You are on page 1of 11

WARPATH 2.

5 FAN EDITION BETA 1


TABLE OF CONTENTS
Introduction ....................................................... 1
The Basics .......................................................... 2
Game Sequence ................................................. 4
Orders................................................................. 5
Multiplayer Mega-Battles .................................. 7
Rules Summary .................................................. 8
Sample Army List - Corporation ...................... 10
Sample Army List Marauders ........................ 11

INTRODUCTION
6
th
June 2014
This is a fan written 28mm Sci-Fi wargame, based on
Mantics Warpath 2.0 and Deadzone games. This is
completely unofficial and entirely unrelated to Mantic
Games.
It is also currently a beta.
The rules presented here are not yet complete. There are
various sections missing some clarifications and as of yet
there are no diagrams. Its also missing some sections
entirely, such as the game scenario and how to construct
an army. Im certain that there are various typos that Ive
missed since this document has been compiled from
several different WIP and playtest documents.
Ive got exciting plans for the game scenario and for the
time being Ive provided the army lists that Ive been using
to test the game mechanics with friends. These should give
you a baseline for writing your own army lists.
The game is designed to be played with the equivalent of
up to 1500 points in Warhammer 40k terms. Larger games
will naturally slow down, the same as any wargame. When
I write army lists for the game I intend to make the units
unlimited in their size and the mechanics are designed to
benefit larger units, which does reduce the time taken to
play.
Additionally, for multiplayer mega-battles, there is a few
paragraphs of amendments on page 7. If you are playing a
larger game one-on-one then there is no reason why you
couldnt incorporate many of these rule amendments.
I absolutely welcome any and all feedback. Please address
it to nickjwilliams1987@gmail.com or reply to the thread
on the Mantic forums at:
http://forum.manticblog.com/showthread.php?8380-
Warpath-2-5-Fan-Edition&p=105554
Thank you for reading!
Nick Williams



THE BASICS
MODELS
Warpath is designed to be played with 28mm miniatures,
such as those produced by Mantic Games, Games
Workshop and numerous other manufacturers.
Infantry should be mounted on a base that reasonably
represents their personal space. For basic human sized
models this would be a 25mm round base, but for larger
and bulkier models then these might be 40mm or even
65mm round bases.
Vehicles do not have to be mounted on bases (but can be if
you want) and in-game their footprint is considered to be
the base.
UNITS
Models fight together in groups called Units and these units
are either Infantry or Vehicles. Usually infantry units consist
of multiple models, but sometimes a unit will consist of a
single model. Vehicle units will usually consist of a single
model.
In each unit there is a single model called the Unit Leader.
This should be represented by a suitably imposing model.
All of the other models in the unit are referred to as Grunts.
FORMATION
If a unit consists of more than one model then it must
maintain formation as much as possible. To be in
formation, all models in the unit must be within 5 of the
Unit Leader. If any models are further than 5 away from
the Unit leader then the formation is broken.
UNIT STATLINE
Each unit has a statline a series of numbers or statistics
which determine how good it is at any given task. These
stats are:
Speed (SP) How fast the unit moves.
Melee (ME) Score needed to hit an opponent in
melee.
Accuracy (AC) The score needed to hit a target
with a ranged weapon.
Defence (DE) The score needed to wound this
unit.
Hit Points (HP) How many wounds are needed to
kill a model in this unit.
Nerve (NV) The units morale.
These are displayed in a single table, like so:
MARAUDER COMMANDOS (INFANTRY)
SP ME AC DE HP NV
5 4 5 4 1 3
WEAPON STATLINES
Similarly, each weapon will also have a statline. The stats
for a weapon are:
Range (Ra) How far the weapon can shoot.
Piercing (Pi) A damage bonus when rolling to
wound a target.
Rate of Fire (ROF) How many dice the weapon
rolls when shooting at a target.
Special Any special rules that apply to this
weapon.
If a weapon has a Range of M then it is a melee weapon,
otherwise it is a ranged weapon.
Again, the stats are displayed in a table, for example:
Weapon Ra Pi ROF Special
Heavy Rifle 24 1 1
Machine Gun 36 2 3 Suppressing
Ripper Talon M 4 1

