Operation Heracles
READ THIS FIRSt 1
Getting Started Welcome to Operation Heracles, the starter set for Warpath – The Futuristic Battle Game.
forces at war there. It also has a guide to your new models, and the battle statistics of each army.
In this set you will find all the miniatures, counters and rules needed to get started with the game. Over a series of pivotal missions, you will learn how to play as you command your army – either the unyielding Forge Fathers or the mighty Enforcer Corps – and decide the fate of the volcanic planet Triton.
Plastic Tokens – These coloured tokens help to keep track of in-game effects. Keep these near the table, you’ll need them often! Command Dice – This is a special set of 8-sided dice, used to give Orders to your troops using the Command & Control advanced rules.
What’s in the box?
Starter Rulebook – This contains all the rules you'll need to play the game using your new miniatures. One end of the book contains rules to play the mass battle game Warpath, and the other end contains rules to play the skirmish-level game Firefight.
Two Armies – The box contains lots of finely detailed miniatures that make an Enforcer army and a Forge Father army for you to battle with. You will need to build them before you start playing – follow the pictures of the armies in this book, and the assembly guide opposite, to put them together.
Read This First – This is the booklet you're reading right now! It has information about the conflict on Triton and the two opposing
2
assembling your new models •
Using hobby clippers, carefully remove the model parts from the frame.
•
Tidy up any rough areas and mould lines with a hobby file so that the pieces fit snugly together.
•
Glue the parts together, one at a time, using the correct type of glue (see below)
•
Attach the finished model to the appropriate round base.
You can download detailed assembly instructions for each kit from www. manticgames.com Important: Glue
The models in this set are made from different materials that require the use of different types of glue to assemble. The Enforcer Jetbikes and all models supplied on a plastic frame can be assembled using Plastic Glue (sometimes called poly cement). Any other models in your set (including any metal upgrade parts) must be assembled with Super Glue.
Painting your new models Once the glue is dry, you can paint your models using water-based acrylic paints and a small brush. You don’t have to paint them in order to play, but it looks really cool if you do! The models in this book have been painted to match the Krestürsson Forge Father Clan and the Perseus North Enforcer Battalion. You can follow these colour schemes, or invent your own if you wish. Mantic recommends the Army Painter range of Colour Primer sprays, Warpaints, and Quickshade Washes for painting your Warpath models. You can find out more at www.thearmypainter.com
3
The Future Battlefield To play a game of Warpath, you will need a battlefield to play on. This could be any flat surface, from the kitchen table to a fully modelled gaming board, but should ideally be no more than 48” deep and 48” wide. If you’re using a bigger table then mark out the boundary so you know where the ‘edge’ of the battlefield is. Your battlefield will also need terrain covering it to provide cover for your advancing troops.
But I can’t wait!
If you don’t have any gaming terrain, there is nothing wrong with using piles of books, cups, boxes and straws to decorate your battlefield – don’t let anything stop you from getting stuck in!
4
The Landscape of War Terrain is important to any tabletop game. It helps set the scene and provides your troops with something to fight over, manoeuvre between and take cover behind. To help you set up your battlefield, here's a quick overview of the types of terrain you'll need to represent the war-torn volcanic mining colony of Triton. Impassable Ground
This should be no more than 4" long x 4" wide. This could be a deep crevasse in the ground or a volcanic vent filled with hissing steam or deadly lava.
Large Defensible terrain
This should be no more than 6” long x 6” wide, and between 2"- 6" tall. This could be an abandoned warehouse, ruined mine building, or a dense rocky outcrop.
Obstacles Small Impassable terrain
This should be no more than 6” long and 1” wide, and up to 1" tall. This could be a row of sandbags or cargo crates & barrels, a length of industrial pipeline, or a low perimeter wall.
This should be no more than 3” long x 3” wide, and up to 2" tall. This could be a heap of industrial scrap, unstable rubble, or some kind of chemical storage silo. 5
Playing a wargame Warpath and Firefight are two distinct games, but they share many common rules and mechanics. The key difference between these two versions is how they treat your armies: as individual models, or as Teams.
Rolling Dice
Both games use 6-sided dice (D6 for short) to determine the outcome of various situations during the game. You will be asked to roll these in a variety of ways: • • •
Models, Teams and Units
In Firefight, every model gets to move and fight individually, and the game statistics represent the abilities and weapons of a single soldier of that type. Multiple models can operate together as Units. If a Unit takes damage, players remove individual models as casualties which gradually reduces the Unit's effectiveness.
4+ means rolling a 4 or higher (4, 5 or 6) is a success. 2D6 means rolling 2 dice and adding the numbers together to get the result. D6+1 means adding 1 to the dice roll to get the result.
