Firefight V 1.3.1
Firefight V 1.3.1
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Inner Title Page with frontispiece
Layout Notes
Change Log:
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Credits
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What is Firefight? Both Warpath and Firefight use the same miniatures
range, but take common mechanics and apply them
to two different gaming styles to give you the perfect
Firefight is a large scale skirmish wargame set in
sci-fi gaming fix no matter your preference.
Mantic’s science-fiction universe. The players assume
the role of a battlefield commander, overseeing the
Insert photos of a typical sized army for each version.
firefights and long-ranged engagements fought out by
their futuristic armies. These armies – human, alien,
robot or something in between – are represented by Even smaller-scale skirmishes in the Warpath universe
are played out in Deadzone, Warpath’s sister game in
Mantic’s range of 30mm scale miniatures, and all of
the action takes place on a table-top battlefield. It is Mantic’s sci-fi range [insert pic]. The miniatures are
up to the players to use all of their wits to make the again interchangeable, but Deadzone zooms in to
capture the intricate detail of the more delicate
tactical decisions required to win the game, with the
help of the dice to represent the random element of reconnaissance missions, with just 5-30 figures per
war. side, and a campaign system where your troopers will
gain experience and improve their skills between
missions.
Firefight is designed to represent the large-scale
skirmishes of the future – defending a key choke point
against the advanced forces of an invading army or The Universe
simply killing as many of the enemy as possible before
they can overwhelm your forces! The game is usually Firefight recreates battles fought out across the
played with between 20 and 70 models per side. breadth of corporate space, from the towering cities
of Corporation Central to the unexplored planets of
This book, Firefight, is for the middle of the scale, and the outer spheres. You can learn more about the
really comes into its own in games of around 50 Warpath universe and all of its inhabitant races in the
figures per side. Firefight focuses on units and accompanying sourcebook [insert pic].
individuals more than the mass planet wide battles of
Warpath. The Hobby
This rulebook contains everything you need to know Firefight is not just a game, it’s a hobby. The
to play out Firefight’s strategic skirmishes. The core miniatures that make up your army are supplied
rules of the game are very simple to learn, but it will unassembled and unpainted, giving you the chance to
take some time and experimentation to master the make something truly unique. Some of the most
art of winning a futuristic conflict. exciting parts of Warpath are customising your force,
collecting and painting the models, and bringing
Other Ways to Play everything together on the table-top.
For those who want to get deeper into the action, Checkout the sourcebook for more information on the
Warpath zooms out and allows you to play out the painting and modelling aspect of the game.
fates of entire armies and even planets in mass
battles. It is a game for hobbyists who want to see Filler – half page art
mighty armies in a bitter struggle for supremacy. You
can find out more in the Warpath Rulebook [insert
pic].
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What You Need to Play
Double-page spread. Insert photo of a board set up for a game, with captions pointing to each of the following
things.
An Opponent Dice
Firefight is a two-player game – you’ll need someone War is not an exact science. The bullet fired at the
to command the other force! If you’re just starting out right moment, the perfect timing of an infantry
why not share the Two-Player Battle Set with a friend assault, the random nature of an explosion; all of
– you’ll have a small force each and you can learn the these things have to be represented in the game to
rules together. If you’re already a veteran wargamer keep you on your toes. Firefight uses six-sided dice to
then try introducing Firefight to your local club – it’s do this and you will find some in the Two-Player Battle
quick and easy to get involved. The Mantic website is Set, but as you play bigger battles you may want to
also a great place to find like-minded people – check it pick up some more.
out at www.manticgames.com.
Command Dice
Armies
After you’ve played your first few games, you’ll want
Each player will need a collection of miniatures to to develop your skills with an extra level of strategy.
represent their troops on the battlefield. For your first Firefight’s Command system will give you extra
few games we recommend using the miniatures in the tactical options, and you’ll need some special dice to
Two-Player Battle Set. Once you know what you’re keep track of your leader’s abilities.
doing, check out the force lists starting on page XXX.
Each one lists the characteristics and abilities of a Counters
different race or faction – pick your favourite and start
collecting an army. Sometimes it can be hard to keep track of what your
units have and haven’t done in the rush of a battle.
Battlefield Counters are used as reminders so that the players
can keep their heads clear to plan the next move.
You will need something to represent the surface of
the planet that your battle is taking place on. This can Insert images of the following
be as simple as using your dining table at home, or
you can unleash your hobby potential and have a go Activation tokens (double sided, with different
at making a board yourself if you want a more realistic colours/icons per side to show if a unit has
looking game. The standard size for a Firefight table is been set to overwatch/refreshed)
6 feet by 4 feet. Suppression Tokens
Strategic Asset markers [labelled A-J]
Terrain Special effect markers for rules such as Shield
and Tag
It is rare for a battle to take place on an open field.
With the level of firepower available in the distant Tape Measure
future it would be foolish to make yourself such an
easy target. Therefore you will need some pieces of With bizarre technology and myriad alien races,
terrain to place on the battlefield. In the game these Firefight has a lot of variety in the types of troops that
can be used for cover block line of sight to your you can field. All of these can move and shoot
troops, adding another tactical angle to the game. different distances, so you will need a ruler or tape
Mantic makes a range of modular buildings that you measure to check these distances during the game.
can use to populate your table – find out more at
www.manticgames.com.
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Core Concepts
Section header page
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Units
Firefight is played with units of miniatures and vehicles that come together to form an army or force. This can range
from a single vehicle or alien monster, to a squad of infantry models, to a weapons platform and its crew. No matter
what they are, all of the groups of miniatures used to play Warpath are referred to in the rules as units.
Models
Units can vary in size – small units can be more manoeuvrable, but larger units can bring more firepower to bear.
Units are made up of a number of models. Some units may consist of just a single model; some are larger.
The number of models in a unit is set by its entry in its army list (see pages xxx – xxx). units.
Models in a unit move and fight together. However, as units take casualties during a game, models may have to be
removed to represent the damage that the unit has taken.
Types of Units
Each unit will have a class set by its entry in its army list. Regular Infantry, Large Infantry and Massive Infantry classes
are referred to by these rules collectively as “Infantry”, and these units all follow exactly the same rules in the game,
unless specifically stated otherwise.
The final class, Vehicles, work differently to Infantry, and act as a unit on their own. Vehicles do not always have a
base – their large size and more static shape mean that it is more obvious where they are positioned, and the edges
of the model are considered to be the edges of the unit. For more on Vehicles, see page XXX.
Some armies will have different options and exceptions which will be explained in the relevant force list.
Unit Leaders
Each unit must have a leader. If possible it must be a model with the leadership special rule (see page XXX). If there
are no models with the leadership special rule just pick a model of your choice from the unit to represent the leader.
If a unit leader is killed you must pick a new leader at the end of that action.
Positioning
There are certain rules that define where the models in your unit can be positioned as they move across the
battlefield. They are as follows:
All models in a unit must always be within 1” of at least one other model in the same unit, forming an
uninterrupted chain.
All models in a unit must also be within 5” of the unit’s leader.
If a unit does not comply with the above two restrictions it has Broken Coherency. This will have an impact on what
it can do (see page XXX).
In addition to the above no model may enter within 1” of any other unit, friend or foe, unless it is engaging an enemy
in Assault (see page XXX).
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Dice
Firefight uses dice to decide many aspects of the game, from who gets to deploy their units first to whether a unit is
able to hit its target. Firefight uses six-sided dice to do this, referred to in the rules as D6 for short.
If you need to roll multiple dice for any reason, this will be written with a number before the term D6, for example
3D6. Sometimes you will need to add or subtract a number to or from the result of a dice roll. In these cases it will be
written in the form D6+2, or 2D6-1.
D3 simply means that when you roll the dice you divide the result in half, rounding up, so:
o 1-2 = 1.
o 3-4 = 2.
o 5-6 = 3.
Some of the game values used to determine whether a unit is successful in its endeavours will be written as a
number followed by a plus sign, for example Acc 4+. This means that when rolling against this value on the dice,
results of 4 or higher are successful, and all others are not.
Finally, you will also come across the term D66. This requires you to roll two dice, one after the other, to generate a
two digit number. For example, if your first die rolled a 4 and your second die rolled a 2, the D66 result would be 42.
Modifiers
Some rules will allow you to modify a dice roll, which means that you can add or subtract from the result rolled. For
example, a -1 modifier incurred by your unit being suppressed would mean that all 4s rolled would become 3s
instead, and would therefore be unsuccessful if trying to make a 4+ roll.
Re-Rolls
Some rules require or allow you to re-roll one or more dice. This means that you ignore the original result, take the
dice and roll them again. The second result always stands, even if it’s worse than the first. Dice cannot be re-rolled
more than once.
Command Dice
Firefight also uses a set of 8-sided dice for giving special Orders to your troops. See page XXX for more details.
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In Play
The term in play refers to any unit that is considered to be involved in the battle at a given time. Generally this will
apply to all units that are still alive and on the board, with units that have left the board, that are in reserve, or that
have been destroyed not being in play. There can be exceptions to this rule, such as units within a transport vehicle
that are not physically on the table. These exceptions will be explored in the relevant sections.
Measuring
Firefight requires you to measure distances during the game to determine how far your troops can move and shoot.
All distances are given in inches, so you will need a ruler or tape measure graded in inches to do this during the
game.
When measuring distances between models you always measure from the closest edge of the base to the closest
edge of the base to determine the distance. Measuring the distance between units is done in the same way, just pick
the two models closest to each other to measure between.
Due to the imprecise nature of wargaming in general, in cases where you cannot be sure if something is within a
certain distance or not, and might well be in or out by a tiny fraction of an inch, roll a D6. On a 4+ it is in; on a lower
result it is out.
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Unit Statistics
Each unit in Firefight has a series of game values that determine its effectiveness on the battlefield. These are called
statistics (or stats for short) and together form the unit’s statline or profile. These are listed below. Models within a
unit move, shoot and fight together, using the same Speed, Accuracy, Defence, Resilience and Nerve stats, but may
have different weaponry.
Double-page spread - Insert image of Unit Profile in centre of page, with each of the following in a caption with an
arrow pointing to the appropriate stat.
The stat values at the top apply to the entire unit, no This value represents how much damage each model
matter which models it includes, or how many of can withstand before it is destroyed.
them there are.
Nerve (Ner)
Unit Name
This represents the unit’s morale, and is used to
The name given to the unit. When you write out your determine the point at which a unit can no longer
own army list you can always come up with your own fight at full effectiveness, or even flee the battle
unit names. completely.
Unit Size
Alternative Weapons
The minimum and maximum number of models that
can be taken in this unit, selected from those listed Some weapons will have this symbol: [insert
below it. symbol, written as > in the Forces Section], and are
classed as alternative. This means that the
Speed (Spd) weapon carries multiple firing modes or
ammunition types but can only fire one at a time.
This determines how far the unit can move in inches Each time the model shoots it must choose only
with a Move action. one option with the > symbol to use.
Class
Melee (Mel)
This states whether the unit is Regular, Large or
This is the dice roll required for the unit to hit the Massive Infantry or a Vehicle, determining which
enemy with an Assault action. game rules affect the unit.
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Special Rules any other weapons carried by the unit unless explicitly
stated.
This section will list any equipment or ability
possessed by the model that bestow special rules Unit Upgrades
upon it or the whole unit. These rules will be in effect
while the model remains in play. Whether a special Some units will allow certain models to be upgraded
rule affects just the model or the whole unit along with additional or alternative weapons and/or
with its definition found on pages XXX-XXX. equipment that grant them additional rules or
improved stats. These upgrades only affect the
Command (Cmd) upgraded model(s) unless specifically stated in the
rules.
Some models will have an additional value listed
under their special rules or upgrades sections called
Command, allowing them to issue Orders to other
troops on the battlefield. This is covered in full on
page XXX.
Weaponry
Range
Dice
AP (Armour Penetration)
Special
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Playing a Game
Section header page
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Line of Sight
There are often times in Firefight where you will need
to check whether one of your units can see another
unit or objective. This is called line of sight.
Height
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Determining Line of Sight height of the model you are drawing line of
sight from. If the target’s height is larger than
To check if a model can see another unit draw an the terrain casting the shadow it can be seen.
imaginary straight line from any part of the model’s
base to any one of the target unit model’s bases. If If your model cannot draw line of sight to any part of
you can draw this line to every part of that base any model’s base in the target unit then it cannot see
without passing over or through any other units or that unit.
terrain pieces, line of sight is not blocked. Note that
the gaps between models in a unit block line of sight Cover
in the same way as the models do (in effect, the unit is
treated as a solid mass, blocking LOS up to its Often line of sight will pass over another unit or
specified height and between its outermost models). terrain piece, but line of sight will not be blocked
When checking if your unit can see another you use because the unit or terrain piece is lower than the
your unit leader as the point of reference. target, or only obstructs part of it. Units only partially
obscured in this way may benefit from being in cover.
If you cannot draw a line to any model’s entire base in
the target unit without passing over or through Draw line of sight from the unit leader to each eligible
another unit or piece of terrain, determine if line of model (see page XXX) in the target unit as described in
sight can still be established with the following the previous section.
guidelines:
Each eligible model that you cannot draw an
All units and terrain block line of sight to some unobstructed line of sight to is in cover.
degree. The entire area of terrain or unit
blocks that line up to its height. If at least half of the eligible models are in cover, then
Terrain or units of a lower height than either unit is in cover.
the shooter or the target unit never block line
of sight. It is assumed that you can see over Any terrain in base contact with the shooting unit is
them. An example would be a height 1 not counted when working out if the target unit is in
barricade in front of a height 2 Infantry unit. cover or not.
Note that terrain bonuses such as cover still
apply. Models inside defensible terrain (see page XXX) are
Units and terrain always block line of sight to always in cover.
units behind them of the same height or
lower, regardless of the actual models, unless Due to the imprecise nature of wargaming in general,
the shooter or target is higher than the in cases where you cannot be sure if something is
blocking unit or terrain piece, as described within line of sight or cover, and might well be in or
above. out by a tiny fraction of an inch, roll a die. On a 4+ it
Models in the unit you are drawing line of can be seen; on a 3 or less it cannot.
sight to and from do not block line of sight.
Defensible terrain (see page XXX) can always Insert photo showing one target fully in view, one
be seen into, out of, and over (if you are high visible to the eye, but not visible based on the height
enough), but not through. Note this is applied conditions (seen through a piece of terrain, or
out on a model by model basis. between the gaps in a unit for example), and one
Defensible and Fortified terrain casts a partially visible (in cover). The shooting unit in the
“shadow” behind it equal to its height in example should be behind a wall itself (in base
inches. Any unit that is entirely within this contact). Caption
shadow cannot been seen regardless of the
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move and attack over and around these without
Terrain penalty, although they may provide cover.
Height
Impassable Terrain
Decorative Terrain
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Fortified Terrain Capacity
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Setting up a Game The battlefields of the future will tend to be fairly
dense – it would be foolish for a general to bring the
fight to the enemy on open ground. Sometimes you
Before you play a game there are certain steps you
will want to build specific pieces of terrain; to
must follow. The Firefight universe is huge and diverse
represent a base that your army fights from, or a
and the set-up process will carry this through into
particular objective, such as a comms tower. In most
your games – no two will play out the same!
games more generic pieces will be useful – medium-
sized buildings, small forests, watchtowers etc. Here
You will need to select which soldiers are going to be
are some examples:
fighting for you, who you’re going to be fighting
against, why you’re going to be fighting them, and
Insert photos of terrain pieces.
where you’re going to be fighting. Many players like
to build a narrative around their army – where each
For the full rules on how each piece of terrain works in
unit commander has a name and a history, and each
the game, see page XXX.
battle is a part of a long campaign with a goal wider
than occupying a single objective.
Some missions will have specific terrain requirements,
and this will be listed in their briefing. Otherwise there
Of course, many players prefer to play one-off games,
is a standard method that can be used to set up your
at home or at a local gaming club with friends, or
table in as fair a way as possible.
competitively in tournaments. Whichever type of
game you prefer, the process is as follows.
As a general rule, you should have at least one piece
of terrain for every 2 square feet of table area. For a 6’
1: Select Mission x 4’ table that means you should have around 12
pieces of terrain, although a couple more or less will
With such a wide range of unusual species, there’s an work just fine.
equally wide range of motives for warfare. Some
battles are fought over seemingly trivial political
Split the terrain pieces equally between the
matters, some to claim a valuable asset, and some two players. Flip a coin or roll a die to see who
just because the troops are hungry! goes first, and then take it in turns to each
place a piece of terrain onto the board.
Firefight has a set of missions that represent the Remember that you haven’t yet determined
varying objectives that a force may be given by their where you will deploy your forces, so try not
commander, and each one has a different way to win, to favour any one area of the table.
forcing you to use all manner of different tactics. For
It is best to keep the pieces fairly evenly
more information on Missions, see page XXX.
spaced.
Try to keep the arrangement of the terrain as
2: Build your Force realistic as possible to get a more cinematic
looking table – don’t put a grassy hill between
As the commander-in-chief, you decide which troops a pair of skyscrapers for example.
will fight for you in each battle. You can take the same Alternatively, ask a third, impartial person to
force every time, or you can try out different set the terrain up for you before the game.
combinations to see what works best. For full details
on how to select a Firefight force, see page XXX. Insert two photos of boards – one grassy with hills,
trees and individual buildings, and one city table.
3: Place Terrain
4. Set your Objectives
Terrain is integral to Firefight. With such advanced You will need to place any required objective markers
weaponry and equipment, battles across open ground on the board and then work out what the objective of
would be over in seconds – the victor would be the your mission is (see page XXX for more details on
one quickest to the draw. Instead, the terrain on the objectives).
table is as important as your opponent – you’ll often
find you need to go through the terrain to get to your
enemy, or go through your enemy to hold a key piece
of terrain!
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5. Roll for Initiative
6. Deploy
Diagram
7. Play!
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Missions Game Length
Firefight is a game that tells a story; a game that Each mission will specify a number of Turns that the
recreates the outcome of a fierce battle. When you game will last. This is the amount of time that the
read these tales of war, how many of them are about players have to determine the victor.
two groups of soldiers simply lining up to fight?
Firefight is about more than that, and missions are a Special Rules
chance to give your army a purpose – a reason to fight
and a strategy for how they will do it. There are six Some missions will specify additional special rules that
core missions detailed over the next few pages that apply to the troops on the battlefield during the
represent some of the most common battle scenarios, game.
and if you visit www.manticgames.com you will find
more missions to test out your force. Victory
Sometimes you may want to play a specific mission, This section will outline what the players have to do to
maybe because it’s part of a storyline that you are win. Victory is based on accumulating a number of
working through. Sometimes however, you may just victory points or VPs – rewards for achieving certain
want to obliterate your enemies without worrying objectives. The different ways of obtaining these
about any other objectives! If you aren’t planning to points will be listed in this section.
play any particular mission, roll a D6 before the game.
The result will tell you which of the six missions you There is more than one way to win a war, and taking
will be playing. Each mission has a briefing with the control of strategic locations, assassinating a key
following headings: commander or simply delaying your enemy’s advance
can be just as important in the long run as obliterating
Forces the foe. Therefore, each mission will list primary and
secondary objectives, along with how many VPs each
Some missions may impose certain restrictions on the is worth.
forces chosen for the game, such as not allowing
certain troop types, or selecting a larger force for one If one player’s force is entirely wiped out, the game
player than the other. ends instantly and the opponent scores a major
victory.
Terrain
Otherwise, once the Turn limit has been reached,
Some missions will have specific requirements for both players add up the VPs that they have scored
placing terrain onto the board, and these should be and compare their score to their opponent’s.
taken into account before you use the terrain
placement rules on page XXX. If the difference between the scores is 5 or
more, the player with the highest total has
Deployment scored a major victory.
If the difference between the scores is 2-4,
Each mission briefing will incorporate a map of the the player with the highest total has scored a
battlefield. As well as showing the placement of any minor victory.
terrain pieces, this will also highlight the areas in Any other result is a draw.
which the forces should be deployed at the start of
the game. Primary Objectives
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Strategic Assets
Kill Total
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Secondary Objectives
Objective Cards
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ROLL OBJECTIVE Asset E is not on the table at the start of
11-12 If you have claimed more Strategic assets the mission, re-roll this result.
at the end of the game than your 46 Strategic Asset F is worth triple the
opponent, gain 3VPs. number of VPs for this mission. If Strategic
13-14 If your opponent has lost more units (not Asset F is not on the table at the start of
counting those with the Expendable rule) the mission, re-roll this result.
than you at the end of the game, gain 51 Strategic Asset G is worth triple the
3VPs. number of VPs for this mission. If Strategic
15 Pick one of your Commanders. If that Asset G is not on the table at the start of
model survives the battle, gain 3VPs. the mission, re-roll this result.
16 If your General (see the Force Lists 52 Strategic Asset H is worth triple the
section) survives the battle, gain 3VPs. number of VPs for this mission. If Strategic
21 The enemy General is worth an additional Asset H is not on the table at the start of
3 VPs when destroyed. the mission, re-roll this result.
22 Each enemy Commander is worth an 53 Strategic Asset I is worth triple the
additional 1VP when destroyed. number of VPs for this mission. If Strategic
23 Each enemy Vehicle or Massive Infantry Asset I is not on the table at the start of
unit is worth an extra 1VP when the mission, re-roll this result.
destroyed. 54 Strategic Asset J is worth triple the
24 Each enemy Regular or Large Infantry unit number of VPs for this mission. If Strategic
is worth an additional 1VP when Asset J is not on the table at the start of
destroyed. the mission, re-roll this result.
