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WARPATH 2.5 PLAGUE ARMY LIST


CREATING AN ARMY
The army list consists of the following sections:
Core Units Core infantry units
Light Assets Light vehicles and non-core infantry
Heavy Assets Heavy vehicles
Attachments Specialists including heroes
You may take as many Core Units and Light Assets as you
wish (within the points limit). For every Solid Unit you have
(see below), you may take one unit from the Heavy Assets
section. Attachments are specialist models that are added
to Core Units.
INFANTRY UNITS
Infantry units begin with a set number of models (the
Command Team) and will usually have the option to add
extra Teams of models for a set number of points. Each
Team will list the models in it and what weapons they are
equipped with, if any. Infantry units may take any number
of additional Teams.
A Core Unit which has at least one additional Team is a
Solid Unit.
ATTACHMENTS
Attachments are additional models that can be added onto
an infantry unit. A unit may take up to one attachment for
every Team in it, including the Command Team, at the
points cost indicated in the unit entry.
VEHICLE UNITS
Like Infantry, Vehicle units can have additional models
added on at the points cost indicated.
FAQ
NERVE OF 0
Plague Swarms and Plague Zombie Swarms have a nerve
limit of 0. This means that they are always Suppressed
when Activated, unless they are within Inspiring or
Bloodlust range.
ARMY SPECIAL RULE
BLOODLUST
The Plague mutagen turns its victims into frothing, violent
beasts. They are utterly unshakeable once they get the scent
of blood.
Any Plague unit within 6 of an enemy unit has the Fearless
Special Rule.
UNIT SPECIAL RULES
See the weapons section for weapon special rules.
BRAWLER (N)
Models in melee range roll N dice to hit in a Fight order
instead of 1. All unit leaders have this special rule unless
otherwise specified.
FEARLESS
This unit is always Alert and is never Suppressed,
regardless of the Nerve Points it accumulates.
INSPIRING
Friendly units within 6 of this unit may use this units Nerve
value instead of their own.
LEADER (N)
When this model is attached to a unit, it becomes the Unit
Leader. The units Nerve stat is increased by N, the original
Unit Leader acts as a grunt and the unit gains the Inspiring
Special Rule.
MEDIC (N)
When this unit is wounded, the opposing player must re-
roll N successful wounds of the controlling players choice.
REGENERATE
When this unit is Activated, roll a D6 for every additional
wound on the unit. On a 4+ the wound is removed.
WALKER
This unit carries out its own Move! orders as if it were
Infantry, but may not move up/down storeys. It may also
carry out Fight orders as normal, including free Fight orders
from a Move Order. In all other respects it acts as a Vehicle.


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CORE UNITS
STAGE 3A TROOPERS 100 PTS
Sp Me Ac De HP NV
5 4 6 4 1 3
Type: Infantry, 25mm base
Command Team: Leader (pistol), 3 grunts (rifles)
Additional Teams:
Rifles: 4 grunts (rifles) +50pts
Support: 3 grunts (rifles), 1 grunt (machine gun) + 60pts
Assault: 4 grunts (pistols) +40pts
Attachments:
0-1 Stage 3A Commander (pistol) +75pts
Stage 3A Medic (pistol) +20pts

STAGE 2A BROOD 200 PTS
Sp Me Ac De HP NV
7 3 - 5 2 4
Type: Infantry, 40mm base
Command Team: Leader, 2 grunts
Special Rules: Brawler (2), Crushing Strength (1)
Additional Teams:
Assault: 3 grunts +100pts
Attachments:
0-1 Stage 1A Commander +150pts
Stage 1A Brawler +50pts
LIGHT ASSETS
PLAGUE ZOMBIES/DOGS 100 PTS
Sp Me Ac De HP NV
5 5 - 3 1 0
Type: Infantry, 25mm base
Command Team: Leader, 9 Grunts
Additional Teams:
Swarm: 10 grunts +50pts

PLAGUE SWARM 75 PTS
Sp Me Ac De HP NV
7 5 - 3 3 0
Type: Infantry, 40mm base
Command Team: Leader, 2 Grunts
Special Rules: Brawler (2), Regenerate
Additional Teams:
Swarm: 3 grunts +50pts
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HEAVY ASSETS
STRIDER SQUADRON 125 PTS
Sp Me Ac De HP NV
6 3 5 8 3 -
Type: Vehicle
Command Team: Leader (Assault Flamer & Chainsaw)
Special Rules: Brawler (2), Walker
Options:
Any model may replace its Assault Flamer with a
Thermal Cannon for free
Any model may replace both its Assault Flamer and
Chainsaw for a Gatling Cannon for free
Additional Models:
Strider (Assault Flamer & Chainsaw) +75pts

PLAGUE TERATON BROOD 250 PTS
Sp Me Ac De HP NV
5 3 - 5 3 3
Type: Infantry, 40mm base
Command Team: Leader, 2 grunts
Special Rules: Brawler (3), Teleport, Crushing Strength (2)
Additional Teams:
Brood: 3 grunts +125pts

HEAVY WEAPONS TEAMS 175 PTS
Sp Me Ac De HP NV
5 4 5 4 1 3
Type: Infantry, 40mm base
Command Team: Leader (rifle), 1 grunts (rifle), 2 grunts
(machine gun)
Options:
Any grunt armed with a machine gun may exchange it
for a Mortar or Rocket Launcher for free.
Additional Teams:
Weapons teams: 2 grunts (rifle), 2 grunts (machine
gun) +75pts

ATTACHMENTS
STAGE 3A COMMANDER
Special Rules: Command Points (1), Leader (1)
STAGE 3A MEDIC
Special Rules: Medic (1), or increases the units Medic
Special Rule by 1.
STAGE 1A COMMANDER
Special Rules: Brawler (4), Command Points (3), Leader
(1), Crushing Strength (4)
STAGE 1A BRAWLER
Special Rules: Brawler (4), Crushing Strength (4)
WEAPONS
Weapon Ra Pi ROF Special
Assault Flamer 12 1 10 Saturation
Chainsaw M 5 1 -
Gatling Cannon 36 2 5 -
Machine Gun 36 1 3 Suppressing
Mortar 48 - 1 Blast(3), Indirect
Pistol 12 - 1 Pistol
Rifle 24 - 1 -
Rocket Launcher 36 4 1 Reload
Thermal Cannon 24 5 1 -
WEAPON SPECIAL RULES
BLAST(N)
When this weapon hits, roll N dice to wound instead of 1 for
each hit.
INDIRECT
This weapon does not need Line of Fire to the target.
PISTOL
This weapon can be used as a Melee weapon as well as a
Ranged weapon.
RELOAD
This weapon can only be used in a Long Shoot Order.
SATURATION
This weapon always hits on a 4+, regardless of modifiers
and does not double its range in a Suppressing Fire Order.
SUPPRESSING
This weapon doubles its ROF during a Suppressing Fire
Order.

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