In Warpath, models are grouped into Teams that move and fight together, and the game statistics represent a whole Team working in concert. Multiple Teams can operate together as Units. If a Unit takes damage, players remove Teams to represent the mounting casualties suffered in combat.
These are just examples. You might be asked to roll a 3+, or 3D6+2, and so on. Roll a … D3!?
This one’s a bit tricky because you’re still rolling a six-sided die. In this case we read the numbers differently: • • •
1 or 2 = 1 3 or 4 = 2 5 or 6 = 3
Measuring Distances
Modifiers
All measurements in Warpath and Firefight are given in inches. Use a tape measure or ruler to determine these distances.
You will encounter rules that modify your dice rolls:
You can measure any distance at any time.
•
There are several things you will need to measure during a battle:
Otherwise, the same rules apply.
•
-1 means the number rolled on the dice is reduced by 1 +1 means the number rolled on the dice is increased by 1
• •
For example, if you need a 4+ to hit and rolled a 3, then a +1 modifier increases it to 4, turning a miss into a hit!
How far something moves (using its Speed value). Whether a target is close enough to fire at with your unit’s shooting weapons (its Range value). Or whether you can charge an enemy in melee combat (also using the Speed value).
Re-Rolls
•
Sometimes you might be asked to re-roll the dice if you wish. Just pick them up and roll again. Dice cannot be re-rolled more than once though, and the newest result counts, even if it's worse.
If it’s really hard to tell whether something is in range or not, roll a die: On a 4, 5 or 6 it is in, on a 3 or less it is not. 6
Preparing For Battle To prepare for a battle, follow these 5 steps: 1. Choose A Mission 2. Pick an Army 3. Set up the Terrain 4. Deploy your Units 5. Begin the Battle!
1: Choose a Mission The Starter Rulebook contains two campaigns, each with a series of missions to test your skills as a commander. You can play through these in order, or pick your favourite.
2: Pick an Army You and your opponent should decide who will play as the Enforcers and who will play as the Forge Fathers. If you can't agree, flip a coin to decide. You can always swap armies and replay the mission from the other perspective afterwards.
3: Set Up The Terrain Futuristic battles rarely occur on open plains. Your battlefield should have about: Both players should roll a die. Whoever rolls the highest result gets to deploy first.
3-4 Large Defensible Terrain Pieces 3-4 Small Impassable Terrain Pieces 1-3 Impassable Ground Areas 4-8 Obstacles
Some missions will specify which deployment zone each army uses (usually referring to an Attacker and a Defender). If not specified, the player who won the die roll gets to choose which deployment zone is theirs.
Divide the terrain equally between both players, and take turns placing it on the table, one piece at a time. Try to make sure it is evenly distributed, as this will prevent one army from having an unfair advantage.
Starting with the player who rolled highest, players take turns placing one unit from their chosen army onto the table, fully within their deployment zone. Continue until both players have deployed all their available units. If one player runs out of units to deploy, the other player may then place all their remaining units at once.
Some missions have specific requirements for terrain. Make sure these are fulfilled before moving on to the next step.
4: Deploy your Units Now the battlefield is set up, it's time to deploy your forces. The mission briefing will specify how many infantry units and vehicles each army may field for that battle.
5: Begin the battle! The mission briefing will specify which player gets to take the first Activation of the game. 7
The Galaxy Today After centuries of toil, tribulation and hardship, the human race has finally accomplished greatness. The Galactic Co-Prosperity Sphere, the greatest interstellar nation ever conceived, stands proudly as testament to the indomitable spirit of mankind. Founded on commercial co-operation in the name of political providence, the many corporations of the GCPS boldly reach to the stars to spread their vision of unity throughout the cosmos. Across thousands of inhabited systems, on hundreds of thousands of planets and moons, people of all cultures and species are invited to incorporate and partake in the opulent luxury the GCPS can offer – to those with the means, nothing is impossible. Lavish food seasoned with exotic spice from half the galaxy away; enough entertainment media to last ten lifetimes; surgical augmentation and genetic therapy to reverse the effects of ageing and disability – all is attainable in humanity’s land of opportunity. That’s what the propaganda tells everyone, at least. Beyond the affluent Core Worlds, the GCPS takes on a very different reality. Here is the harsh frontier, where the vast mega-corporations relentlessly pursue revenue that sustains the celebrity lifestyles of their shareholders. Out here, whole planets are bought and sold to turn a profit. Mountains are levelled for ore, oceans vaporised for water, vegetation stripped to feed a population of trillions elsewhere. And when a world happens to support a population of its own – one that cannot be beguiled to incorporate willingly – it is subjugated by the corporations’ private militaries and exploited like any other commodity. This is the true nature of these relentless engines of commerce. From their seat of ultimate power, the elusive Council of Seven guides this ruthless corporate empire ever onward, shepherding brittle mankind along the knife edge of existence in a dangerous galaxy. Expansion is the key to prosperity. Prosperity is the key to survival.