25 The enemy unit with the highest points 55-56 You may pick any objective of your choice
value is worth an additional 3VPs when from this table.
destroyed. 61-62 Faction Specific Objective A – see Force
26 Pick a piece of defensible terrain that is Lists
not in either deployment zone. Occupying 63-64 Faction Specific Objective B – see Force
that terrain piece at the end of the game Lists
scores 3VPs. 65-66 Faction Specific Objective C – see Force
31-32 Each piece of defensible terrain that you Lists
occupy at the end of the game scores 1VP.
33-34 Each unit that is at least partially inside
the opponent’s deployment zone at the
end of the game scores 1VP.
35-36 If there are no enemy units inside your
deployment zone at the end of the game,
gain 3VPs.
41 Strategic Asset A is worth triple the
number of VPs for this mission. If Strategic
Asset A is not on the table at the start of
the mission, re-roll this result.
42 Strategic Asset B is worth triple the
number of VPs for this mission. If Strategic
Asset B is not on the table at the start of
the mission, re-roll this result.
43 Strategic Asset C is worth triple the
number of VPs for this mission. If Strategic
Asset C is not on the table at the start of
the mission, re-roll this result.
44 Strategic Asset D is worth triple the
number of VPs for this mission. If Strategic
Asset A is not on the table at the start of
the mission, re-roll this result.
45 Strategic Asset E is worth triple the
number of VPs for this mission. If Strategic
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1. Violent Encounter Game Length
Sometimes there is no real objective to a battle. The game will last for 6 Turns.
Perhaps two forces happen upon each other while
pursuing their own goals, or maybe one side just really Victory
wants to kill the other. Whatever the case, these Primary Objectives
pitched battles all share one characteristic in the
Warpath universe – they’re bloody. Kill Total – 1VP for every full 5% of the
enemy’s force that is destroyed.
Forces Strategic Assets – 1VP for claiming each
Strategic Asset.
There are no restrictions for this mission.
Secondary Objectives
Terrain
Each player rolls 3 secondary objectives.
There is no specific terrain requirement for this
mission. “What are your proposed tactics and objectives?”
Deployment “Go over to where the Rebels are and kill them all.”
Insert map – deployment zones are over 12” away “Would you care to elaborate further?”
from the centre of the board.
“Make sure they are all dead.”
First Activation
Exchange between Corporation Executive General
The player with the Initiative may choose who goes Kuriz of the Shal-Ti Corporation and Master Sergeant
first. Drunn of the Enforcer Corps
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Sequence of Play Short Actions Long Actions
During each Turn the players will alternate activating All stages of an Activation must be completed before
their units. During each Activation a player must play passes to the opponent. When the player has
activate a single unit that is not marked as activated. finished with each unit he must place an activation
token [insert picture of activation token] next to it to
After a player has finished the Activation of their show that it cannot activate again this Turn.
chosen unit and marked it so, play then passes to the
opponent who may take his Activation in the same A unit that starts its Activation engaged with an
way. This continues back and forth until all units are enemy unit (see page XXX) may only Assault or
marked as activated. Disengage.
If a player has no units left to activate, his opponent A unit that starts its Activation grounded (see page
may then activate all remaining units, one at a time in XXX) must first make a Recovery roll, and must then
an order of his choosing. Rally.
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Actions
The following section describes the common actions available to most units. Some units may have other actions
available to them, and these will be listed in their unit entry in the forces section.
Important: Each unit may only perform each type of action once during its Activation, unless a special rule states
otherwise.
Repeat this step for all other models within the unit, Moving when Suppressed
ensuring that each model ends up within unit
coherency (see page XXX). Units that are suppressed halve their Speed value. See
page XXX for more information on suppression.
Moving through Units and Terrain
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Engaging the Enemy or act later in the Turn. A Regroup action (see page
XXX) can be done for free and will not mark the unit
If a unit wants to engage an enemy unit in melee, it as activated.
may enter within 1” of one or more enemy units
provided that it has sufficient Speed for one or more If the reaction is a Move, the reaction cannot end with
of its models to be placed in base contact with that the unit engaged with any enemy.
enemy.
Shoot and Blaze Away actions must be targeted at the
Any action that takes a unit into base contact is called charging unit, and do not need to be within line of
a charge, and all units in contact are now engaged. sight or range at the point of reaction – they will fire
The charging unit will instantly make an Assault action as the charging unit gets closer.
against the enemy and gain the charging bonus when
doing so (see page XXX) unless the enemy unit is in If the enemy has multiple units being charged, he may
defensible terrain. choose the order in which they react, and each
reaction must be dealt with in full before proceeding
This Assault action can be made even if the assaulting to the next.
unit has used its allowance of actions for that
Activation (if it has already made a Double Move for A unit does not have to react if it doesn’t want to.
example).
After all charge reactions have been resolved
If the charging unit does not have sufficient remember to check to see if enough suppression
movement for any of its models to be placed in base
contact with the enemy, it may not charge and must
stop 1” away from the enemy as usual. Charging into Defensible Terrain
31
Shoot – Short Action Insert diagram measuring range from one unit to
another, showing that you measure from the closest
Provided that your unit is not engaged with an enemy edge of each base to any part of the target.
unit, it may use any ranged weapons that it has to
attack from a distance. To do so, take the following 3: Cover
steps:
Now that you know which enemy models are eligible
1: Pick Your Target models it is time to see if the unit is in cover (see page
XXX).
Your unit can target a single enemy unit with a Shoot
action. This can be any unit that the unit leader can 4: Fire!
see. Which unit you pick is a tactical decision to be
made by the player – do you try to cut down the Once you’ve established that you can hit your target,
combat unit that’s getting a little too close, or do you it’s time to find out if you actually do! Take a number
try to take out the opponent’s long range support of dice equal to your weapons’ Dice value for each
before he takes out yours? You cannot pick a target model in your unit that is in range and has line of
that is engaged with one of your own units. If it turns sight.
out that your unit leader cannot see any unengaged
enemy units you must choose a different action Once you have determined the number of dice, roll
(which can include changing a previous Move action them and compare them to the Accuracy stat found
into a Double Move) or you can choose to do nothing. on the unit’s statline. Some things make it easier or
harder to hit and will affect the dice that you’ve
rolled. These are called modifiers and are listed
2: Check for Eligible Models
below. They are cumulative.
Now that you have confirmed that your unit can see
the target you need to work out which enemy models
are eligible to be shot at. Any enemy model that is in +1 Short Range The target is within half of the
line of sight (see page XXX) and range of at least one weapons maximum range.
of your models that is shooting is an eligible model. +1 Fire Lane The firing unit is on overwatch
Note this means that any models that cannot be seen (see page XXX) and either in
by or are in range of any of your models are not defensible or fortified terrain
eligible and cannot be removed as a result of this (see page XXX).
shoot action. -1 Cover The target is in cover (see page
XXX)
-1 Fortified The target is in fortified terrain
A weapon is in range as long as one or more models in
Terrain (see page XXX)
the target unit that its owner has line of sight to are
-1 Suppression The Shooting unit is Suppressed
within its maximum range (and further away than its
(see page XXX)
minimum range if it has one).
Remember that models in defensible terrain are
A weapon’s range is detailed in the unit’s weapon
always in cover. Units shooting into fortified terrain
statlines. Note that this may mean that models in a
will suffer both the fortified terrain and cover
unit may be in range while others are not. Any models
modifiers unless either are negated by their weapons.
that are not in range of an enemy unit they can target
don’t fire.
These numbers are added or subtracted to the
number rolled on the dice, so you will find that more
Note: Weapons with a range of A or R are for use in
or less of them will succeed when you compare to
Assault and cannot be used to shoot.
your Accuracy stat.
Remember that distances can be measured at any
Important: When rolling to hit, any dice that roll a 1
time during the game. Measure the distance from the
always fail, and any dice that roll a 6 always succeed,
closest point on the edge of each model’s base and
even if modifiers would otherwise make a shot
compare to this value.
impossible.
Once you have rolled your dice to hit and applied all After resolving all of the casualties from the shoot
appropriate modifiers, take all of the dice that were action add 1 addition suppression token to the unit if
successful and roll them again. it took more than 1 point of damage.
This time you will be rolling against the Defence value Blaze Away
of the target unit, with all successes dealing a point of
damage. Blaze Away is an alternate type of Shoot action that
represents spraying an area with bullets in order to
Important: When rolling to damage, any dice that roll keep the enemies’ heads down. This is done by
a 1 always fail, regardless of modifiers. making a shooting attack as normal with the following
exceptions:
There is only one common modifier on rolls to
damage: Use an Accuracy value of 6+ to represent most
of the shots going astray. No modifiers of any
+X Armour Piercing This value will be listed in the kind are applied to the roll.
statline for your weaponry. The entire unit must shoot at the same target
even if they are armed with different
Some units will have a Defence value of higher than weapons.
6+. In these cases it will be impossible to damage
them without modifiers. If any hits are scored on the target, place one
suppression token next to it like you would usually.
6: Remove Casualties
Then all hits rolled are applied to the target unit as
As most units have a resilience of one this will simply suppression tokens. This is cumulative with any added
be a case of removing one eligible model (see page by the Suppressive Fire special rule. In addition, no
XXX) of the controlling players choice for each point of dice are rolled to damage the Shoot action is now
damage dealt. over.
However some units are very tough and have a Splitting Fire
resilience of 2 or more. In these cases there are a
couple of extra steps required: So far all of the rules in this section have assumed that
all of the models in your unit have the same ranged
First allocate damage to any eligible model(s) weapons. This will often not be the case. If a unit has
that has already taken damage. 2 or more different types of ranged weapons then
Next remove as many models as possible with there are a few differences when shooting that unit:
the remaining damage. Every model firing a weapon with the same
Finally any left-over damage is applied to an name fire as a group. Each group’s shots are
eligible model of the controlling players’ resolved in the same way as described above.
choice. The one exception to this is twin weapons. For
example: if a unit contains Noh rifles and
When a model is removed, as well as suffering a Twin-noh rifles they will fire as part of the
reduction in firepower, the unit will lose any benefits same group.
that were provided by that model, such as special Each group may choose a different unit as its
rules or stat increases. A unit can only be affected by target.
models that remain in play. Note however that all Models with the same alternate weapons but
models in a unit are considered to shoot firing different modes/ammunition types will
simultaneously, so a unit will benefit from a models form different groups and can split fire.
specials rules until the end of the action in which it is Only units that can be seen by the unit leader
removed. can be targeted.
The unit leader is still used when determining
if the target unit is in cover or not.
33
Every unit that takes more than one point of
damage from the shoot action gains an
additional suppression token.
34
Assault – Long Action If multiple units from either (or both) sides are
engaged in the same combat all models that are
Assaulting is an action that can only be taken by a unit within 3” of at least one model from any of the enemy
in base contact with an enemy. units engaged in that combat fight.
To make an Assault action, follow these steps: If any unit has weapons with differing AP values or
special rules, roll these separately or with different
1: Roll to Hit coloured dice. For activated units halve each pool of
dice separately (rounding up).
Take a number of dice equal to the Dice value of the
unit’s Assault weapons (those with a Range of A). For If the defending side has multiple units in base contact
units consisting of multiple models, roll dice for the with the attacking unit, the attacking player chooses
combined Assault weaponry of all models in the unit how to split the attacks between the defenders, and
that are within 3” of any model in the enemy unit. all defenders will retaliate if they can.
On the turn a unit charges add one to the Dice value Grounded units will not retaliate.
of its Assault weapons.
2: Roll to Damage
Once you have determined the number of dice, roll
them and compare them to the Melee stat found on Each player must roll one dice for each success on
the unit’s statline. Some things will affect the dice that their Hit roll and compare to the Defence stat found
you’ve rolled. These are called modifiers and are listed on the opposing unit’s statline. Remember to roll
below. They are cumulative. weapons with differing AP values or special rules
separately or with different coloured dice still.
+1 Defensible You were charged and your
whole unit is within defensible Some things make it easier or harder to cause damage
terrain (see page XXX) and will affect the dice that you’ve rolled. These are
-1 Fortified You charged a unit that is called modifiers and are listed below:
Terrain entirely within fortified terrain
(see page XXX)
-1 Suppression Your unit is Suppressed (see +X Armour Piercing This value will be listed in
page XXX) the statline for your
weaponry
These numbers are added or subtracted to the -1 Suppression The unit is suppressed (see
number rolled on the dice, so you will find that more page XXX)
or less of them will succeed when you compare to
your Melee stat. The numbers listed above are added or subtracted to
the number rolled on the dice, so you will find that
Important: When rolling to hit, any dice that roll a 1 more or less of them will succeed when you compare
always fail, and any dice that roll a 6 always succeed, to the opposing unit’s Defence stat. Any dice that roll
even if modifiers would otherwise make it impossible. a 1 always fail. Some units will have a Defence value
of higher than 6+. In these cases it will be impossible
Unlike shooting attacks, at close quarters the enemy to damage them without modifiers.
can hit you back! Your opponent must simultaneously
take his Assault Dice (as described above) and prepare In the case of multiple combats models will attack the
to make an Assault roll for all of his units engaged unit they are within 3” of. If a model is within 3” of
with your unit as well. This will mark the opponent’s multiple units the owner can choose which unit it
unit(s) as activated if they weren’t already. attacks.
Units that have already been activated can still 2: Remove Casualties
retaliate, but with half the number of dice (rounding
up). As most units have a resilience of one this will simply
be a case of removing one model of the controlling
player’s choice for each point of damage dealt.
35
However some units are very tough and have a 6: Gaining Ground
resilience of 2 or more. In these cases there are a
couple of extra steps required: Finally, provided they were not grounded during the
Assault, the winning units may make a Move action.
Allocate enough damage to any model that This cannot be used to engage any units other than
has already taken damage to remove them the ones they had just been engaged with. If they do
from play. Move into contact with a unit they had just been
Compare the remaining damage dealt to the fighting, it is not a charge – any further Assault actions
unit’s Resilience and remove one model for will take place in the following Turn.
every amount of damage equal to the
Resilience. If the loser of an Assault has been completely
Finally any left-over damage is applied to a removed, and was occupying a fortified terrain piece,
model of the controlling players choice. the winner of the Assault may now move into that
fortified terrain.
When a model is removed the unit will lose any
benefits that were provided by that model, such as In the case of a draw, no unit may move. The surviving
special rules or stat increases. A unit can only be units remain in place and the action is over. All
affected by models that remain in play. Note however surviving models not already in base contact must be
that all attacks in a unit are simultaneous so a unit will moved as close to the enemy as possible by the
benefit from a models specials rules until the end of shortest possible distance.
the action in which it is removed.
3: Determine Winner
4: Suppression Check
5: Pushed Back
36
Other Actions Regroup – Short Action
Overwatch – Long Action
This removes 1 suppression token from the unit. See
It is not always the right time to act, and you may Suppression on page XXX.
want to hold your units back to react to your
opponent’s movements. Rally – Long Action
You may use this action to delay your Activation to This removes D6+1 suppression tokens from the unit.
later in the Turn by putting the unit on Overwatch. The unit may then make a Move action as part of the
You may place an Overwatch counter [insert pic of Rally, although it may not engage the enemy with this
counter] next to the unit, and play passes to your Move.
opponent without you making any other actions or
marking the unit as activated.
37
Suppression A unit is grounded as soon as (and for as long as) it
has a number of suppression tokens equal to or more
than double its Nerve value.
Suppression is a state that can be as debilitating as
being damaged by the enemy, a combination of fear
Grounded units are affected by the following rules:
and self-preservation. In the game, this is represented
by imposing penalties on any unit under suppressing
conditions, such as heavy fire, shots out of nowhere, They may not make any action during their
and injuries to squad-mates. Heavily suppressed units Activation except Rally.
will go to ground, which puts them out of the action They may not make charge reactions.
and leaves them sitting ducks to be slaughtered in They may not retaliate in Assault.
close quarters. Some may even turn tail and flee the They may not issue Orders.
battlefield.
If a unit currently on Overwatch takes enough
The following things will add suppression tokens suppression tokens to become grounded, it is marked
[insert picture of counter] to a unit – place the tokens as activated.
on the board next to the unit as a reminder.
Recovery
1 token for taking any number of hits from a
Shoot action. Grounded units are at risk – the troops may turn and
1 token for each successful hit scored by a flee the battlefield or succumb to their wounds. When
Blaze Away action. a grounded unit is activated it must try to recover
X tokens for being hit by one or more before Rallying.
weapons with the Suppressive Fire (X) rule.
1 token for taking more than 1 point of To do this it must roll one die for each suppression
damage from a Shoot or Assault action. token on the unit and compare the result to the unit’s
Nerve value. For every roll greater than the unit’s
Units can only suffer suppression tokens from Nerve you can choose to one of the following options:
weapons capable of damaging them in the first place.
For example, a unit with Defence 8+ could only be Remove one model of your choice. No further
suppressed by weapons with AP 2 or higher. suppression is added for the models removed.
The unit falls back directly towards its own
Suppression tokens will affect a unit’s ability to board edge D3”
perform, as they will be distracted from the task at
hand by their efforts to duck for cover and hide. Note that you can split the dice in any way between
the two as long as you do not assign more dice to
A unit is suppressed as soon as (and for as long as) it falling back than the units Speed. The distance moved
has a number of suppression tokens equal to or higher is not halved due to suppression.
than its Nerve value. A suppressed unit suffers the
following penalties: If a fall back move would cause a unit to end on top of
another friendly unit it increases its move until it can
The unit moves at half Speed be placed on the board at least 1” away from all
The unit suffers a penalty in both Shooting friendly units. If this fall back move takes the unit into
and Assault (see pages XXX and XXX) contact with impassable terrain, the board edge or an
enemy unit is it removed from the board.
Going to Ground
Finally remove D6+1 suppression counters. Any
Sometimes a unit can take so much fire that they will remaining models have recovered, and the unit’s
dive to the floor, unable to play any further part in the Activation ends.
battle until they can gather their wits. This is called
being grounded, and can happen by accumulating a Removing Suppression
large number of suppression tokens.
Suppression tokens can be removed with the Regroup
and Rally actions, and with various Orders (see page
XXX).
38
Special Rules and Equipment Area Effect
Aerial Deployment This weapon sprays its ammunition over a wide area.
After it has made a Shoot or Blaze Away action against
A unit containing one or more models with this special an enemy unit, it may immediately make a second
rule is able to enter the battlefield from above. If action of the same type against any other enemy unit
brought onto the table using the Reserves Order (see within 6” of the first.
page XXX) this unit may choose any point on the
board to arrive, rather than just the board edge. The
Both of these attacks are part of the same action, and
first model in the unit will be placed at that point,
will only count as a single use on a Limited (X)
with the rest placed around it following the normal
weapon.
coherency rules.
The unit must be able to fit in the chosen position Blast (X)
without entering within 1” of terrain or other units.
This point must be declared before the dice are rolled If this weapon hits with a shooting or close combat
for the Order. attack, each successful hit is multiplied by X when
determining how many dice to roll to damage.
As with the Reserves Order, if the unit contains the
Commander giving the Order, this entry point can be This multiplier applies after Blaze Away attacks,
anywhere on the board. Otherwise, the entry point Shields or any other special rules are resolved – only
must be within range of a Commander that is already the initial hits count towards those.
on the table. Once the unit has been placed on the
board, it may only make one short action in its first Blast weapons also ignore cover penalties (but not
Activation, and may engage the enemy. fortified terrain penalties) when shooting.
39
Commanders in play that also have the Inspiring
Communications rule regardless of the range between
the two units. This model drives those around it to perform at a
higher level. The Nerve of all friendly units (including
Expendable itself) within 8” of one or more models with this rule is
1 higher than it would normally be. As soon as a unit
A unit containing one or more models with this special moves outside of this radius its Nerve will revert to
rule cannot achieve objectives and does not count normal.
towards VPs for either player under any objective
other than the Kill Total and Strategic Assets Leadership
objectives.
A unit containing one or more models with this special
Experimental rule adds 1 to the number of suppression tokens
removed with a Regroup or Rally action.
When this weapon rolls to hit with a Shoot or Blaze
Away action, any dice that roll a 1 count as hitting the Limited (X)
shooting model itself (these hits do not add
suppression tokens), and will damage the shooting This weapon may only be used X times in a game.
model even when Blazing Away. However, any dice
that roll a 6 to hit have their AP increased by one
Medic
against the target unit, and will benefit from the
Shredder special rule.
After an enemy has rolled to damage against a unit
containing one or more Medic’s with a shooting
Fire in the Hole! attack, remove D3-1 damage points from the unit
before determining casualties.
When a unit containing one or more models with this
special rule charges, no charge reactions of any kind
Mobile Defences
may be made, even by units in terrain, as the target
unit’s vision is obscured or it is pinned in place.
A unit containing one or more models with this special
rule counts as being in cover even when in the open.
Headstrong The ability has no further benefit when the unit is in
cover.
At the beginning of its Activation, before any Recovery
rolls, this unit containing one or more models with
Protection (X)
this special rule may remove 1 suppression token.
