Wednesday, August 3, 2011

Space "Knights" for Warpath



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 MarineKnight models. It is built as a heroic army and the prices are high, but in reality I haven't the slightest idea how to price Warpath units :) So any feedback on the pricing would be very valuable. Giving Elite to all the units might be over the top, or it might be a stroke of genius. Anyway please let me know what you think!


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)

2 comments:

  1. This looks really interesting! Has it been playtested? /Dava

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  2. Playtested? Not yet. I'm yet to play a game of Warpath.

    I 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.

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