Welcome to the GCPS, citizen.
A World in Turmoil Located in the fourth sphere of corporate expansion, along the Sagittarius galactic arm, Triton is a planet seemingly at war with itself. Clouds of ash and ionized gas choke the sky from horizon to horizon. Calderas flooded with toxic water hiss and spit in the simmering heat of subterranean volcanic activity. Magma flows hot within the planet's thin crust, breaching the surface as scorching rivers of fire or deafeningly explosive eruptions. It is a dangerous and unstable place, but not without value.
landscape, Triton promised another lucrative venture to the corporations of the GCPS, and Intergalactic Futures paid a handsome sum to acquire the lease for the planet.
Beneath the fractured surface lie extensive seams of precious metals. The volcanic crucibles generate a ready supply of unusual alloys and mineral compounds. Even the caldera-lakes are home to primitive microbial life – and therefore the potential manufacture of valuable biotic products. Despite its perilous
A business conglomerate with expertise in mineral processing and planetary reduction, Intergalactic Futures' executives were unfazed in capitalising on a turbulent world like Triton. United by the optimistic corporate slogan "What IF?", they immediately dispatched 8
a construction fleet to begin operations. Terraformers adjusted the atmosphere for human respiration; mining encampments grew into townships as the workforce swelled. The stripping of Triton's assets for export might have continued unabated for generations were it not for the discovery of a single, fist-sized chunk of grey ore.
beneath the Northern Belt, a string of three hundred volcanoes encircling the northern hemisphere. Since on-site analysis proved inconclusive due to the material's interference with high-frequency scanners, the ore was simply warehoused and the data transmitted back to IF’s headquarters for later study. How the Forge Lords of the Star Realm obtained that data is the subject of much speculation.
Drill team E-23 retrieved the sample from a survey bore running two kilometres deep
Heirs to the Galaxy The Star Realm is one of few civilisations that can claim a heritage stretching back to the dawn of the galaxy, or at least far older than any other spacefaring cultures. It is one of fewer still that has resisted the aggressive expansion of the GCPS, repelling attempts at incorporation and conquest time and again over recent centuries, thanks to shrewd diplomacy and supreme weapons technology.
very slowly, staking claims on distant worlds that their fleets may not begin colonising for centuries and lending a certain predictability to their movements. Their sudden arrival on Triton, well beyond the Star Realm's borders, was something nobody could have predicted.
Its inhabitants, the methodical Forge Fathers, are similarly persistent in their civilian affairs. With meticulous patience they have developed astonishing technological innovations and are capable of harvesting entire planets to the last grain of matter, ensuring no molecule is wasted. At the core of their culture is the drive to accumulate wealth – not unlike the GCPS – but the Forge Fathers are considerably more thorough with their acquisition, content to settle or mine a planet to its fullest potential before proceeding to the next.
As IF freighters delivered further mining equipment and personnel to Triton’s surface, the colossal Ward ship Bruderheim appeared without warning, accompanied by an armada of smaller vessels and supply ships. The dwarf fleet battered past any vessel caught in their flight path, sparking panicked distress calls from the marooned human colonists as troop landers made their descent into the stormwracked atmosphere.
