Pre-Orders LIVE: New Epic Warpath Superheavies
3rd Jul 2026
Dan Mapleston
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!
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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…
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.
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.
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!











