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Pre-Orders LIVE: New Epic Warpath Superheavies

3rd Jul 2026

Dan Mapleston



epic warpath logo


Epic-scale gamers know that one of the best things about building armies with tiny models is...adding big models. Let us explain.

Simply, having a giant mech towering far above 10mm infantry like a skyscraper looks incredible. It's even better when trying to pluck a gunship out of the sky, with smaller units clashing around its ankles. Those moments where drama and tactics smash explosively together are great fun in Epic Warpath - and we LOVE it.

So, let's bring a big extra unit to all eight factions. It's the first time these Superheavy behemoths have been available outside the Kickstarter campaign so check them out, with tips from the Rules Committee on what they'll add to your games!


plague battle mech blog image

Thanks to the work of numerous corrupted pilots and engineers, and dedicated attacks from Leapers and Murderbirds, even the mobile power of the GCPS’ mechs has been corrupted to the Plague’s foul purpose.

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Plague Battle Mech - Rules Committee Tips:

Just imagine: five blast templates, targetable at up to three units and capable of direct fire with SH 5+, pinning enemies and inflicting early casualties at 30" or 36" range. Missile pods can soften infantry while penetrator shells hit vehicles with AP 3 and Vicious. Though a horribly infected, “pre-loved” piece of GCPS tech, the Plague Battle Mech retains impressive firepower, backed by a high AR rating and Resilience 3.

Unlike the Plague Colossus, the Battle Mech is a multirole support platform. Its Sustained Attack Aura grants itself and nearby units exploding 8s in assaults, but its greatest strength is ranged firepower. With AP 3, the highest available to the Plague, it excels at tearing through heavily armoured units such as Forge Fathers.


gcps maul blog image

Maul-class battleships prowl over the war-torn worlds of the GCPS’s expansion. Held aloft by brutal anti-gravity engines, its multiple cannons are brought to bare against enemy positions, each thundering report crushing resistance outright. 

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Maul Battleship - Rules Committee Tips:

An absolute bruiser, the Maul brings powerful long-range firepower from three 36" turrets with Blast, AP 2 and Primary Weapon. With AR 9+, Sv 6+ and Resilience 3, it is extremely durable. It also provides a command die and transport capacity for units such as Veterans, Ranger Tank Hunters or TAC Drones.

Unusually, the Maul can regenerate damage. When activated and spending a command point, it can still move, receive a combat token and has a 75% chance of regaining a Resilience token (up to 3). This often forces opponents to commit significant firepower to destroy it, leaving the rest of your force free to secure objectives.


kymera gunship blog image

Not all the modern Marauders’ arsenal has been taken from corporate outfits or bought with profits from clandestine merc jobs. Many Orc leaders are still able to use the original machinery and equipment built for their ancestors before the Mandrake Rebellion - such as the formidable Kymera Gunship.

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Kymera Gunship - Rules Committee Tips:

The Kymera is a Superheavy flier, meaning it cannot be engaged in close combat and is always -1 to be hit. It can enter the table on turn 1 or use Orbital Deployment from turn 2, arriving anywhere on the battlefield with a cargo of highly trained killers. Maybe drop onto an objective, hover, and unload 18 Assault Dice of Ripper Maulers? And while hovering there, its Alpha Strike rule adds five extra shooting dice—two for each Rotary Cannon and one for the HEW Cannon. Nasty stuff!

The Kymera is an excellent transport for either Rainmakers or Ripper Maulers, while Brawlers or Heavies provide a harder-hitting option for holding objectives. If a unit chooses to 'Keep Going!', the Kymera fires at +1 to hit and damage, making those Rotary Cannons especially effective at short range.


maven iv command tank blog image

The Enforcers excel at strategic control of the battlefield, and the Maven IV is a mobile command centre capable of overseeing anything up to and including a country-wide invasion.

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Maven IV Command Tank - Rules Committee Tips:

The Maven IV is a formidable force multiplier. Armed with four Laser Blasters, it carries reasonable anti-infantry firepower, but unlike other Superheavies it is not built for direct combat. Instead, it projects influence across the battlefield with a large command radius and two command dice (green and orange).