This model inspires fierce protection from the units
Heavy Firepower around it, who will leap to its defence with no care for
their own lives.
Shooting is a long action for a unit of regular or large
infantry that includes one or more weapons with this Friendly units cannot be grounded while they are
special rule. However a unit can choose to not fire any within 8” of this model.
of its heavy firepower weapons. If it does this then the
Shoot action stays as a Short action. In addition, all units of type X will leap to the defence
of any unit containing one or more models with this
Indirect special rule. If such a unit is charged by an enemy unit,
any other unit of type X of the owning player’s choice
This weapon does not need line of sight to its target, that is not activated, engaged or grounded within 8”
but will suffer a further -1 penalty to hit when may make a charge reaction on the protected unit’s
targeting a unit that it does not have line of sight to. behalf.
40
model of type X within 8” to be destroyed instead, as enough) to fire will have their hits discounted by the
if it were a model in the same unit. shield so it is important to think through the order in
which you fire.
The Precision Fire Order will still allow the protected
unit to be selected for destruction, and the unit will A shield is reduced by 1 point for each suppression
also be destroyed as usual in Assault. token on the unit. So a unit with Shield (3) and 1
suppression token would have count as having Shield
Up to one model with this special rule may occupy a (2).
piece of fortified terrain that is already occupied by a
friendly unit of the same type. If, at any point, a unit has twice as many suppression
tokens as the shield’s original strength it has been
Recon overloaded and will not work for the rest of the
battle. It will affect the Shoot action that overloaded it
A unit containing one or more models with this special as normal. Weapons with an AP of X or more ignore
rule may start the game inside any terrain piece the effects of the shield.
outside the opponent’s deployment zone.
Shield tokens [insert pic] can be used to show that a
Reckless Advance unit’s shield is still in place.
This unit has no use for clearing protocols and no Shield Projection (X)
need for caution as it charges into the unknown. This
unit may double move into, out of or through Terrain. Units with this rule have the Shield rule, but the effect
is extended to all other units with its team leader
Saboteur completely within 12”. This shield works in the same
way as described for the Shield special rule with the
following exceptions:
This model is skilled with electronics and explosives,
and is able to disrupt or destroy the enemy’s tech.
Count the suppression tokens from the target
When a model with this special rule attacks an enemy unit and the unit with the Shield Projection
vehicle in melee, it can attempt to sabotage it. Any when determining the Strength of the shield
rolls of a 6 to damage add a suppression token to the and when checking to see if it has overloaded.
Vehicle, even if the unit could not otherwise damage This shield has no effect if the attacking unit’s
it. team leader is within 12” of the model with
the Shield Projection.
Saturation
When shooting at a unit protected by multiple shields,
the strongest shield is used.
This weapon fires gouts of flame or toxic gas that fill
an area, so accuracy is far less important! This weapon
always hits on a 3+, regardless of modifiers, even Shredder
when using a Blaze Away action.
When rolling to damage with this weapon, for any
dice that roll a 6 to damage you may take an
Shield (X)
additional die and roll to damage again, with any
subsequent damage added to the original total. Any
Every time you perform a Shoot at a unit containing
6s rolled on this second roll (or indeed any further
one or more models with this special rule, you must
rolls) also grant additional dice – this continues until
discard the first X hits to overcome the shield’s
no 6s are rolled.
defences. Only hits remaining afterwards can be
rolled to damage. Shields do not affect Blaze Away
There is no additional effect against Vehicles as all
actions or the amount of Suppression applied by an
attacks against Vehicles have the Shredder rule
attack.
already.
Note that this means if a unit has multiple types of
weapons firing at a shielded unit the first group (or
more if the shield is strong enough or you roll badly
41
Note that the Shredder special rule does not mean a Tenacious
roll of a 6 always causes damage. An AP- gun shooting
at an armour 7 vehicle cannot hurt it. This model is able to hold enemies in position,
whether by surrounding their prey, gripping them
Slow Reload with tentacles, or using some kind of alien weaponry.
Enemy units may not make a Disengage action while
When blazing away, weapons with this special rule are in base contact with one more models with this
not shot. special rule.
Any damage caused by this weapon marks its target as This weapon has an unstable fuel source. Each time a
activated. model with this weapon is assigned damage from a
Shooting attack roll a D6. If you roll X or higher all is
Subterranean Deployment well. If you roll under X the fuel has exploded. Resolve
1 hit from this weapon on the unit the model is from.
This rule is the same as the Aerial Deployment rule, Suppression is applied as if it were a separate shoot
except that the unit comes from underneath instead action.
of above!
Unflinching
The unit’s entry point may not be inside a terrain
piece, but it may be in base contact with an enemy At the beginning of its Activation, before any Recovery
unit. The emerging unit has charged the unit it has rolls, a unit containing one or more models with this
come into contact with, with no charge reaction special rule may remove 1 Suppression Token.
possible.
Furthermore, such a unit does not suffer the single,
initial suppression token added when a Shoot attack
hits, but will still suffer Suppression from all other
Suppressive Fire (X) sources, such as the additional Blaze Away successes,
the Suppressive Fire (X) rule and taking casualties.
This weapon deals X suppression tokens on top of any
regular suppression caused when making a Shoot or
Blaze Away action. This applies even if no damage is
caused, but the weapon must hit at least once. If a
unit is firing multiple weapons with this rule at the
same target apply a number of tokens equal to the
highest value of X on a weapon that scored one or
more hits.
Tag
42
Vehicles table as impassable terrain, but can play no further
part in the battle.
In Warpath, Vehicles work in the same way as Infantry
If a vehicle is destroyed while inside a piece of terrain,
units in most cases, but you’ll find that they are
the explosion will be confined to the terrain and will
always a unit of one model and tend to have more
not affect any units outside of that terrain. If a unit is
firepower and heavier armour. There are some other
partially within the terrain resolve the damage as
minor changes to their rules as detailed below.
described earlier but you can only remove those
models that are inside the terrain. Should all of the
Suppression models in the terrain be removed any excess damage
left over is lost.
Although Vehicles do not suffer pain or duck for cover,
they can still be suppressed like every other unit. In Note that Vehicles destroyed following a failed
the case of a Vehicle, the suppression tokens Recovery roll are removed from the table and do not
represent the crew being shaken up, the vehicle being explode.
knocked off course, temporary damage to computer
systems and so on.
Shooting with Vehicles
Damaging and Destroying Vehicles Unlike other models vehicles can shoot all of its
weapons as part of a Shoot Action not just one. They
Sometimes, a well-placed shot can spell the end for a also ignore the Heavy Firepower special rule.
vehicle, detonating its ammunition or fuel reserves,
frying its electrics, or killing its crew. To represent this, Tanks
all attacks have the Shredder rule against Vehicles –
for any dice that roll a 6 to damage against a Vehicle Some vehicles such as Striders are effectively large
you may take an additional die and roll to damage mechanical infantry, and the only difference between
again, with any subsequent damage added to the them and other Infantry units is how they take
original total before determining if the Vehicle is damage. However, some vehicles are classified as
destroyed. Any 6s rolled on this second roll (or indeed Tanks, and they have a few additional rules.
any further rolls) also grant additional dice – this
continues until no 6s are rolled.
Tank Movement
If the amount of damage inflicted on a Vehicle equals
Tanks cannot move through defensible terrain, nor
but does not exceed its Resilience, the Vehicle is left
can they engage enemy units in defensible terrain.
on the table as impassable terrain, but is otherwise
They can however move into and through enemy
destroyed and can play no further part in the battle.
Infantry units. This is a charge and the Vehicle will
make an Assault action against the unit moved
When a Vehicle is under heavy fire it can throw through (see below), even if it ends its move out of
shrapnel into the surrounding area or even suffer a contact. This represents the tank ramming and
catastrophic explosion. If the amount of damage running over the enemy.
inflicted on a Vehicle exceeds its Resilience, the
Vehicle will explode.
Tanks can charge other vehicles as well, but may not
move through them.
When this happens, all other units within X” (where X
is the amount the Resilience was exceeded by, to a
Tanks engaged in combat do not need to make a
maximum of 6), friend or foe, are hit by the explosion.
disengage action to leave combat – they may move
For each unit hit roll a D6 and add the vehicles
freely out of base contact with an enemy. The same
resilience to it. This is the number of hits they have
rule applies to a unit that is only engaged with tanks.
suffered. These will roll to damage with AP 1. These
units will take suppression tokens from these hits as if
Tanks in an Assault
it were a shooting attack.
Some Tanks have a ramming value to represent the
In addition, if the total damage inflicted was double
damage they do when running over enemy Infantry or
the Vehicle’s Resilience, the destroyed Vehicle is
ramming an enemy vehicle – this is shown in their
removed from the table. Otherwise, it is left on the
43
statline as a weapon with a range of R. If a Tank with Flyers have access to a new action in addition to the
such a value charges an enemy unit (not the other standard options:
way around) it will make an Assault action as normal.
Strafing Run – Long Action
Tanks cannot retaliate in Assault unless the attacking
unit is also using a ramming value, to represent the Make a move as described in the Double Move action,
damage caused to the engaging vehicle by the but also draw an imaginary straight line across the
collision. This retaliation roll may be made with the battlefield from the Flyer’s starting position to its end
full number of dice regardless of whether or not the position (which can be off of the board). Choose one
Tank has been activated this Turn, and the Tank will unit that falls beneath this line, and make a Shooting
not be marked as activated after the Assault if it attack against it and any unit engaged with it. All
wasn’t already. other units beneath the line, friend or foe, and any
units engaged with them, must accrue a suppression
Tanks without a ramming weapon roll no dice in an token. Once the unit’s Activation is finished, the Flyer
Assault. is removed from the table. It may return in a later
Turn using a Move or Double Move as above.
When being charged by the enemy, Tanks can Shoot
as a reaction as if they were in fortified terrain. They
still cannot react if they are grounded or have already
activated that turn.
Flyer
Some models are able to carry Infantry into battle. It If the transport is a Vehicle that exploded, they first
is able to carry up to X models, and these models can suffer a number of hits equal to the Vehicle’s
be from different units. Units can enter the transport Resilience value plus the roll of a D6. These will roll to
by ending a Move action with their unit leader within damage with AP 2 and the unit is marked as activated
2” of the vehicle they want to enter. A unit can exit by if it wasn’t already.
making a Move action. Every model must be placed
entirely within X” of the transport where X is the units Passengers in a flying Transport are destroyed along
Speed. The unit must maintain coherency and it must with it.
be placed at least 1” away from all other units
(including the transport it just exited). If there is not Open-Topped
room to place the entire unit it cannot leave the
transport and must change its action or do nothing.
Units being Transported by a mode with the Open-
Topped rule can attack as normal – they can choose to
A unit cannot enter or exit a transport that has make a shooting attack from the back of the
performed a Double Move action that Turn nor can a transport, and will be engaged in Assault with any
Transport that has had a unit embark or disembark enemy unit that the transport is engaged with (the
upon it make a double move action later in that same enemy can split their attacks between the transport
turn. Units can also choose to start a game inside a and the occupying unit as normal, and the occupying
Transport, and placing it and the unit it contains the unit can make charge reactions as if from a fortified
unit only counts as placing one unit during position).
deployment.
The occupying unit can be targeted by enemy
While a unit is inside a transport, it cannot be shooting but counts as being in cover.
targeted by enemy fire (unless it is Open-Topped – see
below), and it may only make a Move action (to exit
Infantry Size
the transport) or Regroup and Rally actions.
There are 3 sizes of Infantry. Regular, Large and
It may not make any kind of attack, and if the Massive. Large Infantry count as two models each and
transport becomes engaged with an enemy unit the Massive Infantry count as 5 model each for the
occupants do not participate in the Assault. They may purposes of working out how many models can fit in a
however choose to exit as a charge reaction if the Transport.
Transport is charged as long as they have not already
activated this turn.
45
Command page XXX. Most armies and some individual units will
also have their own unique Orders, and these will be
listed in their force list. There is no limit to how many
Commanders of a force are able to influence their
Orders you can give in a Turn, as long as you have
troops to go above and beyond, and to do this you will
enough dice, but each unit can be issued a maximum
find that some units in the game have an additional
of 1 Order per Turn.
value in their unit entry: Command.
Giving Orders
Command and Commanders
Unless stated otherwise Orders must be used as
The Command value indicates a unit’s ability to
follows:
control the troops around it, and contributes to
the army Command Pool, granting special abilities
You can only use an order when it is your turn
during the battle. Teams with a Command value
to activate a unit.
are referred to as Commanders in the rules.
They must be issued before you activate a
unit.
Command will be listed under the special rules
The target of the Order must be a friendly unit
section of a unit/model’s entry, and can also be
within the Commanders range of influence.
granted by certain unit upgrades.
A unit that has already been activated cannot
be the target of an order that activates a unit.
[insert pic showing where to find the stat]
Any unit that is activated as part of an order is
marked as activated.
If an order results in one or more units being
Command Pool marked as activated that counts as your
activation and the turn passes back to your
All Commanders contribute to the force’s Command opponent.
Pool. This is a pool of special dice that represent
strategic planning and tactical communication within Orders are issued by your Commanders, and each
the force, and allow Commanders to direct their Commander can issue Orders up to the level of its
troops in ways over and above those granted by the Command value. For example, a unit with Command
standard rules. These abilities can turn the tide of a ❷ can give Level 1 and 2 Orders, but cannot give
battle, so use them wisely! Level 3 Orders.
At the beginning of a game, add together all of the Each Order must be centred on the Commander
Command values in your force, and take that number issuing it when declared – this determines who can be
of Command dice and place them at the side of the affected by it. Every Commander has a range of
board. influence of 12” unless listed otherwise, and all units
within that radius can be affected by their Orders.
Insert image of Command dice (custom D8s). Grounded Commanders cannot issue Orders.
Note: The number of Command dice in the pool is set To give an Order, declare which Order you are giving,
at the start of the game, and is never reduced by which Commander is giving it, and to which unit, and
anything other than rolling the dice to issue an Order. decide how many Command dice from your pool you
Losing a Commander in battle does not reduce the want to roll for the Order. Roll the dice, and check
pool. your result.
46
pool after determining the result of the roll,
even if the Order was unsuccessful.
Note: If you ever roll more than one blank
face in a single roll this gives the opponent a
chance to take advantage of an opportunity
you’ve left open for them. They may
immediately add an additional Command die
to their pool. Your Order will still be successful
if you roll enough O icons.
1: Blank
2: O
3: O
4: O
5: O+
6: OO
7: OO+
8: OOO
47
Level 1 Orders Level 2 Orders
Bounding Overwatch Call to Arms
Activate two friendly units. One unit may make a Your Commander regroups nearby units en-masse.
single Move action and then be placed on Overwatch. Choose a Commander. All friendly units within range
The other may then make its Activation as normal. instantly remove suppression tokens equal to the
Commander’s Command value.
Change of Plans
This Order is not affected by the 1 Order per unit per
This Order may be given at the beginning of the game, Turn restriction, and can therefore be issued in
after rolling for Secondary Objectives. It is not addition to one other Order to each affected unit. It
targeted at a particular unit. The player may re-roll can also be issued at the end of a unit’s activation.
one or both of the dice used to determine one of their
objectives for the game. Flanking Manoeuvre
Counter Attack This Order may be given to any unit about to make a
charge reaction even if it has already activated. Any
This Order may be given to any unit about to make a other unit within range of the same Commander may
charge reaction even if it has already activated. That choose to make a charge reaction instead. This
unit may instead charge the unit that was charging it reaction may be used to charge the original charging
(provided that it can reach the target with a Double unit (provided that it can reach the target with a
Move action), and will gain the charging bonus in the Double Move action), and will gain the charging bonus
ensuing Assault. The unit now being charged does not in the ensuing Assault. The unit now being charged
gain the charging bonus and may not react. does not gain the charging bonus and may not react.
One unit makes a Rally action, and cannot be given Activate two units. The units must, as part of their
any more suppression tokens from shooting attacks Activation, either:
for the remainder of the Turn. They can still receive
them in Assault as normal. i. Both Shoot or Blaze Away at the same
target. All models in both units must
This can be used on a unit that has already been target the same unit. Any models that are
activated and can be issued at the end of a units out of range of the target unit may not
activation if you wish. fire.
The target unit will take a suppression
Firestorm token for being hit by each Shoot action.
or
Activate one unit. It may immediately make a Shoot ii. Both charge the same target. Engage both
action, re-rolling any misses. units with the enemy unit, one at a time,
before rolling any dice. If the target unit
reacts to the charge and prevents either
Move, Move, Move!
unit from reaching Assault, then either or
both units may make a Move action as
Activate one unit. It may either:
normal.
Perform a Double Move action into, out of or
Once both units have shot or charged any other part
through terrain, or
of the units’ Activations such as a Move or Regroup
Perform a Triple Move action that does not go
can be performed separately.
into, out of or through terrain (a Move at
triple the unit’s Speed).
48
Refresh
Reserves
Level 3 Orders
Comms Interference
This order effects the entire board and lasts until the
end of the turn. While it is in play it has the following
effects:
Each opposing Commander’s range of
influence is reduced to zero. Your opponent’s
units may only have Orders used on them by
Commanders within the units themselves.
The Communications rule has no effect for
your opponent.
49
Specialised Orders Level 1 – Precision Fire
Some specialists within a force provide unique If any enemy models are removed from a unit directly
abilities when purchased as unit upgrades, and can be following a Shoot action by a unit with this ability, the
directed to use them with an Order. Only the unit Shooting player may use this Order to choose one of
containing the upgrade may be ordered to use these models that is removed instead of the owning player.
abilities – they are not available to other units within
the force. A unit with an order which isn’t a Level 2 – Sabotage Objective
commander can still attempt to issue its order to
itself. A unit with this ability may attempt to sabotage
Strategic Assets in missions that use them. To
Level 1 – Fortify Position sabotage a Strategic Asset, the unit must be in base
contact with it. If successful, the exact result of this
This commander is an expert in urban warfare. This Order depends on the number of Os rolled on the
Order may be given when the Commander is inside a dice.
terrain piece to deploy traps, barricades and
automated weaponry for defence. The terrain piece is 2-3 x O – the Asset has been damaged and will
upgraded to fortified terrain until the end of the Turn. be worth half the number of VPs, rounding
In addition, any units entirely within that terrain piece down.
gain an additional +1 to hit modifier when shooting 4 x O – the Asset has been destroyed and is
against a target within 12” of that terrain piece. This worth no VPs.
order can be issued at the end of an activation. 5+ x O – the Asset has exploded! Treat it like
an exploding Vehicle with a Resilience of 2
Level 1 – Repair and it hits all units within D6”. It has been
destroyed and is worth no VPs.
A friendly vehicle may immediately remove D3+1
Suppression Tokens or 1 point of damage even if it has Damaged objectives may be sabotaged further to try
already activated. This order can be issued at the end to destroy them, but additional damaged results will
of an activation. have no effect. This order can be issued at the end of
an activation.
50
Forces
Section header page
51
Asterians Level 2 – Live to Fight Another Day
NOTE – ALL POINTS VALUES ARE ROUGH ESTIMATES Asterians will not take unnecessary risks, and value
AND WILL NOT BE FULLY BALANCED UNTIL their technology in the same way as they value their
EXTENSIVE BETA TESTING HAS TAKEN PLACE. lives, especially their Cypher constructs. They will not
stay on to fight an unwinnable battle when they can
The Asterian Star Empire is one of the largest be of more use elsewhere.
territories in the galaxy, something that has been
achieved through Asterian dedication to scientific This Order may only be given when relayed through a
advancement, philosophy, and the protection of life. Narsa Support Drone. When an Asterian unit within
All these aspects are seen in its armies. range is charged, the Asterian player can give this
Order instead of making a charge reaction. If
Very few Asterians will ever actually set foot on a successful, the unit will be teleported away from the
battlefield. Instead, the consciousnesses of Asterian battlefield. The opponent may only claim half of its
pilots will be transmitted into the bodies of a host of value as a destroyed unit, and the unit does not count
drone warriors, armoured vehicles, and aircraft, and as destroyed for the purposes of any other victory
used to direct the firepower of some of the deadliest conditions.
weapons in existence.
Level 2 – Teleport
The elite brotherhoods of the Clades often lead the
charge, supported by the professional Sho’senn This Order may only be given when relayed through a
military and a combined assault of these two forces is Narsa Support Drone. Pick a friendly Infantry unit
a force to be reckoned with. When it is backed up by within range of the Drone and remove it from the
the warbands of the Kalyshi, painted for battle and table. Place it back into the table in a new location
dedicated to the dance of death, it becomes practically within 12” of the same or any other Narsa Drone. This
irresistible. order may be issued at the end of an activation.
The ghosts of the past haunt the Empire to this day Specialised Order – Level 2 – Dirge of Death
and had kept her armies largely within its borders. But
events transpiring in the universe at large threaten The unit may re-roll all failed rolls to wound until the
now to permanently unbalance the natural order of end of the Turn.
things and it is clear those armies must now act. The
balance of the universe must be restored and Unity Objectives
preserved. The legions of Asteria march to war.
Asterians have access to the following Secondary
Orders Objectives on a roll of 61-66 on the chart.