This diligent approach to their galactic conquest means the Star Realm expands
A Call For Aid Group – code-named Heracles – was already en route to the warzone. Its mission would be "to defend corporate interests on Triton by eradicating all threats to the correct exploitation of legally acquired assets in the system". As the first Enforcer ships arrived in orbit, IF's executives were left to wonder what price they might pay for the Council’s unusually swift aid…
The Council of Seven, supreme ruling body of the GCPS, receives countless requests for aid and cannot, or will not, answer them all. The pleas of corporations like Intergalactic Futures are often simply lost, tied up in labyrinthine bureaucracy and tertiary government chambers designed to keep such problems away from the Council’s ears as much as to resolve them. But within days of appealing to Core Command for military intervention, IF was informed that an Enforcement Protocol 9
Sons of the Star Realm Between their venerable lifespans and a culture that extols the virtues of patience and finesse, it is no surprise that the Forge Fathers are regarded as the finest craftsmen, weaponsmiths and architects in the galaxy. They have devised inventions and accomplished feats of engineering enviable by all, from the humble Hailstorm Rifle to the immense planetoid Ward ships that allow entire clans to embark on voyages in search of new worlds to claim. Their devotion to family, to duty and to the quality of their workmanship is matched only by their pride as a people, blending history and myth into epic sagas stretching back beyond the dawn of memory. The many legends of the Forge Fathers are fondly retold over hearth fires throughout the Star Realm; of them, none is held so dearly as that of Farangir and the Fires of Creation. The Primordial Metal
According to the legend, before the birth of the universe, Farangir was the greatest and richest of all dragons. In his possession was an ingot of elemental ore, known as the ‘primordial metal’, which he guarded with untold jealousy. But Farangir was fooled into breathing fire onto his ingot, melting it and creating all the known elements in doing so. In a rage he scattered the new material out into the cosmos, forming the galaxy we see today. While undoubtedly a fanciful explanation for the Big Bang, the existence of primordial metal (known to GCPS scientists as trutonium) is indisputable. It is the most coveted form of wealth in Forge Father society, with most Forge Lords possessing a hoard in their most secure vaults, and more ostentatious Lords even gilding their armour with trutonium adornments. The heat tolerance and gravitic properties of the material also make it highly sought-after by artificers constructing heirloom-quality forge hammers. How the Star Realm obtained the survey data from Triton's mining colony is a mystery known only to a select few. But to uncover not only a deposit of primordial metal, but a seam over three kilometres long, was to stumble on a treasure trove so enormous no Forge Lord could possibly resist staking a claim upon it. The Bruderheim
Like all Ward ships, the Bruderheim is gigantic and supports a sizeable population. Yet Triton is distant from the Star Realm, and despite the Krestürsson clan being renowned for its fighting prowess, they would be both outnumbered and outpaced by the Council's Enforcers. The Forge Fathers knew they could not win with numbers or speed, but where their advantage lay was in tenacity and sheer firepower. It was Forge Lord Ingulf Krestürsson’s fervent hope that by prolonging the war on Triton he would be able to muster reinforcements and attract more clans to ally at his side, eventually overpowering any resistance. Alternatively, if the Bruderheimers could prevent the humans from turning a profit on their investments, the short-sighted corporations would be forced to cede the planet to cut their losses. Forge Father tactics – a refusal to be drawn into rash moves and a patience borne of centuries of battle experience – confound Enforcer efforts to dislodge them from Triton. Holding any world against the might of the GCPS was never going to be easy, but if there’s one thing a dwarf loves as much as wealth, it’s a challenge.
10
Steel Warrior team
Iron Ancestor with Forge Hammer and twin Hailstorm Autocannons
Steel Warrior team with Huscarl and Hailstorm Autocannon
Stormrage Veterans with Missile Launchers and Magma cannons
Steel Warrior Rekkhyrrs
Jotunn Mobile Gun with Heavy Hailstorm Autocannons
Ingulf Krestürsson
Lord Ingulf Krestürsson, commander of the Bruderheim and known to many as ‘the Dragon that Consumes Worlds’, possesses a grudge toward humanity as legendary as the martial strength of his clan. He leads the Forge Fathers to war on Triton under the proud banner of his family and accompanied by his loyal war-mastiff Padd. The question of which is more surly and bellicose – the hound or its master – is much debated around the forges of the Bruderheim.
