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Thread: Warpath 2.0: Mass Battles Supplement

  1. #1

    Warpath 2.0: Mass Battles Supplement

    Just posting this here so I can link it back to the Mantic forums, as the unfortunately do not have Spoiler support yet and it's a miserably large block of text.

    tl;dr/ is this: It's a set of rule supplements for Warpath 2e's beta that allow those who want to keep using it as a Mass Battle system to do so.

    Warpath - Mass Battles:
    Suggested for use with XXX points or more. (Probably 1000+)

    If the given Warpath 2.0 army lists are used for mass battles, for each unit tally the total attacks and shots for each type of weapon or weapons present in the unit to help speed dice rolling later. Keep in mind some special rules like Pistol can have additional effects and so should be rolled as a separate weapon. If you have purchased a Section, add +3 to the unit's nerve value. If you've purchased a Platoon, add +7 to the unit's nerve value instead. (Side note to anyone using the new Corporation army with these rules: if you have both a Corporal and a Sergeant in the platoon, the Corporal counts as the Unit Leader) If you have a unit with no clearly distinct Unit Leader (Such as a stunt-bot or Heavy weapon section), nominate one model to act as the Unit Leader for the remainder of the game.

    Rule Changes/Amendments:

    "In Formation" is changed to "All bases for this unit must remain within 5" of the Unit Leader base."

    Activating units: No change (This is in the hopes of extra activations after your opponent is spent needing a 2+ or 3+ instead of 1+ to activate will be implemented in the official rules.)

    Movement: After moving your unit leader the appropriate movement, you may place the unit bases anywhere within 5". If the unit leader is at least partially in a piece of area terrain, you may place other bases from the unit in the terrain. Otherwise, you may only place unit bases in area terrain if there are no other legal locations (Such as if the nearby area has friendly or enemy bases, or impassable terrain). If there are still no legal locations, reduce the Leader's movement by an amount necessary to be able to legally place all of the unit bases.

    Charges: LOS and charge distance is measured from only the unit leader to the unit leader of the enemy unit leader. The penalty to hit for moving through cover or over obstacles only apply if the unit leader's base moved over it or if any of the unit bases are in area terrain or an obstacle after resolving the charge move. In all other regards, charges are unchanged.

    Shooting: Weapon ranges, Cover determination, and LOS are all measured from only the Unit Leader to the enemy Leader, including for measuring ranges and LOS for Piercing (4) weapons firing on separate targets.

    Effects of damage: Do not remove casualties. Instead, mark or otherwise keep track of the damage the unit has accumulated over the course of the game. For the Nerve test, add the amount of damage the unit has taken thus far in the game when determining the result. For the Onslaught bonus, apply the Onslaught result if a single unit dealt at least 3 Damage to an enemy Team, 5 to an enemy Section, or 10 to an enemy Platoon this turn.

    Independent fire: Same as written, although all weapons firing with Independent fire must fire on the same alternate target.

    Regroup: The Unit leader regroups as indicated, and then the rest of the unit deploys within 5" of him as per the Movement rules.

    Armored Units: Tough (n) instead counts this unit's Nerve value as n points higher (It still ignores the effect of Onslaught). As per the infantry Independent fire, the Armor unit may only split their fire between two targets. Otherwise the rules are unchanged.

    Ordnance and Heroes/Monsters: No change.

    Transports: To embark, the Unit Leader must move to within 1" of the vehicle. When disembarking, place the unit leader outside the vehicle and then move the leader, placing the remaining unit bases as per the movement rules.

    Special Rules; Inspiring is measured from unit leader with the bonus to the target Unit's leader.
    Indirect Fire's minimum range is measured from the firing unit leader to the target unit leader.
    Pistol: the Piercing value is used for melee attacks if it is higher than the unit's Crushing Strength value. Otherwise, use the Crushing Strength value instead.

    Victory Conditions: Ranges for objectives are measured from the objectives to the Unit leaders

    Quick note: For anyone looking to play this with 6mm, I advise measuring all distances with 1"=1cm instead. Hopefully this will help somewhat.
    Last edited by darkPrince010; 18-07-2012 at 17:12. Reason: Changed army lists bit.

  2. #2

    Re: Warpath 2.0: Mass Battles Supplement

    Warpath - Squad Warfare
    Suggested for use with XXX points or less. (Probably 250-500 or less).

    tl;dr/: This is a set of rule supplements for Warpath 2e's Beta that allow for you to play Infinity-style and scale skirmish games.

    Rule changes or Amendments:

    Models and Units: Models no longer need to be "In formation," and individual models are treated as separate units in all regards (They may fire or charge at separate units, they each count as a separate unit for the purposes of Elite or Vicious, etc). You may ignore all mentions or requirements related to being "In Formation."

    Activating units: No change to main Activation rules, except you activate Models individually instead of the unit as a whole. (Again, this is in the hopes of extra activations after your opponent is spent needing a 2+ or 3+ instead of 1+ to activate will be implemented in the official rules.). Each successfully activated model may receive a friendly Overwatch token (More on Overwatch later)

    Overwatch (New section immediately following Activation rules): A player may choose for a model who passes their activation roll and is not Engaged to do nothing for their turn (Just as if they had failed their Activation roll). This model may be given an additional friendly "Overwatch" token. If you attempt to activate a model that has Overwatch tokens on it (Friendly or enemy tokens), remove the tokens before rolling for activation.

