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Produced by Prodos Games Limited. All Rights Reserved

©Prodos Games Ltd. 2013

Rules by: Jarek EwertowskiEditor: Mark Rapson

Editorial Support: Rob AldermanMissions by: Jim Vidlak and Mark Rapson

Art Direction and Photo Graphics: Michal PawlaczykArtwork by: Darek Zabrocki, Paul Bonner

Additional Artwork supplied by: Mutant Chronicles International Inc.Cover Art by: Tomek Wtorek

Photography by: Jon LawModels Sculpted by: Paweł ’Kazube’ Laskowski, Arkadiusz Tomaszewski and 3d3.it

Models Painted by: Artur Żołędowski, Rob Alderman and Paul CocksBoards and Scenery by: www.famousgaming.co.uk

Prodos Games would also like to thank: Kim Rapson, The 532, Jay Zetterberg, Richard Howkins, Tom Haswell, Leamington Gaming Club, Warwickshire Wargamers,

Modiphius Games, Paradox Entertainment

(c) 2013 Mutant Chronicles International Inc. MUTANT CHRONICLES and related logos, characters, names, and distinctive likenesses are trademarks or

registered trademarks of Mutant Chronicles International Inc. Used with

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Introduction 41. Playing warzone resurrection 5 Turns and Phases 6 Starting game 7 Resource Cards 7 Card Deck for Advanced Play 8 Initiative 8 Battle section 8 Activation process 92. General Warzone Resurrection Rules 12 Model Types and Stat lines 13 Action Points (AP) 14 Squad Commanders 173. Terrain 18 Types of Terrain and Movement 194. Structures. 245. Morale Checks 266. Cards in the Basic and Advance Game 27 Basic Game Rules 27 Advanced Game Rules 297. Actions 31 Basic Actions (1 Action Point) 32 Advanced Actions (2 Action Points) 35 Squad Special Actions 368. Shooting 38 Multiple Cover 409. Armour tests 4110. Close Combat 42 Making an Attack 43 Special Close Combat Actions 4411. Psychic Fight 4612. Armoury 4813. Special Skills 52 Universal and Generic Hero 52 Squad Specific Special Skills 5314. Levels of Heroes 5715. Building your Offensive Force 57 Offensive Organisation Chart 5816. Rapid Deployment 59

17. Vehicle Rules 60 Vehicle Action Points 60 Moving through terrain 62 Sub Types and terrain effect 63 Pivoting 63 Shooting 64 Line of Sight and Weapons range 64 Shooting at Vehicles 65 Cover Modifiers 6618. Missions 66 Battle Levels 66 Mission Types 66 Victory Conditions 67 Deployment 68 Objective Markers 70 Objectives 71 Body count 71 Ending the game 71 Priority Missions 72 Secondary missions 73 Corporate Agenda Missions 74

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introduction

Well hello to you and thank you for helping to make Warzone Resurrection a reality. You the Kick Starter Pledgers have made this project possible and for that we thank you. This document contains all the Rules needed to play a basic game of Mutant Chronicles Warzone Resurrection, including a sheet of Resource Cards to cut out. It will be complemented by six faction documents that we will release over the next ten days.

This PDF is a very much cut down version of the Warzone Resurrection Rule and Background book. The book has been a real labour of love which includes over 230 pages of full and lushly coloured pages, over 100000 words of background, prose and character descriptions and over 80 newly commis-sioned artworks, to complement the back catalogue of Art we all know and love. The book will include the rules and fluff for 9 new units, at least 1 for each faction.

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Warzone Resurrection has over 200 new min-iatures from over 50 different squads and 6 factions, all made using cutting edge 21st Century techniques. Each box of models contains all you need to play the models in the Advanced Games, including Strategy, Tactical and

‘Mutant Chronicles’. In Warzone Resurrection, players take to the battlefield all manner of well-known He-roes, Squads and Vehicles from the ‘Mutant Chroni-cles’ universe. The game is fast, energetic and designed with balance in mind. This section of the rulebook explains what you need to play a game of ‘Warzone Resurrection’ and how to play this exciting game.

Gear Cards. And the starter sets have everything you need to get your force up and running, all in one box.If you want to learn more and or join the ‘Official War-zone Resurrection Forum’ come and see us at www.warzonegame.com and join the Facebook Like page.

1. playing warzone resurrection

The planets of the Solar System have been ravaged by inter-corporate war and the dreaded hordes of the Dark Legion lay waste to humanity wherever their foul touch can reach. All the while, the Brotherhood preaches a message of unity to humanity, determined to drive out the Darkness.