Forge Guard team with Missile Launcher and Huscarl
11
Humanity's Finest The GCPS has faced many threats throughout its thousandyear history, including an armed rebellion of such magnitude that it threatened humanity with extinction. It was this crisis that saw the inception of Project Ichiban. A daring proposition by the Council of Seven, Ichiban saw an unprecedented level of funding poured into the creation of a cadre of posthuman super soldiers, troopers who could equal or better the toughest of mankind's enemies and conduct missions with amoral discipline. The project was shrouded in secrecy; nobody will ever know how many failures it took, or how many ethical codes were compromised, to achieve results. But achieve them they did - the Ichiban troopers performed beyond all expectations and were instrumental in stemming the tide of rebellion. When the crisis abated and with other corporations' military strength exhausted, the Council adopted dominion over all human space, their will enforced by a private army of the most efficient killers ever conceived. The Project Ichiban mantle was dropped in favour of one more fitting the troopers' new mandate: the Enforcer Corps. The Best that Money Can Buy
An Enforcer operator is the product of much more than simple gene therapy and cybernetics. They are a culmination of the absolute finest bio-augmentation that humanity can provide, subject to the most rigorous training and mental conditioning ever devised, and equipped with an arsenal of weapons, vehicles and support equipment that showcase the pinnacle of human military research. Of notable exception is the ubiquitous powered suits that the Enforcers are most recognised for. This advanced armour is not manufactured in the GCPS, nor even designed by humans. Its existence is owed entirely to the craftsmanship of the Forge Fathers. Deemed controversial by their peers, there are several dwarf clans who frequently trade with the businesses and conglomerates of the GCPS. Though reluctant to sell their technological secrets, when Council representatives approached the Forge Lords about procuring armour for their Ichiban troops, they did broker a supply contract with these mercantile clans - for a hefty fee, of course. Enforcement Protocol
Unearthing the trutonium deposits on Triton represents a golden opportunity for the Council of Seven. Securing such a concentration of mineral wealth would not only pay for swathes of new Enforcer armour, it would give them unprecedented leverage into the secretive internal politics of the Forge Fathers, purchasing not only their technology but their loyalty. Perhaps Triton could be the key to the eventual incorporation of the Star Realm under their rule. The plan for the liberation of Triton (from both the Krestürsson clan and Intergalactic Futures) would require considerable committment from the Enforcer Corps. The bulk of EPG Heracles assembled from several fleets in close proximity to the system, chiefly the Sagittarius Second and Perseus North Fifth strike forces, both experienced in battling Forge Fathers from previous campaigns. As Heracles' capital ships engaged the Bruderheim's escorts in orbit, Accuser Interceptors and Stallion Dropships made the dive into Triton's atmosphere, ready to do whatever necessary to enact the Council's will... 12
Strike Team with Burst Laser Assault Team with Incinerator
Pathfinder Team with D.O.G drone
Strider with Polaris Cannon
Jetbike Team with Heavy Burst Laser
Peacekeeper Team with Incinerator
Strike Captain M'Gari
Heavy Support Team with Missile Launchers
Enforcer Captain
A young and inventive commander, Elena M'Gari has served the Enforcer Corps with distinction for a decade in theatres across the GCPS. Despite her age she is a seasoned veteran of several campaigns, including a tour of duty against Forge Fathers on the wartorn planet known as Hellview. It was her exceptional performance here that earned her promotion from Sergeant to Captain of the Perseus North Fifth's alpha strike group.
Peacekeeper Captain
13
firefight ar Steel Warrior unit SPD
4
MEL
4+
ACC
4+
Def
5+
res
1
Steel Warrior Rekkhyrrs
ner
2
Regular Infantry
9 Steel Warriors
SPD
4
MEL
4+
ACC
Def
4+
5+
res
1
ner
2
SPD
Regular Infantry