    Overwatch Shooting (Subsection for Overwatch): Before performing a move action, your model may make a single, immediate shooting attack using one of the model's weapons (Or special abilities like Zap or flamer) against any enemy model with a friendly Overwatch token within range of the weapon (But, importantly, the enemy model does not need to be within LOS). This shot suffers all the normal penalties for shooting (Range, cover, etc). If the enemy model is not within LOS of this model, count it as being in Hard Cover. After firing remove the Overwatch token from the enemy model. Note that you may make an Overwatch shooting attack even if your model is Engaged on a later turn, provided the shooting attack is against the enemy model your model is Engaged with. A model may only shoot at one enemy model in this way per turn, but may do so even if Suppressed.

    Movement: Each model counts as their own unit for the purposes of movement, charging, etc. However, if your model is at any point of their Movement phase within 24" and LOS of an enemy model with an Overwatch token, and not in Cover from the enemy model's LOS, the enemy player may place the enemy Overwatch token(s) from their model within range and LOS onto your model. If the enemy model has multiple Overwatch tokens, they may choose to either place both tokens on the same model, or place one on your model and save the other for possibly placing on a different model later in the turn.

    Vertical Movement (New subsection in Movement):
    Models that are not Arm or Ord may move vertically to the next highest level of a piece of terrain (For things like multi-layered ruins or buildings with flat roofs) by simply measuring the distance vertically as if it was horizontal (So moving vertically onto an obstacle cannot use an At the Double movement, moving vertically in area terrain like a ruined church counts every vertical inch as 2", cannot move horizontally or vertically into impassable terrain, etc).
    If the model can stay upright on the surface unsupported, then it's a valid location to stand in (Don't forget that Decorative terrain technically doesn't exist for movement purposes, and so cannot be moved onto vertically). Otherwise the model cannot be placed there and must remain on the ground floor. If the model's move would not get the model to the next level, the model may not reach that level but may move the remaining distance as normal horizontally.

    Shooting: Each model counts as their own Unit Leader for the purposes of shooting, LOS and cover determination, etc. Shooting at a Suppressed unit incurs a -1 to-hit penalty.

    Effects of damage: Do not remove the model, but instead make an immediate Nerve check.

    Independent fire: (Ignore this rule)

    Testing Nerve: (Replace the given Nerve rules system with the following. This is assuming this is single-value Ne system. To get the model's single-value Ne, subtract 10 from the unit's Destroyed # and use that.):
    For every point of damage this model suffers from a single enemy model, rolls 1d6. If the model rolls equal to or below their Nerve+1, this counts as a Steady result. If they roll above their Nerve+1, this counts as a Suppressed result. If the Steady results outnumber the Suppressed results, the model is Steady. If the Suppressed result outnumber the Steady results, the model is Suppressed.

    If the model was Suppressed from previous shooting, then each roll equal to or below their Nerve+1 is a Suppressed result and each value above their Nerve+1 is a Destroyed result. If the Suppressed results outnumber the Destroyed results, the model remains Suppressed but unharmed. If the Destroyed results outnumber the Suppressed results, the model is Destroyed and removed from the table.

    Armored Units: For Tough(n), the Armor model must suffer this many Destroyed results before counting as Destroyed. Roll for immobilization after each Destroyed result is suffered, with Immobilization occurring on a 1-3 on 1d6. When the model is fully Destroyed, roll to see whether to leave the model as a wreck or to remove it.

    Ordnance and Heroes/Monsters: For Tough(n), this model must suffer this many Destroyed results before counting as Destroyed and being removed.

    Transports: No change.

    Special Rules: Inspiring: A model under the effect of Inspiring may choose to reroll ALL or none of the dice from a Nerve check against them if the check is to determine if the model is Destroyed.
    Pistol: the Piercing value is used for melee attacks if it is higher than the model's Crushing Strength value. Otherwise, use the Crushing Strength value instead.
    Steadfast: When Suppressed, this model does not suffer an activation penalty from being Suppressed and may act (move, shoot, charge, Overwatch, etc) as if it was not Suppressed.
    Reload!: This weapon may not be used to fire Overwatch shots, although a model with this rule may still place friendly Overwatch tokens.
    Sniper: The "Ignore cover modifier" also means Sniper weapons ignore the Hard Cover granted by a model out of LOS for Overwatch shots.

    Picking a force: All Arm, Ord, H/M, and Infantry labeled as * count as being [1]. You may only purchase the smallest of any available unit (In most cases this means Teams or individual models only), but each non-* Infantry unit counts as a "Solid" choice. Each model in the purchased unit is treated as an individual unit as stated under the Infantry section above, but may be upgraded as per the Army list specifications.

    Victory conditions: Each Destroyed model is worth a number of points proportional to the overall unit cost. For example, a single Destroyed model from a 5-man unit that cost 50 pts would be worth 10 victory points, while a single Destroyed model from a 10-man unit that cost 50 pts would only be worth 5 victory points).

    Game Board: This works best on a 4'x4' board. Try to cram as much terrain as you can on there: The more terrain you have, the fewer firing lanes there will be to worry about. In general, 1 terrain piece per every 6"x6" area should be about perfect (And don't forget too that you can layer terrain, such as shipping crates on the roof of a building, or place a forest coming out of an old factory ruins!).

    Quick note: If you'd like to play this using 54mm models, just double all of the given distances so 1"=2". Don't forget too to use terrain with an appropriate scale for the larger models as well.
    Last edited by darkPrince010; 23-07-2012 at 08:16. Reason: Added Vertical movement and shooting at suppressed unit penalty

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