58
Continued needs drive this policy, whereas the Forge Fathers
don’t care – as long as the Asterians aren’t selling the
For all their professed love of peace, the Asterian humans tech, they aren’t eating into a valuable
people have developed some of the finest warriors and avenue of income for the Star Realm.
tools of war in the galaxy. Unlike the Forge Fathers,
the Asterians refuse to share even the most basic of
their secrets with other races, citing the upset it could
do to the delicate balance they strive to achieve. The
Council of Seven suspect that rather more selfish
59
Regular
Asterian Marionettes (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 5+ 4+ 4+ 1 2
5 Marionettes Points: 140
Special Rule: Shield (3), Unflinching
Weapon Range Dice AP Special
Noh Rifle 24” 2 1
Assault Weaponry A 1 -
Add up to 5 additional Marionettes Points: 25 each
Up to 2 Marionettes may each have one of the following weapon upgrades:
Marionette Grenadier Equipment Upgrade Points: 0
Replace the Noh Rifle with a Grenade Launcher:
Weapon Range Dice AP Special
Grenade Launcher 8" 1 - Stun
Marionette Phlogistor Equipment Upgrade Points: 5
Replace the Noh Rifle with a Phlogis Rifle:
Weapon Range Dice AP Special
Phlogis Rifle 18” 1 3 Saturation, Shredder
Marionette Sniper Equipment Upgrade Points: 0
Replace the Noh Rifle with a Sniper Rifle:
Weapon Range Dice AP Special
Heavy Firepower, Slow
Sniper Rifle 60" 1 1 Reload, Suppressive Fire
(1)
Add up to 3 Marionette Drones Points: various
Regular
Marionette Drone
Infantry
Spd Mel Acc Def Res Ner
5 - 4+ 4+ 1 2
Each drone must pick one of the following types. Each unit may contain a maximum of one of each drone type:
Communications Drone: Points: 15
Special Rule: Communications
Camo Drone: Points: 30
Special Rule: Camoflague
Weapon Drone: Points: 35
Weapon Range Dice AP Special
Twin Noh Rifles 24" 4 1
Marionettes [insert image]
Simple robotic constructs in comparison to the elite Cyphers, Marionettes are nonetheless highly effective,
commanded as they are by Asterian pilots no less disciplined than those in the clades. Junior ranks might each take
control of a team of Marionettes, while more experienced officers can simultaneously operate one or more whole
units. This multiplication of battlefield presence means huge numbers of Marionette warriors can be commanded by
a much smaller cadre of pilots from the safety of a command vessel. Massed waves of Asterian firepower, unified
and unstoppable, can then be turned on an enemy, washing them away while preserving the Balance and, most
importantly, Asterian lives.
Drone Background
60
Regular
Asterian Rifle Cyphers (3 Models)
Infantry
Spd Mel Acc Def Res Ner
6 4+ 3+ 5+ 1 3
3 Rifle Cyphers Points: 120
Special Rule: Command ❶, Communications, Shield (3)
Weapon Range Dice AP Special
Noh Rifle 24” 2 1
Assault Weaponry A 1 -
Add up to 3 additional Rifle Cyphers Points: 36 each
Up to 2 Rifle Cyphers may each have one of the following weapon upgrades:
Cypher Force Rifle Equipment Upgrade Points: 0
Replace the Noh Rifle with a Force Rifle:
Weapon Range Dice AP Special
Force Rifle 18" 1 2 Blast (D3)
Cypher Fission Beamer Equipment Upgrade Points: 15
Replace the Noh Rifle with a Fission Beamer:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Fission Beamer 60" 1 6
Firepower, Slow Reload
Cypher Missile Launcher Equipment Upgrade Points: 15
Replace the Noh Rifle with a Missile Launcer:
Weapon Range Dice AP Special
Blast (D3+1), Heavy
Missile Launcher 36" 1 3 Firepower, Shredder,
Slow Reload
0-1 Cypher Prime Personnel Upgrade Points: 15
Upgrade any 1 model to a Prime granting:
Leadership
Replace all the weapons with the following:
Weapon Range Dice AP Special
Stun Grenade 8" 1 - Stun
Lightblade A 2 2 Anti-Tank
Background
61
Regular
Asterian Warden Cyphers (3 Models)
Infantry
Spd Mel Acc Def Res Ner
6 4+ 3+ 5+ 1 3
3 Warden Cyphers Points: 96
Special Rule: Command ❶, Communications, Shield (3)
Weapon Range Dice AP Special
Charge Gloves 8" 1 2 Blast (D3)
Charge Gloves A 1 2 Blast (D3)
Add up to 3 additional Warden Points: 29
Cyphers each
Up to 2 Warden Cyphers may each the following weapon upgrade:
Cypher Force Rifle Equipment Upgrade Points: 10
Replace the all weapons with the following:
Weapon Range Dice AP Special
Force Rifle 18" 1 2 Blast (D3)
Assault Weaponry A 1 -
0-1 Cypher Prime Personnel Upgrade Points: 20
Upgrade any 1 model to a Prime granting:
Leadership
Replace all the weapons with the following:
Weapon Range Dice AP Special
Stun Grenade 8" 1 - Stun
Lightblade A 2 2 Anti-Tank
Regular
Asterian Overseer Guard (3 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 2+ 5+ 1 3
5 Overseer Guard Points: 150
Special Rule: Camoflague, Communications, Shield (3), Unflinching
Weapon Range Dice AP Special
Noh Rifle 24” 2 1
Stun Grenade 8" 1 - Stun
Lightblade A 2 2 Anti-Tank
Add up to 3 additional Overseer Points: 48
Guard each
Background
62
Regular
Asterian Black Talons (3 Models)
Infantry
Spd Mel Acc Def Res Ner
10 4+ 2+ 5+ 1 3
3 Black Talons Points: 186
Special Rule: Command ❶, Aerial Deployment, Anti-Grav, Communications, Shield (3)
Weapon Range Dice AP Special
Noh Rifle 24” 2 1
Assault Weaponry A 1 -
Add up to 3 additional Black Talons Points: 56 each
0-1 Cypher Prime Personnel Upgrade Points: 15
Upgrade any 1 model to a Prime granting:
Leadership
Replace all the weapons with the following:
Weapon Range Dice AP Special
Stun Grenade 8" 1 - Stun
Lightblade A 2 2 Anti-Tank
Background
Background
63
Regular
Kalyshi (5 Models)
Infantry
Spd Mel Acc Def Res Ner
7 3+ 3+ 2+ 1 2
5 Kalyshi Points: 110
Special Rule: Camoflague, Reckless Advance
Weapon Range Dice AP Special
Bow 24” 1 2
Glaive A 2 2
Add up to 5 additional Kalyshi Points: 20 each
0-1 Kalyshi Prime Personnel Upgrade Points: 40
Upgrade any 1 model to a Prime granting:
Leadership
Command ❶
0-1 Kalyshi Dervish Personnel Upgrade Points: 40
Upgrade any 1 model to a Dervish Replacing all their weapons with the following and gaining:
Command ❶
Dirge of Death Order
Weapon Range Dice AP Special
Razor Flail A 4 2 Shredder
Kalyshi [insert image]
The Kalyshi go to war in traditional warpaint and armed with bows and glaives, but only a fool would mistake them
for simple savages - the Kalyshi are no less technologically advanced than any other Asterian. The bows and blades
are powered by noh energy and quite capable of penetrating the toughest forged armour. Known for shocking
charges, their lightness and speed means their chosen target is often cut to pieces before it has a chance to react.
*This model uses both weapons in an assault rather than choosing just one.
64
Massive
Kalyshi Beast
Infantry
Spd Mel Acc Def Res Ner
7 4+ 4+ 5+ 6 3
1 Kalyshi Beast Points: 150
Special Rule: Bulky, Camouflage, Open-Topped, Reckless Advance, Transport (10 - Kalyshi Only),
Unflinching
Weapon Range Dice AP Special
Teeth and Claws A 10 3 Shredder
Background
Vehicle
Asterian Shield Drone
(Height 2)
Spd Mel Acc Def Res Ner
5 - - 6+ 1 4
Background
Vehicle
Asterian Weapons Drone
(Height 2)
Spd Mel Acc Def Res Ner
5 4+ 4+ 6+ 1 4
1 Weapons Drone Points: 45
Special Rule: Anti-Grav
Weapon Range Dice AP Special
Blast (2D3), Heavy
Plasma Vortex 36" 1 2 Firepower, Shredder,
Slow Reload
May have one of the following weapon upgrades:
Plasma Vortex Equipment Upgrade Points: 10
Replace the Plasma Vortex with a Heavy Fission Beamer:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Heavy Fission Beamer 60" 1 6
Firepower, Slow Reload
Pulse Bombard Equipment Upgrade Points: 20
Replace the Plasma Vortex with a Pulse Bombard:
Weapon Range Dice AP Special
Blast (D6+2), Heavy
Firepower, Indirect Fire,
Pulse Bombard 72" 1 4
Slow Reload, Supressive
Fire (2)
65
Background
Vehicle
Asterian Narsa Support Drone
(Height 2)
Spd Mel Acc Def Res Ner
8 - - 7+ 3 4
1 Narsa Support Drone Points: 140
Special Rule: Anti-Grav, Communications, Shield Projection (5), Signal Relay
Narsa Support Drone [insert image]
It is only by attuned sensitivity to certain universal constants, patterns of energy that pervade even the most chaotic
battlefield, that the Sho’senn and Cypher pilots are able to guide their constructs. To prevent any disruption, Narsa
support drones are deployed on the ground to capture, harmonise, and repeat the signals sent from the pilots. Some
instead provide shield support and without a Narsa the teleportation of Cyphers from site to site becomes a far
riskier operation.
The Narsa is used to extend the reach of the various technological advancements enjoyed by the Asterians, providing
a stable long-range teleportation and communications relay throughout the force.
Any Commander in the Asterian Force with the Communications rule can relay their Orders through a Narsa Drone,
measuring the 12” radius from the Narsa rather than their own location. In addition, they will have access to two
additional Orders (see page XXX). [/BOXOUT]
66
Vehicle
Asterian Chira Transporter
(Tank)
Spd Mel Acc Def Res Ner
12 4+ 4+ 7+ 4 4
1 Chira Transporter Points: 180
Special Rule: Anti-Grav, Communications, Shield (4), Transport (10)
Weapon Range Dice AP Special
Noh Rifles 24" 2 1
Chira Transporter [insert image]
While their Sho’senn operators are secured safely elsewhere, Chira-class dispersal craft are used to ferry combat
Marionettes into battle. Twin pods can carry teams of inactive robots in a recharge mode and deploy them in
seconds, recovering them just as quickly when their tasking is complete. The vehicle itself is also controlled by a
remote operator and is believed to operate as a kind of command node, boosting the signals of the Sho’senn and
their Marionettes’ combat effectiveness.
Vehicle
Asterian Chroma Force Platform
(Tank)
Spd Mel Acc Def Res Ner
10 4+ 4+ 8+ 4 4
1 Chira Force Platform Points: 210
Special Rule: Anti-Grav, Communications, Shield (4)
Weapon Range Dice AP Special
Blast (2D3), Shredder,
Super Heavy Plasma Vortex 48" 1 3
Slow Reload
May have the following weapon upgrade:
Super Heavy Fission Beamer Equipment Upgrade Points: 30
Replace the Super Heavy Plasma Vortex with a Super Heavy Fission Beamer:
Weapon Range Dice AP Special
Anti-Tank, Blast (D3),
Super Heavy Fission Beamer 72" 1 7
Slow Reload
Chroma Force Platform [insert image]
The intricacy and sophistication of Asterian technology is exemplified in the Chroma force platform. Its twin energy
banks are capable of powering a variety of heavy weapons in support of Asterian troops, reducing Lancers to slag in
a single shot or blanketing enemy units in waves of exenterating fire. A Corporation vehicle this devastating would
likely be so large it would be practically immobile, but the hovering Chroma is as agile as much smaller vehicles and
able to hover over almost any obstacle. No place on the battlefield is out of its reach.
67
Vehicle
Asterian Spectra Escort Gunship
(Tank)
Spd Mel Acc Def Res Ner
12 4+ 4+ 7+ 3 4
1 Spectra Escort Gunship Points: 220
Special Rule: Anti-Grav, Communications
Weapon Range Dice AP Special
Armoured fire support and force protection for Asterian troop carriers and Cypher teams is often provided by
Spectra escort gunships. The Spectras carry a high capacity Fission Beamer on their turrets and two forward-facing
noh rifles to either hunt enemy vehicles or secure an area while Enigma robots mount and dismount their Chira.
Spectras also carry the Ghost Eye sniper system and can silently mark an enemy target with nominator rounds that
are invisible to the naked eye but easily tracked by heavy Asterian weapons systems for subsequent execution.
Vehicle
Asterian Hidden Strike Assassin Drone
(Flyer)
Spd Mel Acc Def Res Ner
18 4+ 3+ 7+ 3 4
1 Hidden Strike Assassin Drone Points: 175
Special Rule: Camouflage, Communications
Weapon Range Dice AP Special
Anti-Tank, Blast (D3),
Phantom Missiles 48" 1 6
Suppressive Fire (1)
Hidden Strike Assassin Drone [insert image]
The Hidden Strike assassin drone is designed for long range and highly targeted support. Cruising high above a
battlefield, Strike drones respond to requests from ground units by rapidly diving towards their nominated target
before decloaking and firing. Their payloads of Phantom missiles use quantum technology to pass through heavy
armour and detonate within a structure or vehicle, but the best operators claim they can even place a warhead
within an individual enemy soldier.
68
Regular
Asterian Overseer Infantry
Spd Mel Acc Def Res Ner
5 5+ 4+ 6+ 2 4
1 Overseer Points: 140
Special Rule: Communications, Inspiring, Protection (Regular Infantry), Shield (3)
Command ❹
Weapon Range Dice AP Special
Noh Pistol 12" 2 1
Assault Weaponry A 1 -
The Shuuvatar exist to watch over the Overseers of the Asterian Military, and ensure that the decisions they make
are in balance. An Overseer within 12” of a Shuuvatar may re-roll up to one Command die per turn. However, should
the Overseer fail to give an Order at any point, whether within 12” of the Shuuvatar or not, the Asterian force will
suffer a penalty of -1VP at the end of the game.[/BOXOUT]
69
Enforcers
NOTE – ALL POINTS VALUES ARE ROUGH ESTIMATES Objectives
AND WILL NOT BE FULLY BALANCED UNTIL
EXTENSIVE BETA TESTING HAS TAKEN PLACE. Enforcers have access to the following Secondary
Objectives on a roll of 61-66 on the chart.
Army Background
A – Insert Name Here
Orders
Insert Objective Here.
Enforcers have access to the following Orders in
addition to the standard ones. B – Insert Name Here
Activate two units. The units may perform any C – Insert Name Here
action(s) as part of their activation. If both units Shoot
or Assault the same enemy, this must be declared Insert Objective Here.
before any dice are rolled, and you must roll to
damage with both units before determining Continued
casualties. If both units shoot the same target, it will
take a suppression token for being hit by each unit.
The story of how the Enforcer programme began is
one that is well-known and oft repeated on
Level 3 - Fusillade propaganda vids throughout the galaxy. The truth is a
little more complicated, involving secret deals with
Choose a target. Any unactivated units within range of alien races and some very questionable medical
the Commander with line of sight to that target may experimentation. While the Enforcer Corps themselves
immediately perform a Blaze Away action at that represent the Council’s biggest success, it is not known
target. In addition, any hits are rolled to damage as if to any save that August body of men, women and
a Shoot action were being performed. Roll to hit and aliens themselves how many failures it took to get
damage with all units before determining casualties. there, nor what became of them.
None of the participating units are marked as
activated, although giving this order does count as
your Activation.
70
Regular
Enforcers (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 4+ 3+ 5+ 1 3
5 Enforcers Points: 140
Special Rules: Anti-Grav, Communications
Weapon Range Dice AP Special
Genling 45 Laser Rifle 24” 1 1
Assault Weaponry A 1 -
Points: 25
Add up to 5 additional Enforcers
each
Up to 1 Enforcer may have one of the following weapon upgrades:
Enforcer Missile Launcher Equipment Upgrade Points: 30
Replace the Genling 45 Laser Rifle with a Missile Launcher:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Enforcer Missile Launcher 6-48" 1 4
Firepower, Slow Reload
Blast (D3+1), Heavy
Enforcer Missile Launcher 6-48" 1 1
Firepower, Slow Reload
Enforcer Burst Laser Equipment Upgrade Points: 15
Replace the Genling 45 Laser Rifle with a Burst Laser:
Weapon Range Dice AP Special
Burst Laser 36" 2 1
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Command ❶
Regular
Heavy Weapon Enforcers (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 4+ 3+ 5+ 1 3
5 Enforcers Points: 140
Special Rules: Anti-Grav, Communications
Weapon Range Dice AP Special
Genling 45 Laser Rifle 24” 1 1
Assault Weaponry A 1 -
Up to 4 Enforcer may have one of the following weapon upgrades:
Enforcer Missile Launcher Equipment Upgrade Points: 30
Replace the Genling 45 Laser Rifle with a Missile Launcher:
Weapon Range Dice AP Special
Enforcer Missile Anti-Tank, Heavy
6-48" 1 4
Launcher Firepower, Slow Reload
Enforcer Missile Blast (D3+1), Heavy
6-48" 1 1
Launcher Firepower, Slow Reload
Enforcer Burst Laser Equipment Upgrade Points: 15
Replace the Genling 45 Laser Rifle with a Burst Laser:
Weapon Range Dice AP Special
Burst Laser 36" 2 1
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Command ❶
71
Regular
Assault Enforcers (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 3+ 4+ 5+ 1 3
5 Assault Enforcers Points: 115
Special Rules: Anti-Grav, Communications
Weapon Range Dice AP Special
Genling Laser Pistol 12" 1 1
Wristblades A 2 1
Upgrade all Assault Enforcers to Defenders:
Enforcer Defender Equipment Upgrade Points: 25
Replace all weapons with the following:
Special Rules: Mobile Defences
Weapon Range Dice AP Special
Shotgun 12" 1 - Blast (D3)
Assault Weaponry A 2 -
Upgrade all Assault Enforcers to Breach and Eradicate Enforcers:
Breach & Eradicate Enforcer Equipment Upgrade Points: 50
Replace all weapons with the following:
Weapon Range Dice AP Special
Thermal Rifle 18" 1 5 Anti-Tank
Wristblades A 2 1
Mines A 1 5 Anti-Tank
Up to 1 model may have the following weapon upgrades:
Enforcer Incinerator Equipment Upgrade Points: 20
Replace all weapons with the following:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Incinerator 9" 1 1 Saturation, Slow
Reload, Volatile (3+)
Assault Weaponry A 1 -
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Command ❶
72
Regular
Enforcer Pathfinders (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 4+ 3+ 4+ 1 3
5 Pathfinders Points: 140
Special Rules: Recon
Weapon Range Dice AP Special
Heavy Firepower,
Slow Reload,
LSX Sniper Rifle 6-60" 1 2
Suppressive Fire (1),
Tag
Genling Pistol 12" 1 1
Assault Weaponry A 2 -
Regular
Add up to 1 Enforcer Pathfinder D.O.G. Drone
Infantry
Spd Mel Acc Def Res Ner
6 - 3+ 4+ 1 3
D.O.G. Drone Points: 20
Special Rules: Recon
Weapon Range Dice AP Special
Burst Laser 36" 2 1
0-1 Veteran Lieutenant Personnel Upgrade Points: 60
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Precision Fire Order
Command ❶
Pathfinders [insert image]
Pathfinders are well known for their role in scouting and confirming the presence of threats warranting a
Containment Protocol. They also play a vital role in all-out warfare, operating as snipers, saboteurs, and fire
controllers for heavy weapons units. Pathfinder D.O.G. drones can increase a team’s operating range and versatility
while also enabling rapid transmission of battlefield intel, making the larger EPG even more deadly.
The D.O.G. Drone is primarily a support tool for isolated Pathfinder units – it carries their equipment and provides
automated fire support when necessary. However, it also logs every piece of information encountered by the
Pathfinders and their survey drones, building a highly-detailed map of the area, its inhabitants and any areas of
military strength. This reconnaissance-data-log, or RDL, is uploaded periodically to High Command, but the drone is
also equipped to perform an emergency upload during intense conflict, giving the Enforcers off-world an up-to-the-
minute log of a battle’s progression and troop movements.
While a D.O.G. Drone is in play, the controlling player may re-roll a single Command die in each Turn of the game.