Welcome to the next chapter of the Mutant Chronicles. Welcome to Warzone Resurrection.Warzone Resurrection is a table-top skirmish war-game, set in the techno-fantasy universe of the

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The game starts with the first Game Turn. Due to the nature of Warzone Resurrection, all players play in each Game Turn, therefore, each Game Turn is split into a number of Phases. The first Phase is the

‘Control Phase’ which is superseded by a number of ‘Activation Phases’. The number of Activation Phases is dependent on the total number of squads in play.

Turns and Phases

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starting game

1. Decide whether a Basic or Advanced Game is to be played - We would recommend a ‘Basic’ Game for your first Game2. What offensive organisation chart is being used – We would recommend using the Standard Chart 3. The Point Level of the Game. - We would rec-ommend 500 Points 4. Build your Army5. Decide what board (battlefield) size will be used. - For a standard game we recommend a 4’x4’ board. 6. Add terrain - as Warzone Resurrection is a skir-mish game and terrain is important we would rec-ommend at least 25% coverage of terrain, take it in turns to place Terrain onto the board, starting with

a randomly chosen player. Agree the footprint, AV and SP (if required) and Cover Effect of each Terrain Piece. 7. Roll for Initiative8. Roll for Missions9. Place Objective Markers as ascribed in the appro-priate Mission10. Place the Resource Cards and Deck (for the Ad-vanced Game) on the Table11. The Players forces are set-up on the table in Unit Coherency, as ascribed by their Squad types and the Mission Rules.12. The Player with the Initiative starts the first Game Turn by Activating his first Squad. This is the first stage of the Battle Section

Resource Cards

Each player places a number of Resource Cards into play. The number placed depends on the Player’s

choice of Warlord and how many Troop Squad Com-manders they have.

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Each Troop Squad Commander and army has adds another Resource Card.

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Card Deck for Advanced Play

If the Game is being played with Advanced Rules. Each Player draws 5 cards from their deck. Each player may discard their entire initial hand to

the ‘discard pile’, before the First Game Turn starts and replace it with a fresh hand from the top of their deck. They must keep their second hand.

Initiative

Each player rolls a D20 for Initial Initiative. The highest roll wins. The winner may choose to give initiative to the opponent (or the player of their choice, if there are more than two players). The player that has the initiative sets-up first following the mission rules.

The player who set-up first must keep initia-tive in the first Game Turn. The ‘Battle Section’ of the first Game Turn begins when the play-er with the Initiative activates their first Squad.

battle section

The player with the initiative for this turn has the first Activation Phase:

Activate a Squad

Check if the Squad is Pinned or Broken. If the Acti-vated squad is pinned or broken, then it must pass a morale test to become unpinned or unbroken (as de-scribed in the Morale test section) before making any other Actions.

Check for Squad Coherency. Determine the Squad Coherency range by taking the squad’s LD value di-vided by 2 (rounding up). All Models must be within this value in inches from the Squad Commander or Acting Squad Commander. If any Model is out of Squad Coherency, it must be the first Model in the Squad activated and must complete a Closing Action to return to Squad Coherency. If more than 1 Model is out of Squad Coherency, activate all of these Models in Turn and before any other Models in the Squad, start-

ing with the Model which needs to move the furthest. Complete a ‘Closing Action’ for each. Once all Models in the Squad are in Squad Coherency, Models not yet activated from the same Squad can be activated in any order. Models that begin their activation Engaged in close combat ignore the ‘Closing Action’ rule but suf-fer a Modifier to their CC value which reduces it by half, rounded up.

Note, it may be easier to move the Squad Commander or Acting Squad Commander to bring the squad back into Squad Coherency.

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The Chasseur Squad Commander has a Squad Coherency Value of 8

Announce any Squad Activations

Activate the 1st Model, (can be any Model, unless oth-erwise specified) from the Activated Squad.Each Model in Warzone Resurrection has 2 ‘Action Points’. By spending your Models Action Points, you can perform Basic or Advanced Actions. Basic Ac-tions cost 1 Action Point and Advanced Actions cost 2 Action Points.Each Action can be used only once per Model activa-tion.Activate all other members of the squad as described above.Complete any Squad Activations.

General Activation Notes:

All Models in an activated squad must be activated one-by-one. Each Model has 2 Action Points and must use at least 1 Action Point per activation. Once all Models in a squad have been activated and completed at least 1 Action, play moves to the next player, who then activates their chosen Squad in the same way. Players continue this process until all of their squads have been activated once per turn. If one player has more squads in play than their opponent, they must activate the extra squads in any order at the end of the Game Turn. The last squad activated in the previous Game Turn for each player may not be activated first in the new Game Turn. Ignore this rule if the play-er has only one squad left. Once there are no more Squads left to be activated on either side, the Game

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Turn ends. Start a new Game Turn with the Control Phase.