Range Dice AP Special Hailstorm Rifle 20" 1 1 Assault Weaponry A 1 -
Range Dice AP Special Hailstorm Rifle 20" 1 1 Assault Weaponry A 1 -
Special Rules: Headstrong
4 Steel Warriors with Dragonbreath Flamers Special Rules: Headstrong, Fire in the Hole!
Weapon Range Dice AP Special Hailstorm 30" 2 2 Suppressive Fire (1) Autocannon Assault Weaponry A 1 -
3+
ACC
Def
3+
Weapon
Weapon
1 Steel Warrior with Hailstorm Autocannon
MEL
6+
res
1
ner
4
Regular Infantry
Special Rules: Headstrong
Special Rules: Headstrong
Weapon
4
4 Forge Guard
1 Steel Warrior
Special Rules: Headstrong
Forge Guard team
Hailstorm Rifle
Forge Hammer
Range Dice AP Special 20" 1 1 A 1 4
1 Forge Guard With Mjolnir Missile Launcher Special Rules: Headstrong
Weapon Range Dice AP Special vMjolnir 6-30" 1 2 Blast (D3+2), Missile Launcher Heavy Firepower, Slow Reload vHailstorm Rifle 20" 1 1 Forge Hammer A 1 4
Weapon Range Dice AP Special Dragonbreath 9" 1 1 Blast (2D3), Saturation, Flamer Slow Reload, Volatile (3+) Assault Weaponry A 1 -
Iron Ancestor SPD
5
MEL
3+
ACC
3+
Def
8+
res
4
ner
4
Vehicle
Stormrage Veterans SPD
1 Iron Ancestor
4
Special Rules: Headstrong
Weapon Range Dice AP Special Twin Hailstorm 30" 4 2 Suppressive Fire Autocannon (1) Assault Weaponry A 4 5
4+
ACC
4+
Def
5+
res
1
ner
3
Regular Infantry
1 Stormrage Veteran Special Rules: Headstrong
Weapon Range Dice AP Special Hailstorm 30" 2 2 Suppressive Fire (1) Autocannon Assault Weaponry A 1 -
Forge Father Huscarl
2 Stormrage Veterans with Magma Cannons Special Rules: Headstrong
Forge Father Huscarl (Personnel Upgrade) :
MEL
• Special Rule: Shield (3)
Weapon Range Dice AP Special Magma Cannon 36" 1 6 Anti-Tank, Heavy Firepower, Slow Reload Assault Weaponry A 1 -
Jotunn Mobile Gun SPD
3
MEL
4+
ACC
4+
Def
6+
res
3
ner
2
Vehicle (Tank)
1 Jotunn Mobile Weapons Platform Special Rules: Headstrong
Weapon Range Dice AP Special Heavy 12-48" 4 2 Heavy Firepower, Hailstorm Cannon Suppressive Fire (2) Assault Weaponry R 4 -
14
2 Stormrage Veterans with Missile Launchers Special Rules: Headstrong
Weapon Range Dice AP Special Mjolnir Missile 6-30" 1 2 Blast (D3+2), Heavy Firepower, Launcher Slow Reload Assault Weaponry A 1 -
rmy rosters Strike Team SPD
6
MEL
4+
ACC
3+
Def
5+
1
ner
3
Regular Infantry
SPD
6
MEL
4+
ACC
3+
Weapon Range Dice AP Special Genling 45 Laser 18" 1 1 Rifle Assault Weaponry A
1
-
Special Rules: Anti-Grav
Weapon Range Dice AP Special Burst Laser 28" 3 1 Assault Weaponry A 1 -
Heavy Support Team ACC
3+
1
3
Regular Infantry
SPD
6
MEL
-
Def
5+
res
1
MEL
3+
ACC
Def
4+
5+
res
1
ner
3
Regular Infantry
Special Rules: Anti-Grav
ACC
Def
3+
4+
res
Weapon Range Dice AP Special Genling Laser Pistol 9" 1 1 Wristblades A 2 1 1 Assault Enforcer with Incinerator Special Rules: Anti-Grav, Fire in the Hole! SpWeapon
1
Range Dice AP Special
9" 1 1 Blast (2D3), Saturation, Slow Reload, Volatile (3+) Assault Weaponry A 1 Incinerator
ner
3
Regular Infantry
Range Dice AP Special 28" 3 1
Peacekeeper Team
ner
3
6
4 Assault Enforcers
1 D.O.G. Drone (40mm round base)
Weapon Burst Laser
4+
SPD
ner
Weapon Range Dice AP Special LSX Sniper Rifle 6-40" 1 2 Heavy Firepower, Slow Reload, Suppressive Fire (1), Tag Genling Pistol 9" 1 1 Assault Weaponry A 2 -
1 Enforcer with Burst Laser
MEL
4+
res
Special Rules: Recon
Special Rules: Anti-Grav
6
Def
5 Pathfinders
4 Enforcers
SPD
Assault Team
Pathfinder Team res
Regular Infantry
1 Enforcer
SPD
6
MEL
4+
ACC
3+
Def
6+
res
1
ner
3
Large Infantry
Weapon Range Dice AP Special Genling 45 Laser 18" 1 1 Rifle Assault Weaponry A 1 4 Enforcers with Missile Launchers
SPD
12
4 Enforcer Peacekeepers
Special Rules: Anti-Grav
Jetbike Team
Special Rules: Anti-Grav
Weapon Range Dice AP Special vEnforcer 6-36" 1 4 Anti-Tank, Heavy Missile Launcher Firepower, Slow Reload vEnforcer 6-36" 1 1 Blast (D3+1), Missile Launcher Heavy Firepower, Slow Reload Assault Weaponry A 1 -
4+
ACC
3+
Def
5+
res
2
ner
3
Large Infantry
2 Jetbikes with Rifles
Weapon Range Dice AP Special Twin Genling 45 18" 2 1 Laser Rifle Energy Gauntlet A 1 2
Special Rules: Anti-Grav
Weapon Range Dice AP Special Twin Genling 45 18" 2 1 Laser Rifle Assault Weaponry A 1 -
1 Enforcer Peacekeeper with Incinerator
Special Rules: Anti-Grav
MEL
Special Rules: Anti-Grav, Fire in the Hole!