Its 'Command and Conquer' rule reduces the cost of the 'Go, Go, Go!' stratagem to 1 CP, helping Enforcer infantry reach key positions or contest objectives. Although a tempting target, its AR 9+ and Sv 5+ provide solid protection against fast-moving units such as bikes and aircraft. Just be wary of high-AP weapons attempting to break through your front line and remove those valuable bonus command dice.


nidavellir drop fortress blog image

The Nidavellir is a literal fortress dropped from low orbit onto the battlefield. After landfall its armoured hull opens up, and within minutes, the Forge Fathers have a forward operating base, command and control hub, and valuable support for their mobile units – all in one place.

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Nidavellir Drop-Fortress - Rules Committee Tips:

The Nidavellir Drop-Fortress excels at deploying into an opponent’s zone of control. With AR 9+, Sv 5+, Resilience (2) and immunity to AP0, it is highly durable, while advanced Forge Father technology limits scatter to just 3". It can immediately threaten nearby infantry with 12 AP1, Ignore Cover shots.

Able to transport two infantry units, a unit of Iron Ancestors, or Heavy Inferno Drills, it can deliver a dangerous surprise into the enemy backfield. Alternatively, its 16" command radius makes it a strong central command platform, while its Dragonbreath Flamers help control nearby objectives.


aedis clade warden blog image

Under the direct control of a triad of veteran pilots, the Aedis Warden is the largest construct the Clades can deploy to a terrestrial battlefield. It is an elegant and frightening construct to behold, towering over the ground armies of those who would dare oppose the Asterians in battle.

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Aedis Clade Warden - Rules Committee Tips:

The Clade Warden is a highly versatile Superheavy. Its 30" Maelstrom Cannon fires two Blast templates with AP 2 and Pinning, making it effective against vehicles and especially dangerous to infantry. In melee, its Vibroshield and eight dice hitting on 4+ make it a risky target for enemy close combat troops. Weapon Master lets it fire after close combat, while Battlemancer allows token switching when activated, even outside the command range of a unit with Cunning.

With Heavy Armour, Stealthy, Resilience 3 and Sv 5+, it is also difficult to destroy, while Energise can improve its save to 4+. Combined with its support abilities, this makes it an excellent partner for assault units such as Black Talons, Kalyshi and Matsudan.


psychomolsc blog image

The reports of Psychomolc encounters that humanity’s ETCU (Exo-Threat Counteraction Unit) have been able to gather are unreliable and contradictory. Psychic power is rarely encountered by the GCPS, and researchers remain unable to accept that the Nameless could possibly field a mind-weapon with such range and power…

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Psychomolsc - Rules Committee Tips:

The Psychomolsc is a Superheavy flier with Heavy Armour and transport capacity for two units. It can be used aggressively to claim objectives early, with Swarms proving useful for tying up key locations while Feromites or Magnumites provide support when the fighting starts or another objective needs contesting.

Its eight AP 2 shots with Ignore Cover and Pinning are impressive, but the real standout is Mind Wipe. Although unreliable, it is the only attack in the game capable of removing an action or combat token, giving it the potential to swing a battle for an objective or key terrain feature at a critical moment.


veer myn underminer blog image

The underminer is the ultimate in the Veer-myn’s sabotage technology. It is a retrofitted boring machine, hijacked as an enormous ambush weapon. Data-tracks have identified them to be comprised of numerous marks of GCPS mining tech, capable of removing large areas of terrain and grinding them down to retrieve minerals.

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Great Underminer - Rules Committee Tips:

The Great Underminer has a uniquely flexible deployment option. Using Subterranean Deployment, it can arrive anywhere on the battlefield, but instead of declaring its transported units before the game, it can bring reserve units through its tunnel as needed. This allows Veer-myn commanders to adapt their reserve plans to changing battlefield conditions rather than being locked into an early decision.

Defensively, it combines Resilience (4), AR 8+, Heavy Armour and Sv 6+, making it difficult to destroy without concentrated high-AP fire. It can also contribute with eight Vicious shots at 15" range, although its inability to move once deployed makes careful positioning essential.


It's time to bring out the big guns Commander. All this new and heavy firepower for your army is preparing to deploy - shipping very soon, from 27th July!

dancomms 2

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The Plague 3rd Gen’s innate mastery of human technology doesn’t just stop at tanks and transport – even the GCPS’ greatest weapons can be turned against them. Thanks to the work of numerous corrupted pilots and engineers, and dedicated attacks from Leapers and Murderbirds, even the mobile power of the GCPS’ mechs has been corrupted to the Plague’s foul purpose.

