So I have read the Warpath rules several times and I like the simplicity of having two rolls for combat. Speeding up the game is great - it might even be possible to play an entire game with my wife before she looses interest! I still don't like the idea of having a counter for each units current Nerve. I'd prefer removing models as a mechanism to record the losses, but I guess I'll have to suck it and see...
This list covers most of the standard Space
Space Knights (0.1)
Army Special Rules
All units are Steadfast.
All ranged attacks are Piercing (1) unless otherwise specified.
All close combat attacks are Crushing Blow (1) unless otherwise specified.
All units are Elite unless otherwise specified.
Jump Troops may not be transported.
Agile: Units with the Agile ability ignore the movement penalties for difficult terrain.
Force Field: Infantry models whose leader is within 6" of this model are automatically in cover.
Armoured Assault: Space Knights may fill their army Ordnance quota with Light APCs.
Troops
Knights Team 200 pts
Type Inf (5) / Spd 5 / Hit 3+ / Fire 8 / Ran 24 / Att 10 / Def 6+ / Ner 4
May buy one LFG or BFG.
Knights Squad 380 pts
Type Inf (10) / Spd 5 / Hit 3+ / Fire 16 / Ran 24 / Att 20 / Def 6+ / Ner 8
Can buy up to two LFGs and/or BFGs.
May buy one special melee weapon.
Assault Knights Team 240 pts
Type Inf (5) / Spd 10 / Hit 3+ / Fire 4 / Ran 12 / Att 10 / Def 6+ / Ner 4
Crushing Strength(2), Jump Troops.
May buy one LFG. May get one special melee weapon.
Assault Knights Squad 460 pts
Type Inf (10) / Spd 10 / Hit 3+ / Fire 8 / Ran 12 / Att 20 / Def 6+ / Ner 8
Crushing Strength(2), Jump Troops.
May get 1 special or heavy weapon. May get one special melee weapon.
Mounted Knights Team 250 pts
Type Inf (5) / Spd 10 / Hit 3+ / Fire 10 / Ran 24 / Att 5 / Def 6+ / Ner 4
Fast.
May buy one LFG or BFG.
Mounted Knights Squad 470 pts
Type Inf (10) / Spd 10 / Hit 3+ / Fire 16 / Ran 24 / Att 10 / Def 6+ / Ner 8
Fast.
May buy up to two LFGs or BFGs.
Heavy Knights Team 350 pts
Type Inf (5) / Spd 5 / Hit 3+ / Fire 12 / Ran 24 / Att 10 / Def 7+ / Ner 4
Crushing Blow (6), Lumbering.
Can buy up to two BFGs.
Heavy Assault Knights Team 350 pts
Type Inf (5) / Spd 5 / Hit 3+ / Fire 0 / Ran 0 / Att 10 / Def 8+ / Ner 4
Crushing Blow (6), Lumbering.
Scout Team 170 pts
Type Inf (5) / Spd 5 / Hit 4+ / Fire 4 / Ran 48 / Att 5 / Def 4+ / Ner 4
Sniper (1), Agile, NOT Elite
Scout Squad 320 pts
Type Inf (5) / Spd 5 / Hit 4+ / Fire 4 / Ran 48 / Att 5 / Def 4+ / Ner 4
Sniper (1), Agile, NOT Elite
May buy one BFG.
Armour
Light APC 110 pts
Type Arm / Spd 10 / Hit 3+ / Fire * / Ran * / Att - / Def 9+ / Nrv 4
Transport (5).
Must buy either one BFG, or upgrade to Transport (10) for +20 pts.
Medium Tank 100 pts
Type Arm / Spd 10 / Hit 3+ / Fire * / Ran * / Att - / Def 10+ / Nrv 4
Stabilised.
Must buy one BFG. May buy two extra BFGs of a single type.
Heavy APC Tank 250 pts
Type Arm / Spd 10 / Hit 3+ / Fire * / Ran * / Att - / Def 11+ / Nrv 4
Stabilised. Transport (10).
Must buy one BFG. Must buy two extra BFGs of a single type.
Seige Tank 140 pts
Type Arm / Spd 10 / Hit 3+ / Fire 1 / Ran 24 / Att - / Def 10+ / Nrv 4
Piercing (7), Blast (d6)
Artillery Tank 140 pts
Type Arm / Spd 10 / Hit 3+ / Fire 1 / Ran 48 / Att - / Def 9+ / Nrv 4
Piercing (2), Blast (3d6)
Aircraft
Light Hover Tank 55 pts
Type Arm / Spd 10 / Hit 3+ / Fire * / Ran * / Att - / Def 7+ / Nrv 2
Nimble, Fast. Only Scout units can be transported in a Light Hover Tank.
Must buy one BFG. May either buy one extra BFG or upgrade to Transport (5) for +20 pts.
HQ
Paladin 100 pts
Type H/M / Spd 5 / Hit 2+ / Fire 2 / Ran 12 / Att 5 / Def 6+ / Ner 4
Individual, Inspiring, Crushing Strength (3).
May wear heavy armour, increasing his Def to 7+ but becoming Lumbering, for 10 pts.
Priest 100 pts
Type H/M / Spd 5 / Hit 3+ / Fire 1 / Ran 12 / Att 3 / Def 6+ / Ner 3
Individual, Crushing Strength (3), Zap! (5), Flamer (10), Force Field
Tech-knight 100 pts
Type H/M / Spd 5 / Hit 3+ / Fire 1 / Ran 12 / Att 2 / Def 6+ / Ner 3
Individual, Flamer (5). Armour within 6" can reroll failed Nerve tests.
Energy Fist
Iron Knight 200 pts
Type H/M / Spd 6 / Hit 3+ / Fire * / Ran * / Att 3 / Def 10+ / Ner 4
Crushing Strength (7), Lumbering.
May buy a single LFG. Must buy a single BFG.
LFGs
Heat Gun 15 pts
Fire 1 / Range 9 / Piercing (8)
Flame Gun 15 pts
Flamer (5)
Energy Gun 15 pts
Fire 2 / Range 24 / Blast (D3), Piercing (3)
BFGs
Heat Cannon 30 pts
Fire 1 / Range 18 / Piercing (8)
Flame Cannon 30 pts
Flamer (10)
Energy Cannon 30 pts
Fire 2 / Range 36 / Blast (D3), Piercing (3)
Frag Cannon 30 pts
Fire 5 / Range 36 / Piercing (2)
Laser Cannon 30 pts
Fire 1 / Range 48 / Piercing (6)
Special Melee Weapons
Energy Sword 10 pts
Roll an additional dice in melee with Crushing Blow (3)
Energy Fist 30 pts
Roll an additional die in melee with Crushing Blow (6)
This looks really interesting! Has it been playtested? /Dava
ReplyDeletePlaytested? Not yet. I'm yet to play a game of Warpath.
ReplyDeleteI built this list by referring to the two lists already provided, and extrapolating from there. I wouldn't be surprised if the points values were way too cheap or expensive, but the only way to find out would be to play it and see. I am however pretty confident that the relative values between units is close to accurate.