In addition, if the drone is destroyed during a battle, the Enforcer player may use an Order to access its final upload
and give High Command a unique advantage. This is a Level 2 Order, and any dice for it must be rolled as soon as the
drone is removed from the table. If successful, at the end of a mission when calculating VPs, reduce the opponent’s
score by 1.[/BOXOUT]
73
Large
Pathfinder Bikes (1 Model)
Infantry
Spd Mel Acc Def Res Ner
10 4+ 3+ 4+ 2 3
1 Pathfinder Bike Points: 35
Special Rules: Bulky, Recon
Weapon Range Dice AP Special
Heavy Firepower,
Slow Reload,
LSX Sniper Rifle 6-60" 1 2
Suppressive Fire (1),
Tag
Genling Pistol 12" 1 1
Assault Weaponry A 2 -
Add up to 3 additional Pathfinder Bikes Points: 31 each
Background
Large
Enforcer Jetbikes (2 Models)
Infantry
Spd Mel Acc Def Res Ner
12 4+ 3+ 5+ 2 3
2 Jetbikes Points: 70
Special Rules: Anti-Grav, Bulky, Communications
Weapon Range Dice AP Special
Twin Genling 45 Laser
24” 2 1
Rifle
Assault Weaponry A 1 -
Add up to 4 additional Jetbikes Points: 31 each
Up to 1 Enforcer Jetbike may have one of the following weapon upgrades:
Enforcer Missile Launcher Equipment Upgrade Points: 40
Replace the Twin Genling 45 Laser Rifle with an Assault Missile Launcher:
Weapon Range Dice AP Special
Assault Missile Launcher 6-48" 1 4 Anti-Tank
Assault Missile Launcher 6-48" 1 1 Blast (D3+1)
Enforcer Burst Laser Equipment Upgrade Points: 15
Replace the Twin Genling 45 Laser Rifle with a Burst Laser:
Weapon Range Dice AP Special
Burst Laser 36" 2 1
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Command ❶
Jetbikes [insert image]
Designed for deployment in battle spaces where conventional air-support might be unavailable but high-speed
manoeuvres are needed, current usage of the XSG-65 mobile weapons platform and its derivatives range from
simple patrol routines to rapid and complex battlefield support and intervention roles. It is a popular vehicle
amongst Enforcer operators and commanders alike, fitting the Enforcers’ core values of rapid and definitive
projection of power perfectly and can be fitted with almost any weapon in the Enforcer armoury as well, making it
suitable for any operation, from anti-infantry to anti-armour.
74
Regular
Enforcer Peacekeepers (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 4+ 3+ 6+ 1 3
5 Enforcer Peacekeepers Points: 185
Special Rules: Anti-Grav, Communications
Weapon Range Dice AP Special
Twin Genling 45 Laser
24” 2 1
Rifle
Energy Gauntlets A 1 3
Up to 1 Enforcer Peacekeeper may have one of the following weapon upgrades:
Enforcer Incinerator Equipment Upgrade Points: 15
Replace the Twin Genling 45 Laser Rifle with an Incinerator:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Incinerator 9" 1 1 Saturation, Slow
Reload, Volatile (3+)
Enforcer Burst Laser Equipment Upgrade Points: 15
Replace the Twin Genling 45 Laser Rifle with a Burst Laser:
Weapon Range Dice AP Special
Burst Laser 36" 2 1
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Command ❶
Regular
Enforcer Peacekeeper Defenders (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 4+ 3+ 6+ 1 3
5 Enforcer Peacekeeper Defenders Points: 185
Special Rules: Anti-Grav, Communications, Mobile Defences
Weapon Range Dice AP Special
Twin Genling 45 Laser
24” 2 1
Rifle
Assault Weaponry A 1
Up to 1 Enforcer Peacekeeper Defender may have an Incinertor:
Enforcer Incinerator Equipment Upgrade Points: 15
Replace the Twin Genling 45 Laser Rifle with an Incinerator
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Incinerator 9" 1 1 Saturation, Slow
Reload, Volatile (3+)
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Command ❶
75
Peacekeepers [insert image]
Peacekeeper-armoured Enforcers are employed in high-risk direct-action operations where circumstances might
render even standard Enforcer troops ineffective. The heavier armour means advancing directly even into heavy
weapons fire is frequently survivable while next to no mobility is lost thanks to an enhanced triple-chambered power
plant. For this reason, Enforcer Battlefield Commanders frequently carry out their duties in Peacekeeper armour, but
the suits are also commonly used for close-assaults, building clearances, and fire support missions.
76
Enforcer Strider Vehicle
Spd Mel Acc Def Res Ner
6 4+ 3+ 7+ 4 3
1 Strider Points: 210
Grav-Ram Spear A 4 5
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade the Strider to a Strider Lieutenant, granting:
Leadership
Command ❶
Strider [insert image]
A variety of Strider frames have been employed in corporate forces but the one most commonly used by Enforcer
groups is the GR77 equipped with a Genling 88 Burst Laser. They are typically used as infantry support platforms,
laying down curtains of suppressive fire as cover for advances by Strike and Assault teams, but may also serve as
mobile sentries and escorts for slower ground units.
Developed during the Trotanic war, the GR95 model Strider, commonly known as the ‘Ajax’ variant, was developed
to help corporate forces break through armoured chokepoints. The Ajax has been up-armoured and uses smoke
rounds and a heavy ‘Aggressor’ shield, essentially a reinforced and upscaled version of the Defender, to help it
survive extended time under fire. Its grav-ram spear can deliver a colossal amount of force to a defined area or
launch individual spearheads a short distance against moving targets. Given time, the Ajax can reduce even the
strongest structure or armour to rubble and wreckage.
77
Vehicle
Enforcer Accuser Interceptor
(Flyer)
Spd Mel Acc Def Res Ner
16 - 3+ 8+ 4 3
1 Enforcer Accuser Interceptor Points: 225
Special Rule: Communications, Transport (5)
Weapon Range Dice AP Special
Twin Heavy Burst Lasers 36” 6 2 Suppressive Fire (1)
May upgrade to an Arbiter Interceptor:
Arbiter Interceptor Equipment Upgrade Points: 25
Replace the Twin Heavy Burst Laser with Twin Polaris Cannon:
Weapon Range Dice AP Special
Anti-Tank, Slow
Twin Polaris Cannon 60" 2 6
Reload
Any Interceptor may take a Missile Pods Equipment Upgrade:
Missile Pods Equipment Upgrade: Points: 25
Upgrade with an additional weapon system granting:
Weapon Range Dice AP Special
Missile Pods 72" 1 5 Anti-Tank
Anti-Missile Flare Dispenser Points: 15
Upgrade any Interceptor with Anti-Missile Flare Dispensers, granting:
Special Rule: Countermeasures
Smokescreen Grenade Launchers Points: 15
Upgrade any Interceptor with Smokescreen Grenade Launchers, granting:
Special Rule: Smokescreen
Accuser Interceptor [insert image]
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. Capable of supersonic flight as well as hovering and VTOL, its
multiple hardpoints mean weapons loadouts can be quickly tailored to match whatever threat the Accuser is being
sent against. Heavy burst lasers are a favourite option although recent interventions against Plague and Veer-myn
incursions have seen an increase in the equipment of air-to-ground missile systems.
Vehicle
Enforcer Persecutor Bomber
(Flyer)
Spd Mel Acc Def Res Ner
14 - 3+ 8+ 4 3
1 Enforcer Accuser Interceptor Points: 225
Special Rule: Communications
Weapon Range Dice AP Special
Area Effect, Blast
Anti-Infantry Bombs 12" 1 3 (2D3) Limited (2),
Suppressive Fire (2)
Area Effect, Blast
Bunker Buster Bombs 12" 1 6 (D3), Limited (2), Anti-
Tank
Missile Pods 72" 1 5 Anti-Tank
Anti-Missile Flare Dispenser Points: 15
Upgrade any Interceptor with Anti-Missile Flare Dispensers, granting:
Special Rule: Countermeasures
78
Persecutor Bomber [insert image]
Developed as a fast response ground support vehicle, the XSM-786 Persecutor excels in tasks requiring the rapid
deployment of high yield explosive ordnance and termination of pre-tagged and live laser-marked targets. Range and
speed are lower than similar airframed craft, but the Persecutor still packs a mean punch. Two dual-core high-
density projectile weapons can be carried beneath the aircraft’s wings for bunker-busting and anti-armour missions
while a payload of high-spread guided munitions has proved to be highly effective against massed infantry.
79
Regular
Enforcer Captain Infantry
Spd Mel Acc Def Res Ner
6 3+ 3+ 6+ 2 3
1 General Points: 85
Special Rule: Anti-Grav, Communications, Unflinching, Protection (Regular Infantry)
Command ❷
Weapon Range Dice AP Special
Genling Laser Pistol 12" 1 1
Energy Gauntlet A 2 3
Regular
0-1 Commander Roca Infantry
Spd Mel Acc Def Res Ner
6 3+ 3+ 5+ 2 3
1 General Points: 125
Special Rule: Anti-Grav, Communications, Protection (Regular Infantry), Alien Intel, RDL
Transmision, Inspiring
Command ❹, Precision Fire Order
Weapon Range Dice AP Special
Genling Laser Pistol 12" 1 1
Assault Weapon A 2
[BOXOUT]Special Rule: Alien Intel
Roca has fought with distinction against every threat presented to the GCPS, from Marauders to Elastopods, and he
has a keen understanding of their tactics, and how to use their abilities against them.
Roca may give Orders that would otherwise be specific to his opponent’s faction, such as using Masters of
Engineering when facing Forge Fathers. He can only give Orders when he has eligible friendly troops - he cannot give
the Veer-myn’s Swarm Order for example, as he has no friendly Nightcrawler units![/BOXOUT]
80
occupants. Activate a unit. That unit ignores all
Forge Fathers modifiers for fortified terrain when shooting in that
Activation.
NOTE – ALL POINTS VALUES ARE ROUGH ESTIMATES
AND WILL NOT BE FULLY BALANCED UNTIL Level 2 – ‘Tis but a Scratch!
EXTENSIVE BETA TESTING HAS TAKEN PLACE.
Choose a Commander. All friendly units within range
Few non-human civilisations have survived contact are granted the Unflinching ability until the end of the
with the GCPS – most are ‘incorporated’, losing their Turn. Note that Unflinching already includes the
identity along with their planets; the rest simply bonus for Headstrong – it doesn’t count twice. This
destroyed. But the Forge Fathers, the dwarven order can be issued at the end of an activation.
warriors of the Star Realm, are not like any other race
in the galaxy. They are born of fire and metal. So Objectives
when human corporations began moving into worlds
that rightfully belonged to the Realm, the Forge Lords Forge Fathers have access to the following Secondary
fought back with superior firepower and almost Objectives on a roll of 61-66 on the chart.
impenetrable armour.
A – Insert Name Here
To this day the clans of the Forge Fathers stand proud
and independent and carry on their mission to claim Insert Objective Here.
the galaxy, one world at a time. They do this by the
power of the Forge Stars, trapping the energy of suns B – Insert Name Here
and using it to construct colossal machines and
starships capable of stripping entire planets of their Insert Objective Here.
wealth and resources and engineering devices that
are the envy of other races.
C – Insert Name Here
But the Forge Lords have also built great armies to
Insert Objective Here.
protect their holds and their interests on the planets
they have claimed as their caravans of ships move
between the stars. Because, in an infinite universe,
the rarest resource of them all is peace, and all they
Continued
are certain to find is war.
81
Regular
Forge Father Steel Warriors (5 Models)
Infantry
Spd Mel Acc Def Res Ner
4 4+ 4+ 5+ 1 2
5 Steel Warriors Points: 105
Special Rules: Headstrong
Weapon Range Dice AP Special
Hailstorm Rifle 24” 1 2
Assault Weaponry A 1 -
Add up to 5 additional Steel Warriors Points: 19 each
Up to 2 Steel Warriors may each have one of the following weapon upgrades:
Steel Warrior Hailstorm Equipment Upgrade Points: 15
Replace the Hailstorm Rifle with a Dragonbreath Flamer:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3), Saturation,
Dragonbreath Flamer 9” 1 1 Slow Reload, Volatile
(3+)
Steel Warrior Hailstorm Autocannon Equipment Upgrade Points: 15
Replace the Hailstorm Rifle with a Hailstorm Autocannon:
Weapon Range Dice AP Special
Hailstorm Autocannon 36" 2 2 Supressive Fire (1)
0-1 Steel Warrior Unit Leader Personnel Upgrade Points: 40
Upgrade any 1 model to a Unit Leader, granting:
+1 Nerve
Special Rule: Leadership
Regular
Forge Father Steel Warrior Specialists (5 Models)
Infantry
Spd Mel Acc Def Res Ner
4 4+ 4+ 5+ 1 2
5 Steel Warriors Points: 105
Special Rules: Headstrong
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
Up to 4 Steel Warriors may each have one of the following weapon upgrades:
Steel Warrior Hailstorm Equipment Upgrade Points: 15
Replace the Hailstorm Rilfe with a Dragonbreath Flamer:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Dragonbreath Flamer 9” 1 1 Saturation, Slow
Reload, Volatile (3+)
Steel Warrior Hailstorm Autocannon Equipment Upgrade Points: 15
Replace the Laser Rifle with a Hailstorm Autocannon:
Weapon Range Dice AP Special
Hailstorm Autocannon 36" 1 2 Supressive Fire (1)
0-1 Steel Warrior Unit Leader Personnel Upgrade Points: 40
Upgrade any 1 model to a Unit Leader, granting:
+1 Nerve
Special Rule: Leadership
82
Steel Warriors [insert image]
Although not an aggressively expansionist race, spending time as a Steel Warrior is still something of a rite of
passage for most Forge Fathers on reaching a certain age. As much as any Forge Father worth his metal should be a
competent smith or artisan, the ability to fight is also expected. Steel Warriors were individually fitted suits of Aesir
armour and most carry a Hailstorm rifle, parts of which at least will have been crafted by their user.
Regular
Forge Father Militia (5 Models)
Infantry
Spd Mel Acc Def Res Ner
4 5+ 5+ 4+ 1 2
5 Militia Points: 65
Special Rules: Headstrong
Weapon Range Dice AP Special
Mk 1 Hailstorm Rifle 24” 1 1
Assault Weaponry A 1 -
Points: 12
Add up to 5 additional Militia
each
0-1 Steel Warrior Unit Leader Personnel Upgrade Points: 40
Upgrade any 1 model to a Unit Leader, granting:
+1 Nerve
Special Rule: Leadership
Militia [insert image]
Forge Father Ward ships are colossal beasts, some like mobile planetoids, and capable of an entirely nomadic
existence. And while most of their populations are officially engaged in civilian roles - miners, craftsmen, and the like
- in times of great need auxiliary militias can be quickly formed. Some members will carry the weaponry they
formerly used as Steel Warriors, others drawing new equipment from the Ward armouries. Either way, the Forge
Father militia are no less professional in attitude and capacity than any other warrior on a battlefield.
83
Regular
Forge Father Stormrage Veterans (5 Models)
Infantry
Spd Mel Acc Def Res Ner
4 4+ 4+ 5+ 1 3
5 Stormrage Veterans Points: 160
Special Rules: Headstrong
Weapon Range Dice AP Special
Hailstorm Autocannon 36" 2 2 Suppresive Fire (1)
Hailstorm Pistol 12" 1 2
Assault Weaponry A 1 -
Up to 1 Stormrage Veteran may have one of the following weapon upgrades:
Stormrage Veteran Magma Cannon Equipment Upgrade Points: 10
Replace the Hailstorm Autocannon with a Magma Cannon:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Magma Cannon 36" 1 7 Firepower, Slow
Reload
Stormrage Veteran Mjolnir Missile Launcher Equipment Upgrade Points: 10
Replace the Hailstorm Autocannon with a Mjolnir Missile Launcher:
Weapon Range Dice AP Special
Blast (D3+2), Heavy
Mjolnir Missile Launcher 6-48" 1 2 Firepower, Slow
Reload
0-1 Stormrage Veteran Unit Leader Personnel Upgrade Points: 35
Upgrade any 1 model to a Unit Leader, granting:
Command ❶
Special Rule: Leadership
Regular
Forge Father Stormrage Heavy Weapon Veterans (5 Models)
Infantry
Spd Mel Acc Def Res Ner
4 4+ 4+ 5+ 1 3
5 Stormrage Heavy Weapon Veterans Points: 160
Special Rules: Headstrong
Weapon Range Dice AP Special
Hailstorm Autocannon 36" 2 2 Suppresive Fire (1)
Hailstorm Pistol 12" 1 2
Assault Weaponry A 1 -
Up to 4 Stormrage Veteran may have one of the following weapon upgrades:
Stormrage Veteran Magma Cannon Equipment Upgrade Points: 10
Replace the Hailstorm Autocannon with a Magma Cannon:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Magma Cannon 36" 1 7
Firepower, Slow Reload
Stormrage Veteran Mjolnir Missile Launcher Equipment Upgrade Points: 10
Replace the Hailstorm Autocannon with a Mjolnir Missile Launcher:
Weapon Range Dice AP Special
Blast (D3+2), Heavy
Mjolnir Missile Launcher 6-48" 1 2
Firepower, Slow Reload
0-1 Stormrage Veteran Unit Leader Personnel Upgrade Points: 35
Upgrade any 1 model to a Unit Leader, granting:
Command ❶
Special Rule: Leadership
84
Stormrage Veterans [insert image]
Many older Forge Fathers find a life under arms to be an agreeable one and they turn away from lives as smiths and
artisans for a position in a veteran’s platoon. War, they say, is a craft like any other. Others are simply too
cantankerous to be tolerated by the Steel Warriors. Either way, admittance to a Veterans unit usually requires at
least forty years of military service and, as well as the right to join the Stormrage drinking lodges, membership gives
access to the most powerful and therefore enjoyable weapons.
85
Regular
Forge Father Brokkrs (5 Models)
Infantry
Spd Mel Acc Def Res Ner
4 4+ 4+ 4+ 1 2
5 Brokkrs Points: 75
Special Rules: Headstrong
Weapon Range Dice AP Special
Burst Pistol 12" 2 1
Assault Weaponry A 2 1
Add up to 5 additional Brokkrs Points: 14 each
Up to 2 Brokkrs may have a Magma Rifle:
Brokkr Magma Rifle Equipment Upgrade Points: 10
Replace the Burst Pistol with a Magma Rifle:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Magma Rifle 12” 1 7 Anti-Tank, Slow Reload
Alternatively you may upgrade two Brokkr to an Inferno Drill Support Team:
Brokkr Inferno Drill Support Upgrade: Points: 30
Replace both models Burst Pistols with an Inferno Drill:
Weapon Range Dice AP Special
Heavy Firepower, Slow
Heavy Inferno Drill 36" 2 6
Reload
0-1 Brokkr Unit Leader Personnel Upgrade Points: 40
Upgrade any 1 model to a Unit Leader, granting:
+1 Nerve
Special Rule: Leadership
0-1 Brokkr Engineer Personnel Upgrade Points: 30
Upgrade any 1 model to a Brokkr Engineer, granting:
Command ❶
Repair Order
Brokkrs [insert image]
Many Ward ships carry a contingent of the dwarves known as ‘Brokkrs’. Those that don’t and go to war will often
find groups of their somewhat wilder cousins turning up to join the fight anyway. Most Forge Fathers would describe
Brokkr squads as reckless - they prefer to think of themselves as adventurous. Whichever is true, Brokkrs are without
doubt a highly effective assault force.
Large
Forge Father Valkyrs (2 Models)
Infantry
Spd Mel Acc Def Res Ner
8 4+ 4+ 4+ 2 2
2 Valkyrs Points: 60
Special Rules: Bulky, Headstrong
Weapon Range Dice AP Special
Twin Hailstorm Rifles 24” 2 2
Assault Weaponry A 1 -
Add up to 4 additional Valkyrs Points: 27 each
0-1 Valkyr Leader Personnel Upgrade Points: 40
Upgrade any 1 model to a Unit Leader, granting:
+1 Nerve
Special Rule: Leadership
86
Valkyrs [insert image]
When solid but slow-moving Forge Father forces feel the need for speed, they can turn to ‘gangs’ of Valkyr bikers.
Named for legendary winged warriors of old, Valkyr gangs epitomise many of the differences between Forge Fathers
and the Brokkr sub-clan. Often loud and always fast, Valkyrs may serve as scout and recon forces, or just motor
headlong at their enemy for an assault with their forward mounted Hailstorm rifles.
Regular
Forge Father Forge Guard (5 Models)
Infantry
Spd Mel Acc Def Res Ner
4 3+ 3+ 6+ 1 4
5 Forge Guard Points: 200
Special Rules: Headstrong
Weapon Range Dice AP Special
Hailstorm Rifle 24" 1 2
Forge Hammer A 1 4 Blast (D3)
Up to 1 Forge Guard may have one of the following weapon upgrades:
Forge Guard Magma Cannon Equipment Upgrade Points: 25
Replace the Hailstorm Rifle with a Magma Cannon:
Weapon Range Dice AP Special
Anti-Tank, Slow
Magma Cannon 36" 1 7
Reload
Forge Guard Hailstrom Cannon Equipment Upgrade Points: 15
Replace the Hailstorm Rifle with a Hailstorm Autocannon:
Weapon Range Dice AP Special
Hailstorm Autocannon 36" 2 2 Suppressive Fire (1)
Forge Guard Mjolnir Missile Launcher Equipment Upgrade Points: 25
Replace the Hailstorm Rifle with a Mjolnir Missile Launcher:
Weapon Range Dice AP Special
Blast (D3+2), Heavy
Mjolnir Missile Launcher 6-48" 1 2 Firepower, Slow
Reload
0-1 Forge Guard Unit Leader Personnel Upgrade Points: 35
Upgrade any 1 model to a Unit Leader, granting:
Command ❶
Special Rule: Leadership
Forge Guard [insert image]
The dwarvish word for Forge Guard, ‘Sikkram’, roughly translates to ‘the face of the hammer’ - the Forge Father
language’s equivalent to the ‘tip of the spear’. They are, in effect, the blunt force with which a Forge Lord will
pulverise his enemies, often being sent first into war and carrying some of the most powerful weapons in the dwarf
arsenal. They are made up of a lord’s most trusted and venerable warriors, true professionals who in peacetime will
be sent to guard his greatest treasures and most important properties and, in war, be given the most vital missions.