FIRE MODES
Some weapons have multiple firing modes. The names of
each mode will be indicated in brackets after the weapons
name, for example:
Weapon Ra Pi ROF Special
Grenade Launcher (AT) 24 3 1
Grenade Launcher (AP) 24 1 1 Blast (D3)
The Grenade Launcher has both an AT (Anti-Tank) and AP
(Anti-Personnel) mode. The player must declare which
firing mode a weapon is using before rolling to hit.
NERVE POINTS
Over the course of a game, an Infantry unit will acquire
Nerve Points. These represents hits to the units morale. A
unit takes Nerve Points several different ways, including
taking a large number of casualties or coming under heavy
fire.
If a unit has equal or fewer Nerve Points than its Nerve stat
then its status is Alert. If its Nerve Points exceed its Nerve
stat then its status is Suppressed.
A player can represent Nerve Points any way they like,
including counters, dials or even specially coloured dice.
Vehicle units do not take Nerve Points.

MEASURING DISTANCES
Players can measure any distance at any time. The distance
between two models is the distance between the two
closest points of the base, and the distance between two
units is the distance between the two closest models.
DICE ROLLS
Dice rolls are made using regular six-sided dice, often
referred to as D6. Sometimes the rules will make reference
to a D3, which is just the result of a D6 divided by 2 (so a roll
of 1 or 2 counts as 1, 3 or 4 as a 2 and 5 or a 6 as a 3).
MODIFIERS
Dice rolls can often have modifiers applied to them. For
example, a unit shooting at an enemy unit in the open will
get a +1 modifier to hit. This means that 1 is added to any
dice rolls to hit.
NATURAL ROLLS
When a rule makes reference to a natural roll, then it means
the number displayed on the dice without any modifiers
applied.
RE-ROLLS
Occasionally you may be allowed to re-roll a number of
dice. To do this, simply pick up the number of dice that you
are allowed to re-roll and roll them again. The second
result stands, even if it is worse than the first and cannot be
re-rolled again unless specifically allowed.
TERRAIN
Each piece of terrain is classed as one of three types:
Obstacles, including walls, intact buildings etc.
Short area terrain, including craters, water
features, rough ground etc.
Tall area terrain, including ruins, forests etc.
Sometimes terrain pieces will also be classed as
impassable, meaning that models cannot move onto them.
Tall area terrain is always classed as Impassable to Vehicle
models.
Discuss all terrain with your opponent before setting up
any models to classify it appropriately.
LINE OF FIRE (LOF)
Line of Fire is an important concept in Warpath and is used
to determine if your models can not only see a target, but
see enough of it to aim and fire. Its assumed that models
know the location of opposing models (using drones or
other tech to detect them), but struggle to see enough of
the target to shoot at it.
To check Line of Fire, trace a straight imaginary line from
any part of the models base to any part of the target models
base. If the line passes over anything which blocks LOF
then LOF is blocked. This doesnt have to be the shortest
line between the two models; if there is any straight line
which is not blocked then LOF is not blocked. A tape
measure or other straight stick will often help to check line
of fire.
For vehicles, measure the line from each weapon itself.
WHAT BLOCKS LINE OF FIRE?
Any obstacle or short area terrain which is taller
than both models and cannot be seen through.
Check from behind the models head (or weapon in
the case of a vehicle) or measure heights if youre
not sure.
Tall area terrain will always block LOF to models
behind it. LOF is not blocked to models within tall
area terrain; just those behind it.
Vehicles will always block LOF unless either model
is tall enough to see or be seen over the top.
Essentially, vehicles occupy a solid cuboid volume
which you cannot trace LOF through.
Note that Infantry models will never block Line of Fire.
CLEARLY VISIBLE
In Warpath we assume that a model will always be in some
sort of cover, so a player will often get a bonus if they have
a clear shot at a target.
Against infantry, if there are no vehicles or terrain between
the two models at all then the target is Clearly Visible,
unless the target is at least partly within area terrain.
Against vehicles, if a model can draw a clear path without
crossing other vehicles or terrain to at least 50% of the
target vehicle then it is Clearly Visible.
Models ignore terrain that they are in or touching when
determining if the target is Clearly Visible, unless the target
is also within or touching the same piece of terrain.