Their robust, armoured frames stand up to any abuse that the deranged Ghoul pilots can throw at it while large, reinforced spikes make the corrupted mech particularly dangerous in melee – especially against opponents of a similar size. Add crudely overcharged weapons and locomotive systems, and the Plague’s battle mechs are capable of inflicting a catastrophic amount of damage to any force before they may themselves be felled…

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Maul-class battleships prowl over the war-torn worlds of the GCPS’s expansion. Held aloft by brutal anti-gravity engines, its multiple cannons are brought to bare against enemy positions, each thundering report crushing resistance outright. The Maul is the concentrated result of the GCPS’ industrial complex at its strongest.

Functioning as a small terrestrial battleship, it has more in common with frigate technology than it does with conventional armour. Such craft are usually operated by a skilled complement of fleet personnel, coordinating with ships in orbit to create firing solutions for both surface-to-surface and orbit-to-surface engagements.

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Not all the modern Marauders’ arsenal has been taken from corporate outfits or bought with profits from clandestine merc jobs. Many Orc leaders are still able to use the original machinery and equipment built for their ancestors before Mandrake. It is a testament both to the ruggedness of the original designs, and to the ingenuity of today’s Orc and Goblin mechanics in maintaining and upgrading them, that these vehicles are just as deadly today as they were when first deployed.

The Kymera Gunship, for example, was first designed by the now-defunct Hunka Industries for an Orc army being sent to eliminate a Forge Father colony on Sevasta. As well as thicker armour, the modern Kymera’s laser weaponry has been replaced with the more versatile (and much louder) Reaper Triplex and Quadex rotary cannons.

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The Enforcers excel command and control of the battlefield, and the Maven IV command tank is the exemplar of that strategy. A super-heavy grav tank, the Maven is a mobile command centre capable of overseeing anything up to and including a country-wide invasion. When its prodigious resources are focused on a singular conflict, units on the battlefield can achieve a terrifying level of cohesion and synchronicity.

This isn’t to say that this is merely a mobile communications hub. The Maven is well-armed and heavily armoured, although direct combat is not its intended function. What would be primary weapons on Panther battle tanks are employed here as point defence weapons. Above the hull’s armour, the Maven’s numerous communications arrays are gathered, ready to coordinate infantry formations, armoured columns, and even orbital weapons to turn the tide of the battle.

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The Nidavellir is an armoured fortress that is literally dropped from low orbit onto the battlefield. Moments after landfall its armoured hull opens up, interlocking armoured plates moving to reveal weapons and repair bays. Within minutes, the Forge Fathers have a forward operating base, command and control hub, and valuable support for their armoured units – all in one place.

The fortress even carries sophisticated geolocation suites, allowing it to provide accurate battlefield data and call in reinforcements when needed. All of this is safely contained inside the kind of armour typically employed by small starships, making the Nidavellir the perfect lynchpin for any conflict.

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However, the stress on the triad is immense: Aedis pilots have the lowest survival rate of any Asterian warriors, and the highest chance of cataclysmic neural feedback. Even if they beat the odds and survive, almost all those who fight as part of a triad lose their identity over time, blending memories and thoughts with their companions so much that they can longer find themselves.

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The reports of Psychomolc encounters that humanity’s ETCU (Exo-Threat Counteraction Unit) have been able to gather are unreliable and contradictory. Corporate troopers who have survived their encounters recount stories of a towering alien creature that feeds on their souls, or an unknowable abomination that slithers its tentacles into their minds.

These are only the direct accounts – numerous stranger reports have been coming in from battles with the Nameless, not mentioning the creature itself but of victims still suffering from some form of psychosis. Psychic weapons are rarely encountered by the GCPS and though their information on the Psychomolsc is limited, the ETCU firmly maintains that much of it is hyperbole, unable to accept the Nameless could possibly deploy a psychic weapon with such range and power…

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The underminer is the ultimate in the Veer-myn’s sabotage technology. A retrofitted boring machine, hijacked as an ambush weapon by the Veer-myn. Data-tracks have identified them to be comprised of numerous marks of GCPS mining tech, capable of removing large areas of terrain and grinding them down to retrieve minerals.

The Veer-myn have rebuilt, combined, and refitted these to suit their own nefarious needs. Their hulls now bristle with sparking lightning projectors, and even their cavernous material holds are used to transport their own troops and vehicles. All of the information that the GCPS has managed to obtain about these relatively new war machines has come from during or after encounters, as it is almost impossible to predict where and when the next Underminer will breach.

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