Weapon Incinerator
Range Dice AP Special 9" 1 1 Blast (2D3), Saturation, Slow Reload, Volatile (3+) Energy Gauntlet A 1 2
1 Jetbike with Heavy Burst Laser Special Rules: Anti-Grav
Weapon Range Dice AP Special Heavy Burst Laser 28" 3 2 Suppressive Fire (1) Assault Weaponry A 1 -
Peacekeeper Captain SPD
6
Polaris Strider SPD
6
MEL
4+
ACC
3+
Def
7+
res
4
ner
3
Vehicle
1 Polaris Strider Weapon Range Dice AP Special Polaris Cannon 48" 1 6 Anti-tank, Heavy Firepower, Slow Reload Assault Weaponry A 2 1
MEL
3+
ACC
3+
Def
6+
res
2
ner
3
Large Infantry
1 Peacekeeper Captain
Special Rule: Anti-Grav, Unflinching, Protection (Large Infantry)
Weapon Range Dice AP Special Twin Genling 45 18" 2 1 Laser Rifle Wristblade A 2 1
15
Enforcer Captain SPD
6
MEL
3+
ACC
3+
Def
5+
res
2
ner
3
Regular Infantry
1 Enforcer Captain
Special Rule: Anti-Grav, Unflinching, Protection (Regular Infantry)
Weapon Range Dice AP Special Genling Laser Pistol 9" 1 1 Energy Gauntlet A 2 2
warpath ar Rekkhyrr team
Steel Warriors SPD
4
ACC
4+
Def
5+
res
4
SPD
ner
2
Regular Infantry
4
ACC
4+
Def
res
5+
4
Stormrage Veterans
ner
2
Regular Infantry
Steel Warrior Team Special Rules: Headstrong
Rekkhyrr Team Special Rules: Headstrong, Fire in the Hole!
Weapon R D AP Special Hailstorm Rifle 20” 4 1 Assault Weaponry A 4 - -
Weapon R D AP Special Dragonbreath 12” 4 1 Blast (2D3), Flamer Saturation Assault Weaponry A 6 - -
Autocannon Equipment Upgrade: Weapon Hailstorm Autocannon
R D AP Special 30” 3 2 Suppressive Fire (1)
Steel Warrior units consist of 2 Teams. Any Team may have an Autocannon upgrade.
3
ACC
4+
Def
res
6+
3
2
Vehicle - Tank -
Weapon R D AP Special Heavy 8-40” 10 2 Heavy Firepower, Hailstorm Cannon Suppressive Fire (2) Assault R 4 - -
Sturnhammer Tank
7
ACC
4+
Def
9+
res
5
ACC
4+
Def
5+
res
ner
4
3
Regular Infantry
Issilgarim Team Special Rules: Headstrong Weapon R D AP Special v Magma 36” 4 6 Anti-Tank (D3+2) Cannons Heavy Firepower v Mjolnir Missile 6-30” 4 2 Blast (D3+2) Launchers Heavy Firepower Assault Weaponry A 4 - -
SPD
ner
Jotunn Mobile Weapons Platform Special Rules: Headstrong
SPD
4
Forge Guard team
Jotunn Mobile Gun SPD
SPD
4
ACC
3+
Def
6+
res
5
ner
3
Regular Infantry
Forge Guard Team Special Rules: Headstrong Weapon R Hailstorm Rifle 20” Forge Hammer A Mjolnir 6-30” Missile Launcher
D 4 4 2
AP Special 1 4 Blast (D3) 2 Blast (D3+2)
ner
4
Vehicle - Tank -
Sturnhammer Hagall Pattern Battle Tank Special Rules: Headstrong Weapon R D AP Special Hailstorm Rifle 20 2 1 Heavy 8-40” 10 2 Suppressive Fire (2) Hailstorm Cannon Assault R 6 3 -
Iron Ancestor SPD
5
ACC
3+
Def
res
8+
4
Hultr Half-Track
ner
4
Vehicle
Iron Ancestor Special Rules: Headstrong Weapon Twin Hailstorm Autocannons Forge Hammer
R D AP Special 30” 5 2 Suppressive Fire (1) A
6
16
5
-
SPD
10
ACC
4+
Def
7+
res
4
ner
3
Vehicle - Tank -
Hultr with Magma Cannon Special Rules: Headstrong Weapon Magma Cannon Assault
R D AP Special 36” 1 6 Anti-Tank (D3+2) R 6 2 -
rmy rosters Heavy Support Team
Strike Team SPD
6
ACC
3+
Def
res
5+
4
SPD
ner
3
Regular Infantry
Strike Team Special Rules: Anti-Grav Weapon Laser Assault Rifle Assault Weaponry Burst Laser
R 18” A 28”
D 6 4 4
AP Special 1 - 1 -
6
ACC
3+
Def
res
5+
4
3
Regular Infantry
3+
Def
res
6+
3
ner
3
Large Infantry
Peacekeeper Team Special Rules: Anti-Grav Weapon Twin Laser Assault Rifles Energy Gauntlet
R D AP Special 18” 4 1 A
4
2
ACC
3+
Def
4+
res
4
A Peacekeeper unit may have up to 3 teams. 1 team may have an Incinerator upgrade.