GAME SEQUENCE
Before the game begins, players set up the battlefield and
deploy their forces according to the game scenario. They
then each roll a dice to determine who starts with the
initiative. The winner may decide whether to keep the
initiative or give it to their opponent. In the event of a tie,
keep re-rolling both dice until there is a winner.
The game then takes place over a number of rounds.
During each round the players take it in turns to activate
their units until each unit has been activated. The player
who gets the initiative gets the first turn of the game.
TURN SEQUENCE
The player with the initiative chooses one of their units to
activate. If they have fewer units left to activate than their
opponent then they may choose to end their turn without
activating a unit and pass the initiative to their opponent
and if they have run out of units to activate then the
initiative will automatically pass to their opponent.
The activating unit cannot be one which has already been
activated this round.
The player checks the units Nerve to see if the unit is Alert
or Suppressed. If the unit is Alert then it may carry out
either two short orders or one long order.
A Suppressed unit may only carry out one of the following
short orders:
Move
Retreat
Suppressing Fire
Fight
Once the unit has completed its order(s), it has finished its
activation. Remove its nerve markers and mark it with a
done counter to show that it has been activated. Once
the Activation(s) have been resolved then the players turn
is over and the Initiative passes to their opponent.
RETAIN THE INITIATIVE
If the player is allowed to Retain The Initiative (e.g. by
spending a Command Point) then they can choose a
second unit to activate in the same manner. A player may
only retain the initiative once per turn.
END OF ROUND
Once all units have been activated then the round is over.
Remove all done markers and start a new round. The
player who finished activating their units first will get the
initiative in the next round.
The game ends when either the round limit is hit or the
scenario conditions are met.
ORDERS
The basic orders available are:
Move!
Retreat!
Shoot!
Suppressing Fire!
Fight!
Embark
Disembark
Each of these orders are normally short orders but some
have the option to be long orders. A unit may not carry out
the same order twice, unless it is a free order.
Special orders are also sometimes available due to a units
special rules.
FREE ORDERS
Occasionally a unit will be given a Free Order. This is an
additional order that they may carry out and does not
count towards their two short/one long order limit. Unless
otherwise specified, a Free Order is always a short order.