87
Regular
Forge Father Hammerfist Drop Squad (5 Models)
Infantry
Spd Mel Acc Def Res Ner
4 3+ 3+ 6+ 1 4
5 Hammerfist Drop Troops Points: 210
Special Rules: Aerial Deployment, Headstrong
Weapon Range Dice AP Special
Heavy Firepower,
Inferno Drill 18" 1 6
Slow Reload
Forge Hammers A 1 4 Blast (D3)
0-1 Hammerfist Drop Troop Unit Leader Personnel Upgrade Points: 35
Upgrade any 1 model to a Unit Leader, granting:
Command ❶
Special Rule: Leadership
Hammerfist Drop Squad [insert image]
Hammerfist Orbital Drop Armour is a modified version of suits used in orbital mining operations. Sufficiently
reinforced to withstand atmospheric entry and high-speed landfall, a Lord’s most trusted and proven Forge Guard
can be delivered with almost pinpoint accuracy anywhere on a battlefield. Any enemy that survives their ground-
breaking impact will be pulverised with Forge Hammers or cut down by Inferno Drills before the Hammerfists
redeploy to their next target.
88
Forge Father Iron Ancestor Vehicle
Spd Mel Acc Def Res Ner
5 3+ 3+ 8+ 4 4
1 Iron Ancestor Points: 210
Special Rules: Communications, Command A296, Headstrong
Weapon Range Dice AP Special
Twin Hailstorm
36” 4 2 Suppressive Fire (1)
Autocannon
Assault Weaponry A 4 5
You may upgrade the Iron Ancestor to one of the following patterns:
Doomstorm Pattern Iron Ancestor Points: 20
Replace all weapons with the following:
Weapon Range Dice AP Special
Quad Hailstorm
36" 8 2 Suppressive Fire (1)
Autocannon
Assault Weaponry A 2 2
Thor Pattern Iron Ancestor Points: 0
Replace all weapons with the following:
Weapon Range Dice AP Special
Assault Weaponry A 8 5
Urban Pattern Iron Ancestor Points: 45
Replace the Twin Hailstorm Autocannon with the following:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Anti-Tank, Slow
Twin Magma Cannon 36" 2 7
Reload
Blast (2D3),
Dragonbreath Flamer 9" 1 1 Saturation, Slow
Reload, Volatile (2+)
Iron Ancestor Personnel Upgrade Points: 80
Upgrade the Iron Ancestor to an Iron Ancestor Lieutenant, granting:
Leadership
Shield (3)
Command ❷
Iron Ancestor [insert image]
Age is venerated amongst all Forge Fathers, bringing, as it does, a wealth of accumulated experience and wisdom.
The oldest and wisest warriors bring those riches to bear in suits of Antikk armour, giants like Striders, but infinitely
more sophisticated and often much more powerful. Many of these living legends will equip their armour similarly to
the preference of their younger days, with a heat hammer on one shoulder and a heavy Hailstorm cannon on the
other. The Doomstorm pattern will forego the close combat weapon though and double up on ranged weaponry
while the Thor pattern carries two hammers to maul infantry and vehicles alike.
Forge Fathers see no irony in a race so skilled in craft and construction being similarly excellent at destruction and
demolition. The Hellermal, or ‘Overkill’ suit is, like all Iron Ancestors, a fantastically engineered suit of armour, more
like an extension of the pilot than a prosthetic vehicle. But its twin Magma cannons, similar to plasma cannons
employed elsewhere but capable of more focused beams, can burn through a meter of reinforced rockcrete in less
than a minute while its Dragon’s Breath flamer is the bane of infantry and light vehicles.
89
Vehicle
Forge Father Hultr Half-Track (Tank)
Spd Mel Acc Def Res Ner
10 4+ 4+ 7+ 4 3
1 Hultr Half-Track Points: 180
Special Rule: Headstrong
Weapon Range Dice AP Special
Hailstorm Autocannon 36" 2 2 Suppressive Fire (1)
Assault R 4 2
Transport Trailer Equipment Upgrade Points: 25
Upgrade with a trailer, granting:
Special Rule: Transport (5)
Hultr Half-track [insert image]
Lightly armoured but no less deadly, Hultr half-tracks fitted with autocannon turrets can be deployed on almost any
terrain. Modified versions of vehicles used in numerous Forge Father mining operations, in war Forge Lords will use
them to quickly fortify a strategic location or support an infantry advance. Their powerful engines and a towing hook
on the rear mean Hultrs can also be utilised to move other, heavier equipment across a battlefield.
Vehicle
Forge Father Drakkar APC (Tank)
Spd Mel Acc Def Res Ner
8 4+ 4+ 9+ 5 3
1 Drakkar APC Points: 180
Special Rule: Headstrong, Transport (10)
Weapon Range Dice AP Special
Hailstorm Rifle 24" 1 2
Assault R 6 3
Drakkar APC [insert image]
The Drakkar is the Forge Father’s primary armoured personnel carrier. It is by no means the fastest or prettiest of all
troop transporters but this is no failure of design. The Drakkar’s sloped, toughened armour make it one of the
toughest troop delivery vehicles on any battlefield anywhere and, with a Hailstorm anti-personnel weapon to
discourage any assailants along the way, the vehicle is an extremely safe and reliable delivery vehicle for platoons of
Steel Warriors and Forge Guard.
Vehicle
Forge Father Brandr Urban Assault Vehicle
(Tank)
Spd Mel Acc Def Res Ner
7 4+ 4+ 10+ 5 4
1 Brandr Assault Vehicle Points: 250
Special Rule: Fire in the Hole!, Headstrong, Mobile Defences, Transport (5)
Weapon Range Dice AP Special
Area Effect, Blast
Heavy Dragonbreath (2D3), Saturation,
9” 1 2
Flamer Slow Reload, Volatile
(2+)
Assault R 8 4
90
Brandr Urban Assault Vehicle [insert image]
Usually found in the vanguard of Forge Father advances into urban areas, the Brandr is equipped to destroy tank
traps and barricades with its assault ram and burn out bunkers and emplacements with its turret-mounted
Dragonbreath flamethrower. It is a close-range weapon, and, as such, may require support covering open ground,
but its powerful engine and reinforced forward armour make it nigh-on unstoppable in more confined areas.
Vehicle
Forge Father Sturnhammer Battle Tank
(Tank)
Spd Mel Acc Def Res Ner
7 4+ 4+ 9+ 5 4
1 Sturnhammer Battle Tank Points: 250
Special Rule: Headstrong
Weapon Range Dice AP Special
Hailstorm Rifle 24" 1 2
Heavy Hailstorm Rifle 60" 3 3 Supressive Fire (2)
Assault R 6 3
May Upgrade to a Volcano Pattern Battle Tank: Points: 0
Replace the Heavy Hailstorm Rifle with the following:
Weapon Range Dice AP Special
Hailstorm Rifle 24" 1 2
Anti-Tank, Slow
Heavy Magma Cannon 12-60" 1 7
Reload
Assault R 6 3
Sturnhammer Battle Tank [insert image]
The Sturnhammer is assessed by Corporation Central Military analysts to be probably the best main battle tank
currently employed amongst alien races. Carrying a Heavy Hailstorm Cannon turret as standard, the Sturnhammer’s
intricately engineered target control system makes it capable of a rate of accurate fire at a range that is the envy of
even Enforcer commanders. This also often makes a Sturnhammer a target of high priority in battle, but its armour is
at least as technically advanced as its weaponry, shrugging off all but the most powerful and well placed incoming
shots.
91
Vehicle
Forge Father Jotunn Weapons Platform
(Tank)
Spd Mel Acc Def Res Ner
3 4+ 4+ 6+ 3 2
1 Jotuun Weapons Platform Points: 120
Special Rules: Headstrong
Weapon Range Dice AP Special
Heavy Firepower,
Heavy Hailstorm Rifle 60" 3 3
Suppressive Fire (2)
Assault Weaponry R 4 -
You may upgrade the Jotunn Weapons Platform to one of the following patterns:
Surtr Weapons Platform Points: 0
Replace the Heavy Hailstorm Rifle with a Heavy Magma Cannon:
Weapon Range Dice AP Special
Anti-Tank, Slow
Heavy Magma Cannon 60" 1 7
Reload
Urban Demolisher Weapons Platform Points: 0
Replace the Heavy Hailstorm Rifle with a Punisher Cannon:
Special Rule: Mobile Defences
Weapon Range Dice AP Special
Blast (D3+1), Slow
Punisher Cannon 60" 1 4
Reload
Weapons Platforms [insert image]
Most races would find the complexity of operating a dedicated anti-tank or anti-air weapons platform requires at
least three crew. Advanced Forge Father engineering, and more than a little pride, mean the Jotunn and Surtr mobile
guns require only one; the roles of driver, gunner, and operator are all rolled into one seat. The limited speed the
vehicle’s tracks provide does however mean you can often find them being towed into position by a larger tank
before a battle begins.
Regular
Forge Father Forge Lord
Infantry
Spd Mel Acc Def Res Ner
4 3+ 3+ 6+ 2 3
1 General Points: 155
Special Rule: Communications, Unflinching, Protection (Regular Infantry), Shield Projection (2)
Command ❸
Weapon Range Dice AP Special
Hailstorm Pistol 12" 1 2
Forge Hammer A 2 4 Blast (D3)
92
Forge Father Unit Upgrades
Forge Father Personnel Upgrade Points: 65
Every infantry unit containing at least 5 models may upgrade a model to a Huscarl, granting:
Command ❷, Shield (3)
Every infantry unit containing at least 5 models may upgrade a model to an Artificer granting:
Command ❶
Repair Order, Fortify Position Order
Regular
0-1 Forge Lord Ingulf Krestursson Infantry
Spd Mel Acc Def Res Ner
4 3+ 3+ 6+ 2 4
1 Forge Lord Ingulf Krestursson Points: 190
Special Rule: Communications, Unflinching, Protection (Regular Infantry), Inspiring, Fire in
the Hole!, Hatred of Mankind, Shield (4)
Command ❸
Weapon Range Dice AP Special
Blast (2D3), Saturation,
Dragonbreath Flamer 9" 1 1 Slow Reload, Volatile
(3+)
Padd A 4 2 Shredder
[BOXOUT]Special Rule: Hatred of Mankind
Ingulf may re-roll one Command die per turn when facing an Enforcer or GCPS force.[/BOXOUT]
93
immediately make another Shooting attack against
The GCPS the same target as part of the same Activation. If hit,
the target will take an additional Suppression Token
NOTE – ALL POINTS VALUES ARE ROUGH ESTIMATES over and above any it would be otherwise due to take.
AND WILL NOT BE FULLY BALANCED UNTIL The second unit is then marked as activated. Note
EXTENSIVE BETA TESTING HAS TAKEN PLACE. that every model in both units must shoot at the same
target. Any models out of range of the target do not
shoot.
Army Background
Orders Objectives
This Order may be given after the opposing player has Insert Objective Here.
made a standard dice roll of any kind on a unit within
range of the Commander giving the Order. The Life in the Corporation forces is hard – around 5% of a
Corporation player may pick one of the dice and force corporation’s military will disappear in any given solar
the opponent to re-roll it. Note that this does not year. This is in addition to combat losses and known
count towards the limit of one order being issued to a events such as Containment Protocols, industrial
unit a turn. disasters, corporate espionage and deserters. Nobody
has ever come up with a satisfactory explanation as to
Level 1 – Focus Fire what happens to these men and women, though the
odds are that it isn’t good.
Use this Order after a unit has made a Shooting attack
that caused damage against an enemy unit. Choose a
second unactivated unit within range of the
Commander giving the Order. This unit may
94
Regular
Corporation Marines (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 4+ 1 2
5 Marines Points: 70
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
Points: 13
Add up to 10 additional Marines
each
Up to 2 Marines may each have one of the following weapon upgrades:
Marine Flamethrower Equipment Upgrade Points: 20
Replace the Laser Rifle with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3), Saturation,
Flamethrower 9” 1 1 Slow Reload, Volatile
(3+)
Marine Grenade Launcher Equipment Upgrade Points: 5
Replace the Laser Rifle with a Grenade Launcher:
Weapon Range Dice AP Special
Grenade Launcher 18” 1 - Blast (D3)
Alternatively you may upgrade two marines to form one of the following heavy weapons teams:
Marine Autocannon Team Points: 25
Replace both models Laser Rifles with an Autocannon:
Weapon Range Dice AP Special
Heavy Firepower,
Autocannon 48” 2 2
Suppressive Fire (1)
Marine Laser Cannon Team Points: 15
Replace both models Laser Rifles with a Laser Cannon:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Laser Cannon 48” 1 5
Firepower, Slow Reload
Marine Missile Launcher Team Points: 25
Replace both models Laser Rifles with a Missile Launcher:
Weapon Range Dice AP Special
Blast (D3+1), Heavy
Missile Launcher 6-48” 1 3
Firepower, Slow Reload
Marine Mortar Team Points: 35
Replace both models Laser Rifles with a Mortar:
Weapon Range Dice AP Special
Blast (D6), Heavy
Firepower, Indirect,
Mortar 12-48” 1 -
Slow Reload,
Suppressive Fire (2)
0-1 Marine Communications Trooper Equipment Upgrade Points: 10
Upgrade any 1 model to a Communications Trooper, granting:
Special Rule: Communications
0-1 Marine Unit Leader Personnel Upgrade Points: 15
Upgrade any 1 model to a Unit Leader, granting:
Special Rule: Leadership
95
Regular
Corporation Marines Heavy Weapons Squad (4 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 4+ 1 2
4 Marines Points: 56
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
Add up to 1
Points: 50
Engineer
Special Rule: Communications, Leadership, Improved Ordanance
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
You may upgrade up to two sets of two marines to form any of the following heavy weapons teams:
Marine Autocannon Team Points: 25
Replace both models Laser Rifles with an Autocannon:
Weapon Range Dice AP Special
Heavy Firepower,
Autocannon 48” 2 2
Suppressive Fire (1)
Marine Laser Cannon Team Points: 15
Replace both models Laser Rifles with a Laser Cannon:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Laser Cannon 48” 1 5 Firepower, Slow
Reload
Marine Missile Launcher Team Points: 25
Replace both models Laser Rifles with a Missile Launcher:
Weapon Range Dice AP Special
Blast (D3+1),
Missile Launcher 6-48” 1 3 Heavy Firepower,
Slow Reload
Marine Mortar Team Points: 35
Replace both models Laser Rifles with a Mortar:
Weapon Range Dice AP Special
Blast (D6), Heavy
Firepower, Indirect,
Mortar 12-48” 1 -
Slow Reload,
Suppressive Fire (2)
Improved Ordnance: Choose one heavy firepower weapon each turn. It can either re-roll one to hit dice or add 1 to
its Blast (X) special rule. You must state which before rolling to hit.
96
Regular
Corporation Marines Specialists (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 4+ 1 2
5 Marines Points: 70
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
Up to 4 Marines may each have one of the following weapon upgrades:
Marine Flamethrower Equipment Upgrade Points: 20
Replace the Laser Rifle with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Flamethrower 9” 1 1 Saturation, Slow
Reload , Volatile (3+)
Marine Grenade Launcher Equipment Upgrade Points: 5
Replace the Laser Rifle with a Grenade Launcher:
Weapon Range Dice AP Special
Grenade Launcher 18” 1 - Blast (D3)
0-1 Marine Communications Trooper Equipment Upgrade Points: 10
Upgrade any 1 model to a Communications Trooper, granting:
Special Rule: Communications
0-1 Marine Unit Leader Personnel Upgrade Points: 15
Upgrade any 1 model to a Unit Leader, granting:
Leadership
Marines [insert image]
Marines are the backbone of corporate expansion. Most large houses maintain a private army of them and there are
numerous ‘independent security consultancies’, mercenary groups employed by companies with a desire or need to
outsource their violence. Equipped with mass-produced but reliable armour and laser weaponry, there is no
shortage of either demand or supply for troops willing to work a contract in war zones throughout the universe.
97
Regular
Corporation Recruits (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 5+ 5+ 4+ 1 1
5 Recruits Points: 40
Special Expendable
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
Points: 7
Add up to 15 additional Recruits
each
0-1 Marine Communications Trooper Equipment Upgrade Points: 10
Upgrade any 1 model to a Communications Trooper, granting:
Special Rule: Communications
0-1 Marine Unit Leader Personnel Upgrade Points: 15
Upgrade any 1 model to a Unit Leader, granting:
Leadership
98
Regular
Corporation Veterans (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 4+ 1 2
5 Veterans Points: 85
Special Headstrong
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
Add up to 5 additional Veterans Points: 15 each
Up to 2 Veterans may each have one of the following weapon upgrades:
Veteran Flamethrower Equipment Upgrade Points: 20
Replace the Laser Rifle with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Flamethrower 9” 1 1 Saturation, Slow
Reload , Volatile (3+)
Veteran Grenade Launcher Equipment Upgrade Points: 5
Replace the Laser Rifle with a Grenade Launcher:
Weapon Range Dice AP Special
Grenade Launcher 18” 1 - Blast (D3)
Alternatively you may upgrade two veterans to form one of the following heavy weapons teams:
Veteran Autocannon Team Points: 25
Replace both models Laser Rifles with an Autocannon:
Weapon Range Dice AP Special
Heavy Firepower,
Autocannon 48” 2 2
Suppressive Fire (1)
Veteran Laser Cannon Team Points: 15
Replace both models Laser Rifles with a Laser Cannon:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Laser Cannon 48” 1 5
Firepower, Slow Reload
Veteran Missile Launcher Team Points: 25
Replace both models Laser Rifles with a Missile Launcher:
Weapon Range Dice AP Special
Blast (D3+1), Heavy
Missile Launcher 6-48” 1 3 Firepower, Slow
Reload
Veteran Mortar Team Points: 35
Replace both models Laser Rifles with a Mortar:
Weapon Range Dice AP Special
Blast (D6), Heavy
Firepower, Indirect,
Mortar 12-48” 1 -
Slow Reload,
Suppressive Fire (2)
0-1 Veteran Communications Trooper Equipment Upgrade Points: 10
Upgrade any 1 model to a Communications Trooper, granting:
Special Rule: Communications
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Command ❶
99
Regular
Corporation Veterans Heavy Weapons Squad (4 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 4+ 1 2
4 Veterans Points: 68
Special Headstrong
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
Add up to 1 Engineer Points: 50
Engineer
Special Rule: Communications, Leadership, Improved Ordanance
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
You may upgrade up to two sets of two veterans to form any of the following heavy weapons teams:
Veteran Autocannon Team Points: 25
Replace both models Laser Rifles with an Autocannon:
Weapon Range Dice AP Special
Heavy Firepower,
Autocannon 48” 2 2
Suppressive Fire (1)
Veteran Laser Cannon Team Points: 15
Replace both models Laser Rifles with a Laser Cannon:
Weapon Range Dice AP Special
Anti-Tank, Heavy
Laser Cannon 48” 1 5 Firepower, Slow
Reload
Veteran Missile Launcher Team Points: 25
Replace both models Laser Rifles with a Missile Launcher:
Weapon Range Dice AP Special
Blast (D3+1), Heavy
Missile Launcher 6-48” 1 3 Firepower, Slow
Reload
Veteran Mortar Team Points: 35
Replace both models Laser Rifles with a Mortar:
Weapon Range Dice AP Special
Blast (D6), Heavy
Firepower, Indirect,
Mortar 12-48” 1 -
Slow Reload,
Suppressive Fire (2)
Improved Ordnance: Choose one heavy firepower weapon each turn. It can either re-roll one to hit dice or add 1 to
its Blast (X) special rule. You must state which before rolling to hit.
100
Regular
Corporation Veterans Specialists (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 4+ 1 2
5 Veterans Points: 85
Special Headstrong
Weapon Range Dice AP Special
Laser Rifle 24” 1 -
Assault Weaponry A 1 -
Up to 4 Veterans may each have one of the following weapon upgrades:
Veteran Flamethrower Equipment Upgrade Points: 20
Replace the Laser Rifle with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Flamethrower 9” 1 1 Saturation, Slow
Reload, Volatile (3+)
Veteran Grenade Launcher Equipment Upgrade Points: 5
Replace the Laser Rifle with a Grenade Launcher:
Weapon Range Dice AP Special
Grenade Launcher 18” 1 - Blast (D3)
0-1 Veteran Communications Trooper Equipment Upgrade Points: 10
Upgrade any 1 model to a Communications Trooper, granting:
Special Rule: Communications
0-1 Veteran Lieutenant Personnel Upgrade Points: 40
Upgrade any 1 model to a Lieutenant, granting:
Leadership
Command ❶
Veterans [insert image]
Whether out of necessity or choice, many corporate marines find ‘one short contract’ turning into a much longer
period as a professional or career soldier. Veteran units may have seen years of service and it is from such squads
many marine officers are drawn. After all, the reasoning goes, if you’ve survived long enough as a marine to become
a veteran, you probably know a thing or two worth listening to.