For Example: Thomas and Jean are in Game Turn 3 and Jean has 1 Squad remaining in play whilst Thomas has 3. Thomas wins the initiative roll, so activates first, they take it in turns then, when Jean has used his squad Thomas activates his 2nd and 3rd squads in turn, com-pleting at least 1 Action with each Model as normal. Thomas choose to activate Alakhai the Cunning last in Turn 3, so cannot use him first in Turn 4. Jean only has a squad of Free Marines left on the battlefield so can activate them first.

Control Phase

From the Second Game Turn and onwards the first Phase of the Game Turn is the Control Phase. This Phase is used to reset or discard Cards and Tokens (as appropriate) from the previous Game Turn and determine which Player will have ‘Turn Initiative’ for this Game Turn. ‘Turn Initiative’ is determined by the players each rolling a D20. The Initiative winner is the player with the highest D20 roll. In the case of a draw the players reroll until one player gets a higher num-ber. The winner chooses to keep or give away the Ini-tiative (in the same manner as the ‘Initial Initiative’).

FOR ADVANCED RULES: Players must draw one card from their deck, starting with the player with the Initiative. They may ‘Turn to Burn’ one Resource Card in play to pick up one extra card from their deck. This process can be repeated until they have up to five cards. No player may have more than five cards in their hand at any point in the entire Game; if they do they must instantly discard down to five cards (in this case the player does not have to Turn to Burn to discard). The cards to be discarded are selected by the

owning player, they cannot be used and must be im-mediately placed into the discard pile.

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2. General Warzone Resurrection Rules

Dice Rolls

In Warzone Resurrection, dice allow the element of chance to be represented, which is key to a fun, excit-ing and tactically challenging table top game. Warzone Resurrection uses 20 sided dice, referred to as ‘D20’ throughout the Warzone Resurrection rules. If there is a number in front of ‘D20’, then that is the number of 20-sided dice that should be rolled (i.e. ‘2D20’ = Roll 2 20-sided dice). All tests, rolls and re-rolls in the game are made by rolling D20 dice.

Reroll – A player may only reroll once (one may not reroll a reroll). If the player is able to reroll and choos-es to do so, they must stick with the second result, even if it is worse than the first.

Off the Table! - D20 rolls count only if they land on the gaming table. If a D20 happens to roll off of the table, it must be rolled again, the result only counts if it lands on the table. (This is the only exception to the no rerolling a reroll rule; i.e. rerolls that land off of the table must be rolled again).

‘Power Shot’ – Dice rolls which result in a natural 1 (Unmodified result of a 1) are always successful.Targets that have been hit with a Ranged or Close Combat attack with a roll of a natural 1 cannot take an Armour (A) or Heal Tests.

‘Fumble’ - Rolls of a natural 20 are always a failure.Any Model that rolls a natural 20 for any Skill Test

may take no further Actions in the Game Turn. They also cannot ‘Turn to Burn’ any further resource cards this Game Turn.

Skill Tests

In order to pass a ‘Skill Test’ the controlling player must roll equal to or less than the relevant skill value of the Model. For Example: if the Controlling Player’s Model has a ‘Range Skill’ of 12 after any Modifiers, a roll of 12 or less on the D20 is needed to successfully pass the Skill Test.Modifiers follow the mathematical principle: first multi-ply then divide, add then subtract (i.e. 3x2+2= 8).

Dividing

If a skill test requires any mathematical division (for Example: ‘modify by 50%’) always round up. For Example: for squad coherency, the Leadership (LD) value is divided by 2. If the LD value is 17, divide 17 by 2 which equals 8.5, which is rounded up to 9.

Measurement

You may measure any distance (i.e. movement, shoot-ing, etc.) at any point in the game. This is commonly referred to as ‘pre-measuring’. Models without a base (and terrain pieces) are measured from the nearest point of the Model to the target. Models with a base should be measured from nearest part of the base edge to the target. Unless stated otherwise make all measurements on the board surface.

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Shooting and Squad Coherency at Various

Elevations

When a Model is making a Shooting Action and its target is at a different elevation, simply measure the shortest distance between them from the shooting

Models base, to the targeted Models base, in a straight line.

When measuring for squad coherency at different El-evations measure the shortest distance from base to base, in the same manner as shooting a Model at a different elevation.

