to expand its domains�

Now a massive containment operation

is in place, but all attempts at cordoning

and blockading the Z’zor homeworlds are

proving fruitless� This is an enemy that is

different from anything the Corporation or

indeed any of the other races has faced

before – much like bees that are defending

their colony, the immense swarms of the

insect-like Z’zor never stop their attacks

until they have eliminated the enemy or

have been themselves completely wiped out�

They cannot be reasoned or bargained with,

nor can they be bribed� In fact all attempts

at communication have been ignored and

the unfortunate envoys and their escorting

troops had to fight desperate battles against

an apparently endless mass of enemies�

And yet, these are no mindless beasts� In

many occasions they have shown signs of

cunning and intelligence in both the grand

RebsThe absolute and iron-fisted imperialism of

the Corporation has turned humanity into the

arch-enemy of many of the other intelligent

races that populate the galaxy� A secret

Resistance movement has formed; its ranks

swelled by vengeful freedom fighters, survivors

of races whose worlds have been annihilated,

disenchanted Corporation personnel, and

everybody else that has grown to resent the

Corporation’s expansionism�

After only a few centuries, this organization

has grown to encompass two different

levels� On one hand, it has a vast network

of operatives that attempt to undermine the

authority of the Corporation from the inside

through sabotage and propaganda� On the

other, a small but effective rebel armed

force has recently initiated a campaign

of ambitious hit-and-run actions against

Corporation outposts�

Calling themselves ‘The Rebs’ (which

originally was a disparaging term used by

Corporation troops), these heterogeneous

volunteers form an army that is as eclectic

in weaponry, fighting style and technological

level as in the number of different races that

compose its ranks� What the Rebs lack in

cohesion, however, they more than make up

in motivation, as they are convinced they are

fighting a long war of liberation to eventually

rid the galaxy from the Corporation, or the

‘Evil Empire’, as they often call it�

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strategy of their

invasion plans and

the battlefield

reactions of

their many

and differently

specialised

fighting creatures�

And dumb animals

don’t build spacecraft…

81Other Races

Page 82: Warpath - Core Rulebook

AsteriansEven before Man began its space age, there

had been reports of mysterious beings and

fey creatures appearing to a few individuals�

Such sightings are common in the culture of

all of the races that inhabit the galaxy, not

just the human race�

Stories abound in the entire Milky Way

about abductions of single persons or entire

communities, the disappearance of ships

into some sectors of space, or even strange

incidents where a ship has arrived to a

spaceport on autopilot, without its crew�

The most extreme cases have seen the

populace of entire planets or even the

personnel of military outposts and bases

vanish, leaving behind only the tiniest signs of

resistance� The Corporation’s best scientists

have studied this evidence on a galactic scale�

Compiling this information for centuries and

analyzing it, they have managed to prove the

existence of an alien race using a technology

so advanced that they can easily appear to

have supernatural powers�

Any attempt at capturing them, or merely

communicate with them has led to hopeless

chases, where the pursuing Corporation craft

have quickly lost trace of their elusive quarry,

and always in regions of space surrounding

a black hole� This has led to believe that the

so-called Asterians must make use of these

singularities to travel across the galaxy,

possibly inhabiting a different dimension on

the ‘other side’� Innumerable probes have

been launched into these black holes, but

no useful data has ever been retrieved� The

mystery of the Asterians remains unsolved,

as more and more systems report attacks

by unidentified aliens that hit and disappear

before reinforcements can be brought to bear�

*** ClAssIFIeD MessAGe TO CORPORATION CeNTRAl ***FAO heAD OF BIO-WeAPONs ReseARCh – New Czechia

source: Intelligence unit Tau eridani – en route to Bio-Weapons Research Outpost 51�

Mission: investigating sudden loss of all communication from maximum-security laboratory�

As we approached system 51, we had a report that an escape shuttle from the laboratory had reached the headquarters of the 35th Marines Batallion stationed on Tallaxia� Two days later we lost contact with the Marines and soon the entire planet went silent�

We changed course and are now orbiting Tallaxia in stealth mode� Information from the surface is confused and contradictory� All settlements on the planet’s surface show sign of conflict� several ships have left the main starports and are heading for nearby systems�

suspected outbreak� We will continue to monitor the situation� We advise interception and quarantine or destruction of all vessels leaving Tallaxia� We request an enforcers long Patrol detachment to blockade the system� If the outbreak is confirmed, we will be forced to Disinfect the planet and its moons� Awaiting authorization to deploy Disinfection assets���

end of transmission

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