101
Regular
Corporation Rangers (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 4+ 1 3
5 Rangers Points: 110
Special Aerial Deployment, Recon
Weapon Range Dice AP Special
Offering even greater rewards than a standard marine contract, a position amongst a Ranger squadron also carries a
much higher degree of risk. Equipped with grav-chutes and heavy laser rifles, Rangers will be dropped into the
hottest combat zones, often within enemy territory, and tasked with the most dangerous jobs. Many Ranger
companies have adopted the motto ‘Rangers Go First’ and, whether this refers to their deployment into enemy
territory or making the journey home in a bodybag, it is nearly always true.
102
Corporation Strider Vehicle
Spd Mel Acc Def Res Ner
6 4+ 4+ 7+ 4 3
1 Strider Points: 180
Weapon Range Dice AP Special
Heavy Burst Laser 36” 4 2 Suppressive Fire (1)
Assault Weaponry A 4 3
You may upgrade the Strider to one of the following patterns:
Urban Assault Strider Points: 5
Replace the Heavy Burst Laser with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3+1),
Heavy Flamethrower 9” 1 1 Saturation, Slow
Reload, Volatile (2+)
Polaris Strider Points: 5
Replace the Heavy Burst Laser with a Polaris Cannon:
Weapon Range Dice AP Special
Anti-tank, Slow
Polaris Cannon 60" 1 6
Reload
Strider [insert image]
Many corporation marine forces maintain large fleets of armoured walkers for combating alien menaces simply too
large for a standard human to handle. They may lack some of the ‘after-market’ features an Enforcer model might
have under its hood, but there is also much more room in the cockpit for the pilot. Many pilots will name and paint
their vehicle with pictures of sweethearts or customised unit insignia. Senior officers will turn a blind eye to all but
the most depraved slogans and pictures. After all, who is going to argue with a marine in a twelve-foot killing
machine?
The original design for the Mule transporter, developed by Trontek for its marine bases on the Phlegian moons, has
been cut up, reworked, and put back together more times than Kraato Gon’s mechanites. Dozens of variants exist
now, each adapted to their particular working environment, and most are clones or shameless rip-offs of Trontek’s
frame. Marine Quartermasters will tell you the popularity of the Mule is its classic and reliable design. In truth
though, corporate militaries use them so much because, like the men and women they carry, they are cheap and
easy to replace.
103
Vehicle
Corporation TAD-65 Hornet Dropship (Tank)
Spd Mel Acc Def Res Ner
14 - 4+ 8+ 4 2
1 TAD-65 Hornet Dropship Points: 225
Special Rule: Anti,grav, Transport (15)
Weapon Range Dice AP Special
Rotary Cannon 36” 4 2 Suppressive Fire (1)
Smokescreen Grenade Launchers Points: 15
Upgrade the Hornet with Smokescreen Grenade Launchers, granting:
Special Rule: Smokescreen
TAD-65 Hornet Dropship [insert image]
The TAD-65 Hornet is the workhorse of corporate deployments across the universe. A tri-copter design, the Hornet
carries two crew and has a carrying capacity of fifteen marine personnel or their equivalent. Standard armament of
the Hornet is a forward-mounted rotary beam laser and is mainly intended to clear drop-zones for its passengers.
While an attack by one Hornet might seem inconsequential, a whole squadron can deliver enough firepower to
dislodge even the most resistant enemy.
Vehicle
Corporation Lancer Battle Tank (Tank)
Spd Mel Acc Def Res Ner
9 4+ 4+ 9+ 5 3
1 Lancer Battle Tank Points: 250
Weapon Range Dice AP Special
Laser Rifles 24" 4 -
Anti-Tank, Blast (D3),
Heavy Laser Cannon 12-48" 1 5
Slow Reload
Assault R 6 3
You may replace the Heavy Laser Cannon with a Heavy Autocannon: Points: 10
Weapon Range Dice AP Special
Heavy Autocannon 12-48" 4 2 Suppressive Fire (2)
Lancer Battle Tank [insert image]
The Lancer battle tank has, since its first deployment against Asterian troops in the third war on Burstyn’s World,
become a mainstay of many large corporate forces. Running on gravitic lifters, a licensed variation of Xian-Seng’s
proprietary tech used in Enforcer jetbikes, its excellent ground speed made it an effective counter to the rapid hit
and run tactics Asterian Cyphers used while its high powered laser cannon proved quite capable of penetrating force
shields and destroying drones and armoured transports. Since then the main weapon assembly has been developed
to replace the laser with an autocannon, allowing the Lancer to also be used in support of, and against, lightly
armoured infantry units.
104
Regular
General Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 5+ 2 3
1 General Points: 60
Special Rule: Communications, Unflinching, Protection (Regular Infantry)
Command ❷
Weapon Range Dice AP Special
Laser Pistol 12" 1 -
Assault Weapon A 2 -
Regular
0-1 Major Loren Chard Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 5+ 2 3
1 General Points: 185
Special Rule: Communications, Unflinching, Protection (Regular Infantry), Trainer
Command ❷, Fortify Position Order
Weapon Range Dice AP Special
Laser Pistol 12" 1 -
Assault Weapon A 2 -
[BOXOUT]Special Rule: Trainer
Major Chard has a wealth of experience and uses it to her advantage when training new recruits. Nominate one unit
within 12” at the start of the game. That unit improves its Melee and Accuracy value by 1. In addition, all of the
unit’s weapons have the Tag special rule, as other units in the force try to follow Chard’s lead.[/BOXOUT]
Every unit with a Unit Leader may upgrade them to a Lieutenant, granting:
Command ❶
105
Marauders – heading and brief background
Regular
Marauder Goran Auxilliaries (10 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 3+ 1 2
10 Goran Auxilliries Points: 80
Weapon Range Dice AP Special
Assorted Firearms 18" 1 -
Assorted Weaponry A 2 -
Add up to 5 additional Goran Auxilliaries Points: 7 each
Regular
Add a pair of Mawbeasts
Infantry
Spd Mel Acc Def Res Ner
5 4+ - 3+ 1 2
2 Mawbeasts Points: 13 each
Weapon Range Dice AP Special
Teeth and Claws A 2 1 Shredder
Up to 2 Goran Auxilliaries may each have an HMG:
Goran Auxilliary HMG Equipment Upgrade Points: 20
Replace the Assorted Firearms with a HMG:
Weapon Range Dice AP Special
HMG 36" 3 - Supressive Fire (1)
0-1 Goran Auxilliary Unit Leader Personnel Upgrade Points: 15
Upgrade any 1 model to a Unit Leader, granting:
Special Rule: Leadership
Background
Regular
Marauder Goran Stalkers (10 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 3+ 3+ 1 2
10 Goran Stalkers Points: 100
Special Rule: Recon
Weapon Range Dice AP Special
Bows 18" 1 1
Assorted Weaponry A 2 -
Upgrade all Goran Stalkers to Goran Saboteurs:
Goran Saboteur Equipment Upgrade Points: 30
Gain the following:
Special Rule: Fire in the Hole!, Saboteur
Weapon Range Dice AP Special
Toxic Gas Grenades 6" 1 - Experimental, Stun
0-1 Goran Unit Leader Personnel Upgrade Points: 35
Upgrade any 1 model to a Unit Leader, granting:
Special Rule: Leadership
Precision Fire Order
Background
106
Regular
Marauder Mawbeasts (2 Models)
Infantry
Spd Mel Acc Def Res Ner
7 4+ - 3+ 1 2
2 Mawbeasts Points: 26
Weapon Range Dice AP Special
Teeth and Claws A 2 1
Add up to 8 additional mawbeasts Points: 12 each
Regular
Marauder Mawbeast Bomber
Infantry
Spd Mel Acc Def Res Ner
7 4+ - 3+ 1 2
1 Mawbeast Bomber Points: 35
Special Rule: Bulky, Fire in the Hole!, BOOM!
Weapon Range Dice AP Special
Teeth and Claws A 2 1
BOOM! – This model may destroy itself as a short action during its activation. When this model is destroyed they
explode. The explosion causes D6+1 AP2 hits to each unit (friend or foe within D6” (roll separately for each unit hit to
determine the number of hits It sustains). Every unit hit also gains one suppression token (regardless of how many
casualties are caused).
Regular
Marauder Goblin Snipers (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 5+ 3+ 2+ 1 2
5 Goblin Snipers Points: 100
Weapon Range Dice AP Special
Heavy Firepower,
Sniper Rifles 48" 1 2 Slow Reload,
Supressive Fire (1)
Assorted Weaponry A 1 -
0-1 Goblin Sniper Unit Leader Personnel Upgrade Points: 20
Upgrade any 1 model to a Unit Leader, granting:
Precision Fire Order
107
Regular
Marauder Orc Commandos (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 4+ 1 2
5 Orc Commandos Points: 75
Special Rule: Headstrong
Weapon Range Dice AP Special
Rifle 24" 1 -
Hrunka A 2 1
Add up to 5 additional Orc Commandos Points: 15 each
Regular
Add a pair of Mawbeasts
Infantry
Spd Mel Acc Def Res Ner
5 4+ - 4+ 1 2
2 Mawbeasts Points: 15
Weapon Range Dice AP Special
Teeth and Claws A 2 1 Shredder
Up to 2 Orc Commandos may each have one of the following weapon upgrades:
Orc Commando Pyro Equipment Upgrade Points: 20
Background
108
Large
Marauder Orc Ripper Suits (2 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 5+ 2 3
2 Orc Ripper Suits Points: 100
Special Rule: Headstrong
Weapon Range Dice AP Special
Rocket Launcher 48" 1 3 Blast (D3)
Assorted Weapons A 4 1
Add up to 4 additional Orc Ripper Suits Points: 49 each
Each model may have one of the following weapon upgrades:
Orc Ripper Suit Overkill Equipment Upgrade Points: 40
Gain both of the following weapons:
Weapon Range Dice AP Special
Rotary Cannon 36" 4 2 Supressive Fire (1)
H.E.W. Beamer 36" 1 4 Anti-Tank, Slow
Orc Ripper Suit H.E.W. Beam Equipment Upgrade Points: 10
Replace the Rocket Launcher with the following:
Weapon Range Dice AP Special
H.E.W. Beamer 36" 1 4 Anti-Tank, Slow
Orc Ripper Suit Rocket Launcher Equipment Upgrade Points: 20
Replace the Rocket Laucnher with the following:
Weapon Range Dice AP Special
Rotary Cannon 36" 4 2 Supressive Fire (1)
Orc Ripper Suit Assault Equipment Upgrade Points: 0
Replace all of its weapons with the following:
Background
Large
Marauder Hulk
Infantry
Spd Mel Acc Def Res Ner
5 4+ 3+ 5+ 3 3
1 Hulk Points: 100
Weapon Range Dice AP Special
H.E.W Cannon 60" 1 5 Anti-Tank, Slow Reload
Assault Weaponry A 2 1
109
Vehicle
Marauder Goblin Guntrack (Tank)
Spd Mel Acc Def Res Ner
6 4+ 4+ 5+ 3 2
1 Goblin Guntrack Points: 90
Weapon Range Dice AP Special
H.E.W. Cannon 60" 1 5 Anti-Tank, Slow Reload
Assault R 2 -
You may replace the H.E.W. Cannon with a Heavy Mortar: Points: 10
Weapon Range Dice AP Special
Blast (D6+2), Indirect,
Heavy Mortar 12-48" 1 - Slow Reload, Supressive
Fire (2)
Background
Vehicle
Marauder Raptor (Tank)
Spd Mel Acc Def Res Ner
10 4+ 4+ 6+ 3 2
1 Raptor Points: 135
Weapon Range Dice AP Special
Missile Launcher 6-48" 1 3 Blast (D3+1)
Assault R 4 1
May be upgraded to a Bull Raptor:
Remove the Missile Launcher and gain: Points: 0
Special Rule: Open-Topped, Transport (10)
Background
Background
110
Regular
Marauder Commando Captain Infantry
Spd Mel Acc Def Res Ner
5 3+ 3+ 5+ 2 3
1 Commando Captain Points: 110
Special Rule: Unflinching, Protection (Regular Infantry)
Command ❹
Tactical Genius Order
Weapon Range Dice AP Special
Pistol 12" 1 -
Assault Weapon A 2 -
Regular
Marauder Mercenary Warlord Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 5+ 2 3
1 Mercenary Warlord Points: 100
Special Rule: Inspiring, Unflinching, Protection (Regular Infantry)
Command ❷
Weapon Range Dice AP Special
Ripper Claws A 3 4 Anti-Tank
Background
111
The Plague Assaulting a second enemy unit. The enemy may react
as normal.
NOTE – ALL POINTS VALUES ARE ROUGH ESTIMATES
AND WILL NOT BE FULLY BALANCED UNTIL Objectives
EXTENSIVE BETA TESTING HAS TAKEN PLACE.
Plague have access to the following Secondary
The Plague is a lifeform unlike anything else in Objectives on a roll of 61-66 on the chart.
existence, and older than anyone suspects. It infects
and consumes and mutates almost every living thing it A – Infection
touches, and turns what emerges into its own soldiers.
The widespread colonies of the GCPS have provided it Every Infantry team destroyed in Assault by a unit
with ample recruits and its armies have grown with with the Infection special rule adds 1VP to the player’s
every new world that discovers one of the mysterious score.
alien Artefacts that release the first dose of the Plague
mutagen. B – Insert Name Here
Orders
112
Plague Special Rules is destroyed, it explodes in the same way as a Vehicle,
with a blast radius of 3”. The blast will only damage
Some Plague units may be subject to the following non-Plague units, but anything destroyed by it will be
Special Rules. subject to the Infection rule as if they had been
destroyed in Assault.
Infection
It is not only not clear exactly where the Plague
This unit carries an active strain of the Plague virus, originated, but whether it is even a single condition at
and will infect units that it comes into contact with, all. Though various victims from different parts of the
potentially turning them into ready-made galaxy have been observed to share many
reinforcements. characteristics, the ferociousness with which the virus
takes hold regardless of local climate or conditions,
This rule allows the player to score extra VPs when and its apparent resistance to synthesised antibodies
using the Infection Secondary Objective. and medicines suggest either a combination of
conditions which work in tandem or else something
The rule has no effect against any Robotic or akin to intelligence in the way it adapts. The difficulty
Marauder units. in studying it is compounded by the GCPS’ insistence
on immediate quarantine of any planet where it is
To be added: additional rule granting free troops in a suspected, as much as by its virulent nature. Those
campaign game. scientists who have tried have all wound up dead,
either by the hand of the authorities or the Plague
itself.
Unstable
113
Regular
Plague 3rd Gens (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 5+ 5+ 4+ 1 2
5 3rd Gen Points: 60
Weapon Range Dice AP Special
Rifles 24” 1 -
Teeth and Claws A 2 -
Points: 11
Add up to 5 additional 3rd Gen
each
Regular
Add up to 2 Beasts
Infantry
Spd Mel Acc Def Res Ner
5 4+ - 4+ 1 2
Dog/Swarm Points: 12
Weapon Range Dice AP Special
Teeth and Claws A 2 1
Up to 2 3rd Gen may each have one of the following weapon upgrades:
3rd Gen Flamethrower Equipment Upgrade Points: 25
Replace the Rifle with a Flamethrower:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3), Saturation,
Flamethrower 9” 1 1 Slow Reload, Volatile
(3+)
114
Regular
Plague 3rd Gens Mortar Battery (6 Models)
Infantry
Spd Mel Acc Def Res Ner
5 5+ 5+ 4+ 1 2
6 3rd Gen Points: 72
Weapon Range Dice AP Special
Rifles 24” 1 -
Teeth and Claws A 2 -
You may upgrade up to three sets of two 3rd Gens to form Mortar teams:
3rd Gen Mortar Team Points: 30
Replace both models Rifles with a Mortar:
Weapon Range Dice AP Special
Blast (D6), Heavy
Firepower, Indirect,
Mortar 12-48" 1 -
Slow Reload,
Suppressive Fire (2)
Regular
Plague 3rd Gen Specialists (5 Models)
Infantry
Spd Mel Acc Def Res Ner
5 5+ 5+ 4+ 1 2
115
3rd Gen Troopers [insert image]
When the Plague attacks a corporate outpost or installation, the most fortunate victims are the ones killed outright
in the assault. Those that are not, that are instead infected by the Plague, find themselves transformed and remade.
Their souls and personalities are lost, subsumed to the aims and ambitions of the Plague itself. These are its foot
soldiers, numerous and cheap, doomed but expendable. Whether or not this is truly a deterioration from their
previous existence as corporate drones is debatable.
Regular
Plague Beasts (2 Models)
Infantry
Spd Mel Acc Def Res Ner
7 4+ - 4+ 1 2
2 Dogs or Swarms Points: 30
Weapon Range Dice AP Special
Teeth and Claws A 2 1
Points: 13
Add up to 8 additional beasts
each
Regular
Plague Zombies (10 Models)
Infantry
Spd Mel Acc Def Res Ner
5 5+ - 3+ 1 3
10 Zombies Points: 80
Special Rule: Expendable, Unflinching
Weapon Range Dice AP Special
Teeth and Claws A 1 -
Points: 7
Add up to 10 additional Zombies
each
Zombies [insert image]
A Plague infection can rapidly spread throughout a population centre, converting or killing without any apparent
prejudice or preference. Some victims will become Stage 3 forms, retaining a modicum of intelligence alongside the
savage destructiveness the Plague imparts. Most, however, appear to lose even that last piece of their humanity and
devolve into shambling wretches, a kind of cannibalistic ‘herd’, seemingly incapable of anything but the most basic
motor functions - move, kill, and consume.
Large
Plague Bursters (2 Models)
Infantry
Spd Mel Acc Def Res Ner
5 4+ - 5+ 2 3
2 Bursters Points: 50
Special Rule: Infection, Tenacious, Unflinching, Unstable
Weapon Range Dice AP Special
Teeth and Claws A 2 1
Points: 22
Add up to 4 additional Bursters
each
116
Bursters [insert image]
Stage 2B Plague, colloquially known as ‘Bursters’, are the main source of transmission of the Plague. If allowed to
close with an uninfected enemy they will inject infectious material through spines in their limbs and torsos. Well-
placed weapons fire can cause the Bursters to literally explode before they can do this, but the risk of infection for
those caught in the spray of ejected material, through wounds or damaged armour, is still very real. Mechanical
targets are of course immune to infection, but a 2B is still strong enough to tear them apart.
Large
Plague 2nd Gen (2 Models)
Infantry
Spd Mel Acc Def Res Ner
7 3+ - 5+ 2 3
2 2nd Gen Points: 70
Special Rule: Reckless Advance, Unflinching
Weapon Range Dice AP Special
Teeth and Claws A 3 1
Points: 32
Add up to 4 additional 2nd Gen
each
2nd Gens [insert image]
Second generation infected are a stunningly brutal mix of power, speed, and aggression. Post-mortem exams of
specimens brought down in Containment Protocol enforcements have revealed a massive increase in muscle fibre
density alongside the basic increase in bulk making them disproportionately strong and explaining the ability of such
a large creature to ‘leap’ across a battlefield. Efforts are currently underway to assay exactly how much native
intelligence these creatures retain on mutation - they are savage and predatory fighters, but appear to work well in a
‘pack’.
Regular
Plague Murder Birds (5 Models) Infantry
(Height 3)
Spd Mel Acc Def Res Ner
10 5+ - 3+ 1 1
5 Murder Birds Points: 75
Special Rule: Aerial Deployment, Anti-Grav, Bulky, Tenacious
Weapon Range Dice AP Special
Beaks and Claws A 2 -
Add up to 5 additional Murder Birds Points: 13 each
‘Murderbirds’ [insert image]
Known by a variety of names, depending on the nature of local fauna, flocks of infected flying creatures are
frequently reported as attacking the uninfected. Larger Murderbirds, believed to be 2nd generation creatures, grow
larger and become aggressive pack hunters, while 3rd generation flocks may number hundreds of smaller creatures
and act as ‘screens’ for other Plague forms. The co-ordination in these attacks suggests a directing intelligence, the
existence of a controller or ‘master’. Whether this master is a 1st Generation Plague Lord or some other, as yet
unidentified variant is as yet unconfirmed.
117
Massive
Plague Aberration
Infantry
Spd Mel Acc Def Res Ner
6 2+ - 6+ 3 4
1 Aberration Points: 75
Special Rule: Bulky, Expendable, Infection, Reckless Advance, Unflinching
Weapon Range Dice AP Special
Teeth and Claws A 6 4
Aberration [insert image]
Exo-Threat Containment Unit studies place an Aberration high on the list of targets to be captured alive for further
study. In war, however, a soldier’s imperative is more likely to be to destroy them as soon as possible. Simply put,
Aberrations are wrecking machines, able to put holes in tanks and defensive lines with awesome speed and violence.
Allowing one to cross a battlefield alive could very well be the last mistake their enemy’s commander makes.
118
Plague Mule Transport Vehicle
Spd Mel Acc Def Res Ner
10 4+ 5+ 7+ 3 2
1 Mule Transport Points: 170
Special Rule: Open-Topped, Transport (10)
Weapon Range Dice AP Special
Heavy Firepower,
Autocannon 48” 2 2
Suppressive Fire (1)
Assault Weaponry R 4 1
[insert image]
Many variants and models of Mule transporters have been incorporated into the armies of the Plague during their
incursions into human space. As well as using them to transport mobs of howling infected to battle, the Plague have
a tendency to use the truck itself as a weapon, literally ramming it into defensive formations, troops, and other
vehicles. Their drivers may have been made more reckless and aggressive by infection, but they will often reinforce
their truck’s forward armour and sometimes add combat ploughs or rams to them before combat.