Model Types and Stat lines

A Model’s Stat line represents the skills and abilities of the Model. Each ‘skill’ can be temporarily or permanently affected as the game progresses. Most are used as the starting point for calculating the number needed to roll on a D20:

M – Movement is the distance in inches that the Model can travel when making a basic ‘Move’ Action. Move-ment can be affected by various Modifiers such as (but not exclusively) type of terrain and played cards. A Model’s minimum movement distance can never be reduced below 2”, unless specifically defined (for Ex-ample: a card states that a Model’s movement value is reduced to 0). The maximum distance a Model can move in one turn is twice its movement value. Move-ment Value equals the stated Movement (M) for the Model plus Modifiers. Movement does not have to be made in straight line (unless stated otherwise).When a Model must move ‘Towards’ or ‘Away’ from something on the board, use a tape measure to define a line from the centre of the Model and the centre of the target. The Model must then move along this line either Towards or Away from the target.

If the Armoured Chasseur is called to move ‘Towards’ or ‘Away’ from the Razide , draw a straight line from the centre of the Razide’s Base and the Armoured Chas-seurs Bases and move the Armoured Chasseur along that line either ‘Towards’ or ‘Away’ from the Razide.

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CC – Close Combat. The number required to roll on a D20 for a Close Combat Test. This number can be affected by many factors.

RS – Range Skill. The number required to roll on a D20 for a Range Skill Test. This number can be affect-ed by Line of Sight and other factors too.

St - Strength. The strength of a Model and/or its weap-on will affect the A (Armour) of its target.

Con – Constitution. Constitution represents the Mod-els ability to resist factors such as falling from height. WP– Will Power. Used to activate Special Skills, Art Powers, Dark Symmetry Powers, Ki Powers, etc.

Ld – Leadership. The number required to roll on a D20 for a Morale Test. This number can be affected by

many factors.

W – Wounds. This is a way of tracking how much damage a Model can receive. If a Model’s wound value is reduced to ‘0’ or less by Wound Effect, it is removed from the board as a casualty.

A – Armour value. The number required to roll on a D20 for an Armour Test. This number can be affected by many factors. Occasionally a A value may include a second number in brackets 9e.g. A:18(12), this is the Impenetrable Armour value. Impenetrable Armour cannot be reduced below this second number.

Pts - Points Value. This number represents how much the Model is worth and is used by the players to pro-duce balanced opposing army lists. For Example: each player will write an army list to the value of a set amount of ‘points’.

Action Points (AP)

Each Model in the game has 2 Action Points (unless stated otherwise). For simplicity this value is not in-cluded on the Stat lines. Once a Model uses both of its Action Points it counts as deactivated for the rest

of the Game Turn. Activated Models that begin their activation already ‘Engaged’ have only 1 Action Point to spend.

Miniature definitions

Body- The body of a Model includes the legs, torso, arms, head, backpack and weapons. Any other details on the Model are not classified as part of Models body.Any conversion additions to a Model that extend be-yond the base circumference do not count as part of

the body of the Model for gaming purposes.

Designer Note: This rule is intended to allow awesome conversions in the game while limiting their adverse ef-fect on game play.

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Bases

Small Bases are 30mm in diameter and used for basic infantry Models.Medium Bases are 40mm in diameter and are used for Warlords and Lords, and larger Models.

Large Bases are 50mm or more in diameter and used for large monsters and mid-sized vehiclesHeavy Vehicles often do not have a base or have a spe-cial base (e.g. heavy flyers)

Facing AreaAll Models in Warzone Resurrection have a ‘Facing Area’. This is used specifically to calculate the Cover Modifier for intervening Models. The Facing Area is defined by the diameter of the Models base (or in the case of Models that do not have a base the ‘footprint’ of the Model).

The minimum ‘Facing Area’ (to take into account some Models may be kneeling etc.) is:

Small Bases: minimum Facing Area Height : 1”Medium Bases: minimum Facing Area Height: 1.5”Large Bases: minimum Facing Area Height: 2”Heavy Vehicles: Use the height to the top of the hull or turret, whichever is higher.

For Example: the minimum ‘Facing Area’ of an infantry Model mounted on a small base is : diameter of base x 1”.

Line of Sight (LOS)

Line of Sight- If a straight, unblocked, ‘Line of Sight’ (LOS) from the Body of the firing Model to any part of the Body of the target Model can be drawn, the firing Model has ‘Line of Sight’ (LOS) to the target.

Line of Sight: Make sure you get down to Model level to see whether your Models have LoS to their Targets

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Models Facing

All Models in Warzone Resurrection have two fac-ings: Front and Rear. The two Facings bisect the base into two equal parts. The Front Facing will be in the same direction as the models chest and will normally therefore be in the direction of the models head. Mod-els only have LOS in their Front Facing. Models can only perform Shooting and Close Combat Actions in their Front Facing and if they have LOS.