5+
res
4
ner
3
Regular Infantry
Jetbike Support Unit
ner
3
Regular Infantry
Weapon R v Sniper Rifle 6-40” v Pistol 12” Assault Weaponry A
D 4 6 6
AP Special 2 Suppressive Fire (1) 1 - -
0-1 D.O.G. Drone Support Upgrade: Weapon R D AP Special Burst Laser 28” 4 1 -
-
Incinerator Equipment Upgrade: Special Rules: Fire in the Hole! Weapon R D AP Special Incinerator 12” 2 1 Blast (2D3), Saturation
Def
Weapon R D AP Special Pistol 12” 6 1 Wristblade A 8 1 Incinerator 12” 2 1 Blast (2D3), Saturation
Pathfinder Team Special Rules: Recon, Saboteur
ACC
3+
Heavy Support Team Special: Anti-Grav
5
6
ACC
Weapon R D AP Special v Missile 6-36” 4 1 Blast (D3+1), Launchers Heavy Firepower v Missile (AT) 6-36” 4 4 Anti-Tank (D3+1), Launchers Heavy Firepower v Pistol 12” 6 1 Assault Weaponry A 4 - -
SPD
SPD
6
Assault Team Special Rules: Anti-Grav, Fire in the Hole!
Pathfinder Team
Peacekeeper Unit
Assault team SPD
ner
SPD
12
ACC
3+
Def
5+
res
3
ner
3
Large Infantry
Jetbike Ranged Support Team Special Rules: Anti-Grav Weapon Twin Laser Assault Rifle Heavy Burst Laser Assault Weaponry
R D AP Special 18” 3 1 28” A
6 4
2 -
Suppressive Fire (1) -
A Jetbike unit may have up to 2 Teams. Accuser Interceptor
Polaris Strider SPD
6
ACC
3+
Def
7+
res
4
SPD
16
ner
3
Vehicle
Polaris Strider Weapon R D AP Special Polaris Cannon 48” 2 6 Anti-Tank (D6) Assault Weaponry A 4 2 -
17
ACC
3+
Def
8+
res
4
ner
3
Vehicle - Flyer -
Accuser Interceptor Special Rules: Transport Bay Weapon Twin Heavy Burst Lasers Missile Pods
R D AP Special 28” 10 2 Suppressive Fire (1) 48”
2
5
Anti-Tank (D3+2)
Military Escalation So you’ve learned the basics of playing Warpath and fought to conquer an entire planet. What’s next?
Expand Your Forces The Enforcers and Forge Fathers in this box give you two great starting armies, but there are many more reinforcements to collect and give you the edge in your next battle. The army rosters in this book contain extra units so you can easily add more action to your games.
The Sturnhammer is assessed by Corporation Central Military analysts to be probably the best main battle tank currently employed amongst alien races.
The XSM-784 Accuser Interceptor is the embodiment of speed and power, making it the favourite air-intervention and assault support craft of the Enforcer corps.
18
Dangerous New Foes The galaxy is enormous and full of peril. Take war to the stars with five more factions available from Mantic Games:
The Plague is a mutagenic virus that transforms its victims into monstrous creatures of terrifying ferocity.
The technologically superior Asterians go to war using remotely-operated robotic legions carrying advanced weaponry.
The Veer-Myn are masters of chemical warfare, overwhelming their foes in a horde of razor claws and gnashing teeth.
Humanity’s many worlds are defended by vast companies of marine infantry and an armada of vehicles and aircraft.
Brutal warriors and pirates without peer, the Marauders sell their strength to anyone who can afford to hire them. 19
On The Warpath Develop your battle strategies further with the complete rules to Warpath and Firefight. Each of the 160-page rulebooks contains a comprehensive guide to the rules of play, a selection of exciting missions, and the battle-statistics for every unit, vehicle and commander across 6 different armies. Learn more about the GCPS, the Star Realm and beyond in the Warpath Source Book. Delve into the Warpath universe like never before with 192 pages of detailed history, lavish artwork and revealing information to bring your games to life.
Other Titles Enact daring covert missions in Deadzone – the Sci-Fi Skirmish Game, and follow the fate of your elite troops as they gain battle experience and learn deadly new abilities...
...Or enjoy the gleaming celebrity spotlight in Dreadball – the Futuristic Sports Game, training your sports team and leading them to fame & glory on the blood-stained pitches of the galaxy’s most popular sport!
www.manticgames.com 20