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


RULES SUMMARY
LINE OF FIRE
The following blocks Line of Fire:
Obstacles and Vehicles
taller than either model
Tall area terrain, unless
models are in/touching it
Infantry never block Line of Fire.
A Clearly Visible line must pass over
no vehicles or terrain.
ROUND SEQUENCE
1. Players roll off at start of game to
determine initiative, or player who
finished previous round first gets the
initiative.
2. Players take it in turns to activate
a unit. They can pass the Initiative
back without activating if they have
fewer units left to activate.
3. If the units Nerve Points exceed
the units Nerve stat then the unit is
Suppressed, otherwise it is Alert.
Remove Nerve Points after
activation.
4. Alert units may be given 2 short
orders or one long order. See below
for Suppressed units.
5. Once the unit has finished its
orders, mark it with a Done counter
and pass the initiative to the players
opponent.
6. Players can sometimes Retain The
Initiative and activate a second unit
before passing the initiative back to
their opponent.
SUPPRESSED UNITS
Short orders only:
Move
Retreat
Suppressing Fire
Fight
Suppressed units cannot end a Move
or Retreat within 2 of an enemy
unit.
MOVE! ORDER
Each model moves forwards up to
its speed in inches, pivoting freely.
If an infantry unit ends within 2 of
an enemy unit then they get a free
Fight order.
Long Order: The units speed is
doubled, cannot move through
terrain and vehicles may only pivot
once.
RETREAT! ORDER
Suppressed only. A long move order
that must end further away from all
enemy units than where it started.
SHOOT! ORDER
TARGET UNIT
Must be in LOF to the Unit leader,
cannot be within 2 of a friendly
infantry unit.
FIRING MODELS
Each model in range and LOF to the
target may shoot. Vehicles may
shoot all weapons in range and LOF.
ROLL TO HIT
Roll dice equal to weapons ROF stat.
Any equal or higher than firers AC
stat have hit. Modifiers:
+1 50%+ of the target unit is
Clearly Visible to leader.
+1 Target unit within 6.
+1 Long Shoot order.
+1 50%+ of unit is on higher
ground.
A roll of will always fail to hit.
ROLL TO WOUND
Roll dice again. Any equal or higher
than the targets DE stat have
wounded. Modifiers:
+n for PI stat
+1 in a vehicles flank
+2 in a vehicles rear
A roll of 1 will always fail to wound.
Versus vehicles, roll an additional
die for each natural 6 that wounds
the vehicle.
REMOVE CASUALTIES
Against HP 1, controlling player
removes 1 model for each wound.
Remove grunts from LOF first, then
outside LOF, then Unit leader.
Against HP 2+, divide wounds by HP.
Remove that many models and
record excess wounds on the unit.
These are added on next time.
NERVE POINTS
+1 Nerve Point on the target if it
takes 20% or more casualties.
LONG ORDER
+1 to hit.
Choose a secondary target and
models may shoot at either if they
have LOF.
SUPPRESSING FIRE!
ORDER
TARGET UNIT
Must be in LOF to the Unit leader,
cannot be within 2 of a friendly
infantry unit.
FIRING MODELS
Each model in range may fire. Range
is doubled.
ROLL TO HIT
Roll dice equal to weapons ROF. Any
equal or higher than firers AC stat
have hit.
NERVE POINTS
If the hits equal or exceed target
units remaining HP then the target
takes 1 Nerve Point. Doubles = 2
Nerve Points, Triples = 3 etc.
LONG ORDER
Nerve Points inflicted doubled.
RULES SUMMARY
FIGHT! ORDER
Infantry only.
FIGHTING MODELS
Models within 2 of an enemy unit
fight in melee.
ROLL TO HIT
Each fighting model rolls 1 dice. Any
which are equal or higher than
models ME stat have hit.
ROLL TO WOUND
Roll any dice which hit. Any which
are equal or higher than the targets
DE stat have wounded. Modifiers:
+n for melee weapons PI
+2 vs vehicle
A roll of 1 will always fail to wound.
Versus vehicles, roll an additional
die for each natural 6 that wounds
the vehicle.
REMOVE CASUALTIES
Against HP 1, controlling player
removes 1 model for each wound.
Remove grunts from LOF first, then
outside LOF, then Unit leader.
Against HP 2+, divide wounds by HP.
Remove that many models and
record excess wounds on the unit.
These are added on next time.
NERVE POINTS
+1 Nerve Point on the target if it
takes 20% or more casualties.
CONSOLIDATE
Take a free move order at speed.
May not generate a free Fight.
LONG ORDER
Each attacking model rolls 2 dice
instead of 1 and the Consolidate
move is not halved.
EMBARK! ORDER
Infantry only. Conditions:
Unit is within its Speed of a
transport vehicle.
Equal or fewer models than
the transport limit.
Vehicle cannot already be
transporting a unit.
Vehicle cant have been
activated this round.
Remove the unit from the board.
The vehicle carries out a free order
(not disembark). Both units are
marked as Activated.
DISEMBARK! ORDER
Vehicle only, must be carrying a unit.
Embarked unit is placed back on the
table within 2, carries out a free
order and is marked as Activated.
BAILOUT! ORDER
Done if a transport vehicle is
destroyed while carrying a unit. The
embarked unit is placed back on the
table within 2 of the destroyed
vehicle. Any which cant fit are
removed as casualties.
Unit takes 1 hit for each model
placed back on the board with +1
modifier to wound. The unit is
automatically suppressed next time
it is activated.