Vehicle
Plague TAD-65 Hornet Dropship (Tank)
Spd Mel Acc Def Res Ner
14 - 5+ 8+ 4 2
1 TAD-65 Hornet Dropship Points: 215
Special Rule: Anti,grav, Transport (15)
Weapon Range Dice AP Special
Rotary Cannon 36” 4 2 Suppressive Fire (1)
TAD-65 Hornet Dropship [insert image]
As the Plague spreads, it grows. Infected marines add their weaponry and machinery to the new army as it marches
across the universe and this includes Hornets. Their pilots may not be quite as skilful as they were in their previous
lives, not quite as sharp or co-ordinated, and some of their craft bear the scars and damage of previous
engagements. But they keep on flying and they keep on fighting.
Vehicle
Plague Lancer Battle Tank
(Tank)
Spd Mel Acc Def Res Ner
9 4+ 5+ 9+ 5 3
1 Lancer Battle Tank Points: 235
Weapon Range Dice AP Special
Laser Rifles 24" 4 -
Anti-Tank, Blast (D3),
Heavy Laser Cannon 12-48" 1 5
Slow Reload
Assault R 6 3
You may replace the Heavy Laser Cannon with a Heavy Autocannon: Points: 15
Weapon Range Dice AP Special
Heavy Autocannon 12-48" 4 2 Suppressive Fire (2)
Lancer Battle Tank [insert image]
Plague Lancers often bear the scars of the assault that left their crew infected - torn-open crew hatches showing
where something huge and horrible broke into the vehicle, armour panels ripped off or rent apart. Some are less
obviously damaged, the slightly erratic paths and tendency to try to ram enemy vehicles rather than shoot them
being the only giveaways the crew are no longer completely in control of themselves.
119
Plague Strider Vehicle
Spd Mel Acc Def Res Ner
6 4+ 5+ 7+ 4 3
1 Strider Points: 160
Weapon Range Dice AP Special
Heavy Burst Laser 36” 4 2 Suppressive Fire (1)
Assault Weaponry A 4 3
You may upgrade the Strider to one of the following patterns:
Urban Assault Strider Points: 10
Replace the Heavy Burst Laser with a Heavy Flamethrower:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3+1),
Heavy Flamethrower 9” 1 1 Saturation, Slow
Reload , Volatile (2+)
Polaris Strider Points: 5
Replace the Heavy Burst Laser with a Polaris Cannon:
Weapon Range Dice AP Special
Anti-tank, Slow
Polaris Cannon 60" 1 6
Reload
Strider [insert image]
Typical of observed Plague activity, the preferred variant of Strider in use by Plague armies appears to be the
‘Survivalist’ model with its emphasis on close-quarters weaponry. A large bore flamer on one arm is capable of short
range fire and perfect for burning out troops taking cover within buildings. More resilient constructions can be
literally cut apart with the Strider’s gigantic chainsaw. Loss of fuel for either weapon is no impediment - the Strider’s
bulk is often sufficient to simply smash through any obstacle.
Massive
Plague Teraton
Infantry
Spd Mel Acc Def Res Ner
5 4+ - 7+ 3 4
1 Aberration Points: 75
Special Rule: Unflinching
Command ❷
Weapon Range Dice AP Special
Teeth and Claws A 2 3
Teratons [insert image]
Humans are not the only race susceptible to infection but Teratons are a particularly threatening vector. How exactly
the infection affects their brain chemistry is unclear - ETCU scientists barely understand the changes wrought on
human victims. But some native intelligence appears to have been retained as anecdotal records suggest Plague
Teratons exerting a leadership influence over other infected. Regardless of their place in Plague hierarchy, with their
bulk and natural armour further enhanced by the infection, Teratons are capable of inflicting massive damage as
they rampage across a battlefield.
120
Massive
Plague 1st Gen Mutant
Infantry
Spd Mel Acc Def Res Ner
5 3+ - 7+ 5 5
1 Aberration Points: 145
Special Rule: Infection, Unflinching
Command ❹
Weapon Range Dice AP Special
Teeth and Claws A 4 3
1st Gen Mutant [insert image]
Analysis of data from early encounters with infected armies seemed to indicate Stage 1 hosts were mere brutes -
undeniably powerful, with their mass at least doubled and their entire bodies covered in thick spiked armour, but
lacking any intelligent drive. The flood of data that has accompanied the recent rise in Plague incursions casts doubt
on that theory. Many Enforcer commanders now refer to these creatures as Plague Lords, a change in terminology
reflective of the belief these gargantuan monsters have more control of themselves and the armies rampaging ahead
of them than previously thought possible.
Every unit with a Unit Leader may upgrade them to a Lieutenant, granting:
Command ❶
Regular
0-1 Plague Subject 901
Infantry
Spd Mel Acc Def Res Ner
5 3+ - 6+ 2 4
1 Aberration Points: 65
Special Rule: Unflinching, Protection (Regular Infantry)
Command ❷
Weapon Range Dice AP Special
Teeth and Claws A 3 2
121
The Veer-myn Level 2 – Premonition
NOTE – ALL POINTS VALUES ARE ROUGH ESTIMATES This Order may only be given by a Tangle. The Tangle
AND WILL NOT BE FULLY BALANCED UNTIL imparts one of its visions into the minds of an
EXTENSIVE BETA TESTING HAS TAKEN PLACE. opponent’s unit, distracting it from the task at hand.
Within the darkest and most hidden places there are Choose one enemy unit. Roll a single D6 and compare
secrets. Alongside the growth of the GCPS and the it to the unit’s Nerve stat. If the result on the die is
expansion of the human race, a whole other alien greater than the unit’s Nerve, the Veer-myn player
civilisation has flourished. These are the Veer-myn. may make a single Move action with the unit (which
may not end in contact with an enemy), add a
For the longest time they were content to stay hidden. suppression token to it, and then mark it as activated.
Their nests grew, only taking enough from their hosts,
the aliens that lived above their lairs and beside their This counts as the Veer-myn player’s activation.
tunnels, to survive, but rarely enough to cause
inconvenience. That has now changed. Objectives
The universe is changing and they, somehow, know it. The Veer-myn have access to the following Secondary
War is everywhere, danger is constant, but the Brood Objectives on a roll of 61-66 on the chart.
Mothers and Maligni of an uncountable number of
nests and colonies have not been idle. Their armies of A – Insert Name Here
brethren outnumber their enemies. Many powerful
war machines have been built too, repurposing and Insert Objective Here.
enhancing the technology stolen from other races,
making it even more deadly if slightly less stable. B – Insert Name Here
Sometimes the efforts of the two have been combined,
creating monstrous creatures capable of tearing apart Insert Objective Here.
any foe with tooth and claw and terrorising those that
witness them. C – Insert Name Here
The time for hiding is over. The time of scratching an Insert Objective Here.
existence from the waste of other races too. Now the
time of the Veer-myn has come. The time for war.
Orders
Level 1 – Swarm
122
Veer-myn Special Rules Deployment rule themselves, and do not need to roll
any Command dice to do so.
Some Veer-myn units may be subject to the following
Special Rules. Many rumours and theories abound about the origin
of the Veer-Myn, though the truth of any of them is
Tunnel Runners impossible to verify. Veer-Myn are not given to
philosophising on the nature of their existence. To
Once a Veer-myn Tunneller has arrived on the board them the question is not so much why they are here as
using its Subterranean Deployment rule, place a where they can go next and whether there is enough
tunnel marker in the position where it arrived. From food. One thing is certain – they are unlikely to ever
that time onwards, units with this rule previously vanish from the galaxy. Physically robust and
placed in reserve may arrive on the board from any tenacious, the similarities to rats of old earth are more
tunnel marker as if they had the Subterranean than aesthetic.
123
Regular
Veer-Myn Nightcrawlers (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 5+ 5+ 4+ 1 1
5 Nightcrawlers Points: 45
Special Rule: Expendable
Weapon Range Dice AP Special
Ray Gun 18" 2 -
Teeth and Claws A 1 -
Upgrade all Nightcrawlers to Nightcrawler Stalkers:
Nightcrawler Stalker Equipment Upgrade Points: 0
Replace all weapons with the following:
Weapon Range Dice AP Special
Ray Pistol 8" 2 -
Knives, Teeth and Claws A 2 -
Up to 1 model may be upgraded to a Malignus with one of the following weapons:
Malignus Heavy Ray Gun Equipment Upgrade Points: 25
Replace all weapons with the following:
Weapon Range Dice AP Special
Experimental, Heavy
Heavy Ray Gun 36" 2 4
Firepower
Teeth and Claws A 1 -
Malignus Chem-Thrower Equipment Upgrade Points: 25
Replace all weapons with the following:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Chem-Thrower 12" 1 2 Experimental, Slow
Reload, Volatile (3+)
Teeth and Claws A 1 -
Nightcrawlers [insert image]
Nightcrawlers, believed to represent one of the lower castes in a nest, are the rank and file troops of Veer-myn
armies. There are certainly lots of them - many battlefield commanders have reported being overrun by hordes of
Nightcrawlers firing ray gun rifles and pistols, led by Maligni with bizarre chemical weapons, when engaging a
sizeable nest. They may appear to be incredibly brave, often charging headlong at superior firepower, but perhaps
they are simply more afraid of what is behind them. The motivating power of a Brood Mother’s wrath should not be
underestimated.
124
Regular
Veer-Myn Nightcrawler Creepers (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 5+ 5+ 4+ 1 1
5 Nightcrawler Creepers Points: 65
Special Rule: Fire in the Hole!, Reckless Advance, Saboteur
Weapon Range Dice AP Special
Ray Pistol 8" 2 -
Anti-Tank,
Explosives A 2 4
Experimental
Up to 1 model may be upgraded to a Master Creeper granting:
Master Creeper Personnel Upgrade Points: 50
Sabotage Objective Order
Command ❶
Special Rule: Recon
Creepers [insert image]
Creepers are the sneakiest members of a Veer-myn nest, the best of their race at finding secret, hidden ways and
routes through whatever terrain they inhabit, and then vandalising whatever they find. Carrying cutting gear and
packages of infectious materials and unstable explosives, Creepers can immobilise vehicles, disrupt communications
gear, and spread disease amongst personnel. Occasionally a Creeper squad will reveal itself, taking advantage of the
confusion their efforts have created to strike against an enemy with knives and pistols. More often than not though,
they will simply creep back to their own lines or simply find another target to sabotage.
Regular
Veer-Myn Maligni (5 Models)
Infantry
Spd Mel Acc Def Res Ner
6 4+ 4+ 4+ 1 2
5 Maligni Points: 90
Weapon Range Dice AP Special
Blast (D3), Slow
Chem-Spitter 9" 1 2
Reload, Volatile (3+)
Combat Drill A 2 1 Shredder
Up to 2 Maligni may each have one of the following weapon upgrades:
Malignus Chem-Thrower Equipment Upgrade Points: 15
Replace all weapons with the following:
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Blast (2D3),
Chem-Thrower 12" 1 2 Experimental, Slow
Reload, Volatile (3+)
Teeth and Claws A 1 -
Malignus Heavy Ray Gun Equipment Upgrade Points: 20
Replace all weapons with the following:
Weapon Range Dice AP Special
Experimental, Heavy
Heavy Ray Gun 36" 2 4
Firepower
Teeth and Claws A 1 -
125
Maligni [insert image]
Veer-myn communication, although apparently backwards and limited to human ears, is often nuanced and subtle
relying as much on scent and ultrasonic screeches as on spoken words. This emphasis on scent is carried over into
the Chem-thrower units Maligni carry into battle. The throwers fire packets of a caustic chemical soup with
somewhat limited range but great effect against enemy targets. The chemical mix also includes scent pheromones,
indicating the Malignus and nest responsible for its creation, thus marking both territory and targets as being
‘owned’ by the firer.
For many races, the rat-like appearance of the Veer-myn provokes some very primal responses. Disgust and hatred
are, of course, common. But fear is a strong emotion too, something the Maligni do indeed appreciate. Hence the
creation of Nightmares - bigger, stronger, even more ferocious Veer-myn soldiers, carrying the heaviest Chem-
throwers their Malignus can give them. These are Veer-myn set to tasks and missions requiring more brawn and
more brain than simply charging forwards. Nightmares are sent to terrorise the enemy while they are being torn
apart.
126
Large
Veer-Myn Night Terror (1 Model)
Infantry
Spd Mel Acc Def Res Ner
7 3+ 5+ 5+ 2 4
1 Night Terror Points: 55
Special Rule: Expendable, Unseen Terror, Unflinching
Weapon Range Dice AP Special
Scythes A 5 2
You may upgrade any Night Terror with a Chem-Sprayer:
Night Terror Chem-Sprayer Equipment Upgrade Points: 15
Replace all weapons with the following:
Weapon Range Dice AP Special
Area Effect, Blast (2D3),
Experimental,
Chem-Sprayer 12" 1 3
Saturation, Slow Reload,
Volatile (3+)
Teeth and Claws A 2 -
Night Terrors [insert image]
The Maligni of many nests do not restrict their tinkering and experimentation to purely mechanical or chemical
pursuits. Night Terror corpses have revealed DNA strands almost identical to those of ‘normal’ Veer-myn subjects,
but their physiology is much changed, being larger and even more bestial. They can still be just as stealthy their
smaller brethren - many corporate units have been annihilated by a Terror that suddenly sprang unheralded from a
mob of Nightcrawlers or burnt alive in their positions by the spray of acids from a back-mounted Sprayer.
Night Terrors are barely controllable, especially when they see something representing a threat, or a meal! The Veer-
myn do their best to keep the Terror out of sight of the enemy until the last minute, when it is unleashed.
Night Terrors are classed as Large Infantry, although it is actually made up of the beast itself and two Nightcrawler
handlers. The unit is not deployed at the start of the game – the Veer-myn player should deploy a standard
Nightcrawler team in its place, and secretly make a note of which Nightcrawler team represents the Terror.
While the unit representing the Terror is within 6” of at least three other Nightcrawler teams (of any type) it can
remain concealed, and will act as a Nightcrawler team except that it may not Shoot or Blaze Away.
The unit can be revealed by choice at the start of its Activation, and the models swapped out for a Terror and its
handlers. It may then act as normal for that Activation onwards.
If there are no longer three other Nightcrawler units within 6” (swap the models out as soon as the last
Nightcrawler unit is removed from the table).
If any Shoot or Blaze Away action scores a hit on the unit (swap the models out after the roll to hit).
If the unit is charged (swap the models out once the enemy is in contact).
If the unit begins its activation within 6” of an enemy (swap the models out before the unit takes an action).
In addition, once a Terror has been released, the Veer-myn player will no longer be in full control of the unit. At the
beginning of each of the Terror’s Activations after it has been revealed, roll a die. On a 1-2 the Terror will be
uncontrollable. It must move as directly as possible towards the nearest other unit, friend or foe, and engage it in
Assault.[/BOXOUT]
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Vehicle
Veer-Myn Tunneller (Tank)
Spd Mel Acc Def Res Ner
9 4+ 5+ 8+ 4 3
1 Tunneller Points: 180
Special Rule: Subterranean Deployment, Transport (10)
Weapon Range Dice AP Special
Drill Head R 8 5 Shredder
You may upgrade the Tunneller with one of following weapons:
The Tunneller gains the Chem-Sprayer Equipment Upgrade: Points: 50
Weapon Range Dice AP Special
Area Effect, Blast (2D3),
Experimental,
Chem-Sprayer 12" 1 3
Saturation, Slow
Reload, Volatile (3+)
The Tunneller Gains the Super-Heavy Ray Gun Upgrade: Points: 60
Weapon Range Dice AP Special
Experimental, Heavy
Super-Heavy Ray Gun 48" 2 6
Firepower, Slow Reload
You may upgrade the Tunneller with any of the following equipment:
0-2 Transport Sections, each granting additional transport space: Points: 50
Special Rule: Transport (10)
Pheromone Trail, granting: Points: 25
Special Rule: Pheromone Trail
Tunneller [insert image]
Built by Maligni from pilfered and repurposed mining machinery, the basic Tunneller is made to enlarge a nest’s
living space but is equally good at undermining enemy positions. Often the first an enemy will know of the presence
of a Tunneller is when a unit disappears, swallowed up by a sinkhole that suddenly opens beneath them. Perhaps
more worrying are larger Tunnellers, complete with transport compartments filled to bursting with a mass of Veer-
myn bodies or heavy chemical weapons, surfacing behind battle lines and fortifications without warning.
The chemical tank mounted onto the back of the Tunneller emits a scent that can be detected by all Veer-myn in the
brood, allowing them to follow the vehicle through the tunnel network. This bestows the Tunnel Runners rule upon
any Infantry units kept in Reserve.[/BOXOUT]
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Massive
Veer-Myn Tunnel Runner
Infantry
Spd Mel Acc Def Res Ner
10 4+ 4+ 6+ 3 2
1 Tunnel Runner Points: 125
Special Rules: Bulky, Tunnel Runners
Weapon Range Dice AP Special
Blast (D3), Slow Reload,
Twin Chem-Spitters 9" 2 2
Volatile (2+)
Wheel A 4 1
Tunnel Runner [insert image]
Lured into Maligni workshops by the exciting sounds of large and barely controlled engines revving up to high
speeds, and their brains subsequently rotted by the fuel-tank fumes leaking from those same machines, the riders of
Veer-myn Tunnel Runners have even less regard for personal safety than is typical for their race. After speeding
along the passages and tunnels of the nest, Tunnel Runners will burst into the open, spraying chemical fire at the
enemy and running down anyone not fast enough to get out of their way.
Vehicle
Veer-Myn Rumbler Weapon Platform (Tank)
Spd Mel Acc Def Res Ner
5 4+ 4+ 6+ 3 2
1 Rumbler Weapon Platform Points: 160
Weapon Range Dice AP Special
Experimental, Heavy
Super-Heavy Ray Gun 48" 2 6
Firepower, Slow Reload
Assault R 2 -
You may replace the Super-Heavy Ray Gun with a Super-Heavy Chem-Thrower Points: 25
Special Rule: Fire in the Hole!
Weapon Range Dice AP Special
Although they are disdaining and distrustful of many of the alien races they encounter, the Maligni are not above
‘borrowing’ tech they find particularly useful or intriguing. Lasers in particular seem to catch the attention of many
Veer-myn. It could be something to do with their wider perception of the visual spectrum, or perhaps they just like
to watch things burn. Whatever the case, the heaviest and most dangerous radioactive laser weapons and the most
potent Throwers in a nest will be mounted on simply if more or less reliably constructed motorised platforms.
129
Regular
Veer-Myn Tangle Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 5+ 2 3
1 Tangle Points: 155
Special Rule: Bulky, Inspiring, Prophet, Protection (Regular Infantry, Night Crawlers)
Command ❷
Weapon Range Dice AP Special
Ray Pistol 8" 2 -
Teeth and Claws A 6 -
Tangle [insert image]
The birth of a Tangle to a Veer-myn nest can be a blessing or a curse. Revered by the Maligni almost as much as the
Brood Mother, Tangles possess a rudimentary psychic power and their presence on a battlefield can whip up their
brethren into an unstoppable fury. Bordering on madness, Nightcrawlers and the like will either sweep their enemies
aside in a rabid frenzy or simply charge headlong to their dooms. The effect can be even worse if it is the minds of
the nest’s enemies the Tangle break into.
The Tangle is revered in Veer-myn society for its shamanic powers. It bestows its visions upon the others in its brood,
and leads them through the galaxy toward some unknown goal. GCPS reports of Veer-myn escaping a ship shortly
before it suffers an unfortunate disaster are attributed to the premonitions of a Tangle within the brood.
While the Tangle is not a Commander as such, it can use its premonitions to direct its brood towards the events they
were fated to witness. At the beginning of each Turn the Tangle will generate 2 additional Command dice. These dice
may only be used by the Tangle itself, and the Tangle may not use the regular Command pool. The dice may be used
to issue Orders of any level. If the dice are not used by the end of the Turn, they are discarded.[/BOXOUT]
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Large
Veer-Myn Brood Mother Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 5+ 2 3
1 Brood Mother Points: 110
Special Rule: Inspiring, Protection (Large Infantry, Night Crawlers)
Command ❸
Weapon Range Dice AP Special
Glaive A 2 1
Regular
Hacker Halftail Infantry
Spd Mel Acc Def Res Ner
5 4+ 4+ 5+ 2 3
1 Hacker Halftail Points: 90
Special Rule: Disruption, Protection (Regular Infantry), Recon
Sabotage Objective Order
Command ❷
Weapon Range Dice AP Special
This unit gains access to a new type of long action: Disrupt. This action may be used against any one enemy unit
within 12”. Roll a die.
1. No effect.
2. Remove one of the following special rules of the Disrupting player’s choice from the unit and its weapons
until the end of the Turn – Anti-Grav, Communications, Shield (X), Tag.
3. As above, plus add a Suppression Token to the unit.
4. As above, plus add a second Suppression Token to the unit.
5. As above, plus pick one of the unit’s ranged weapons – it cannot fire this turn.
6. As above, plus mark the unit as activated.[/BOXOUT]
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