SAMPLE ARMY LIST - CORPORATION
CORPORATION - INFANTRY
CORPORATION COMPANY COMMAND
Sp Me Ac De HP NV
5 4 4 4 1 5
Unit Size:
Leader with Heavy pistol
2 x Grunt with plasma rifle
Grunt team with Heavy Laser Cannon
Special Rules: Command Points (3), Inspiring, Elite (1)
CORPORATION PLATOON COMMAND
Sp Me Ac De HP NV
5 4 4 4 1 4
Unit Size:
Leader with Heavy Rifle
4 x Grunt with Tactical Flame unit
Special Rules: Command Points (1), Inspiring, Elite (1)
2 X CORPORATION MARINES
Sp Me Ac De HP NV
5 4 4 4 1 3
Unit Size:
Leader with Heavy Pistol
Grunt with Grenade Launcher
8 x Grunt with Rifle
CORPORATION VEHICLES
CORPORATION APC
Sp Me Ac De HP NV
7 - 4 8 2 -
Weapons:
Heavy Flame Unit
Burst Cannon (F)
Special Rules: Transport (10)
CORPORATION HEAVY BATTLE TANK
Sp Me Ac De HP NV
6 - 4 9 3 -
Weapons:
Punisher Cannon
Heavy Laser Cannon (F)
CORPORATION - ARMOURY
Weapon Ra Pi ROF Special
Burst Cannon 36 2 3 Suppressing
Grenade
Launcher (AT)
24 3 1
Grenade
Launcher (AP)
24 1 1 Blast (D3)
Heavy Flame
Unit
12 1 8 Saturation, Limited
Range
Heavy Laser
Cannon
48 6 1 Reload!
Heavy Pistol 12 1 1 Pistol
Heavy Rifle 24 1 1
Plasma Rifle 24 4 1
Punisher Cannon 72 4 1 Reload, Blast(D6)
Rifle 24 - 1
Tactical Flame
Unit
12 - 6 Saturation, Limited
Range
ARMY SPECIAL RULE
Rigid Authority: The Corporation player may spend a
Command Point to remove one nerve marker from a unit.
This can be done multiple times on the same unit.
SPECIAL RULES
Brawler: Models in melee range roll an extra dice to hit in
a Fight order. All unit leaders have this special rule unless
otherwise specified.
Blast (n): When a shot from this weapon hits, roll n dice to
wound instead of 1.
Command Points (n): Add up your total Command Points
at the start of each round from units still alive. Once per
turn, a player may spend a Command Point to retain the
initiative.
Elite (n): You may re-roll n dice to hit in a shoot,
suppressing fire or fight order.
Inspiring: Units within 6 may use this units Nerve value
instead of their own.
Limited Range: This weapon does not double its range in
a suppressing fire order.
Pistol: This weapon may be used as both a ranged and
melee weapon.
Reload: Infantry units may only fire this weapon in a long
shoot order.
Saturation: This weapon always hits on a 4+, regardless of
modifiers or the users accuracy stat.
Suppressing: This weapon doubles its ROF during a
Suppressing fire order.
Transport(n): This vehicle may transport capacity of n.
SAMPLE ARMY LIST MARAUDERS
MARAUDER INFANTRY
RIPPER SUIT SQUAD
Sp Me Ac De HP NV
4 3 5 5 2 4
Unit Size:
Leader with Heavy Rifle and Ripper Talon
3 x Grunts with Heavy Rifle and Ripper Talon
Special Rules: Brawler, Inspiring, Command Points (2),
Elite (1)
MARAUDER RIFLE SQUAD
Sp Me Ac De HP NV
5 4 5 4 1 3
Unit Size:
Leader with Heavy Pistol and Ripper Talon
Grunt with Machine Gun
8 x Grunts with Heavy Rifle
MARAUDER ASSAULT SQUAD
Sp Me Ac De HP NV
5 4 5 4 1 3
Unit Size:
Leader with Heavy Pistol and Ripper Talon
Grunt with Flame Unit
8 x Grunts with Pistols
Special Rules: Brawler
MARAUDER - VEHICLES
2 X MARAUDER SCOUT QUAD
Sp Me Ac De HP NV
8 - 5 7 2 -
Weapons:
Heavy Flame Unit
Special Rules: Nimble
3 X MARAUDER BULL QUAD
Sp Me Ac De HP NV
8 - 5 7 2 -
Weapons:
Machine Gun (Front)
Special Rules: Nimble, Transport (12)

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

You might also like