Designer Note: We would suggest you paint the Front and Rear Facing onto the base and orientate your Model appropriately to avoid confusion.

On right: The Everassur can only complete a Close Combat Action with the left most Undead Legionnaire. Although the other two are in his CCWR they are in his Rear Facing. The 4th Undead Legionnaire is in the Everassurs Front Facing, but out of CCWR.

Squads

A ‘Squad’ can consist of one Model, (for Example the Warlord or a Walker), or a number of Models. When a squad is activated, each Model within the squad has 2 Action Points. Each squad is activated once per Game Turn. Every Model in the squad must be activated, be-fore play moves to the next Player.

Lords can join a squad before the game starts. Squads lose any special deployment skills if a Lord is attached,

unless the Lord has the same special deployment rules. The Lord becomes the Squad Commander. Lords can-not leave the squad and count as part of it for activa-tion purposes.

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Examples of Types of Squads. In Warzone Resurrection each fighting unit is defined as a Squad. A Squad can consist of many models or just one.

Squad Commanders

Each squad must have a designated Squad Com-mander which is nominated before the game starts; the designated Model is a heroic individual, a veter-an of many battles or the most senior in the chain of command. Any Model in the squad (unless otherwise specified), regardless of armament, may be allocated as the Squad Commander. The Model in a one Model squad is considered the Squad Commander. If the Squad Commander is removed from play, an Acting Squad Commander must be allocated and the Squad receives a -2 Modifier to their Leadership Value for the rest of the game. The Acting Squad Command-

er is nominated only for squad coherency purposes. If this Model is lost, a new Acting Squad Commander is allocated. If any Acting Squad Commander is re-moved from the game, the squad does not take any further -2 Modifiers to Leadership for losing a Squad Commander.Neither the Squad Commander nor the Acting Squad Commander can ‘Get the Gun’, although a Model with a heavy or special gun can be allocated the Acting Squad Commander. Any special gear on the Squad Commander or Acting Squad Commander is lost when he is removed from play (including his Gun).

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Squad Coherency

Squads have to stick together, otherwise individual Models become scattered and the squad loses its abil-ity to work as an effective fighting force. All Models in a squad must stay in Squad Coherency, which is defined in inches by the Leadership (LD) Value of the Squad Commander or Acting Squad Commander di-vided by two. Squad Coherency is measured from the Squad Commander or Acting Squad Commander’s base.

For Example: A Squad Commander has a LD value of 16, so every Model in the squad must be within 8 inches of the Squad Commander. If he is removed from play, the squad suffers a Squad Commander Lost Modifier of -2. The squad therefore has to be within 7

inches of the Acting Squad Commander for the rest of the game.During the course of a game, it is possible that a squad member will find themselves out of Coherency. When this occurs, Models out of Squad Coherency must make Run Action (spend 2 Action Points) to move back into to Squad Coherency. The player can choose to ‘Turn to Burn’ a resource card to give the Model a third Action.

A player can choose the take a model out of Squad Coherency at any point, but it should be remembered that a Model out of Coherency at the beginning of its next Activation must spend its Action Points return-ing to Coherency.

3. Terrain

Warzone Resurrection takes place in rugged and hostile locations throughout the Solar System, be that in the depths of space or on an alien planet. The deployed force might be surprised by a Martian earthquake or a Mercurian solar flare. The Venusian jungles can be just as dangerous as the enemy and an apparently benign city ruin provides the perfect cover, but could collapse at any time. A warzone is rarely predictable, especially when it located on the planets, planetoids and asteroids of the solar system.

terrain area

Every feature of rough terrain occupies a specific area on the battlefield; this is referred to as its ‘footprint’. Sometimes a terrain feature has a clearly defined foot-print, for Example a crater, bunker or building, others however, might be less defined; such as a woodland, ruined building or scrubland. To avoid confusion and argument, the players must determine the exact foot-print of each piece of terrain before the game starts.

For the purposes of movement, if the base or hull of a Model touches or is partially or wholly within the footprint of a terrain feature it is considered ‘within’ the terrain. Models that start or end their movement within terrain or enter terrain during a Movement Ac-tion count as ‘moving through terrain’ and are there-fore affected by the appropriate Movement Modifiers.

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When LOS (Line of Sight) is affected by a claimed or intervening terrain piece the RS (Range Skill) of the

shooting Model is modified by the cover as appropri-ate. Cover does not modify the Armour (A) roll.

Types of Terrain and Movement

There are 4 types of terrain in Warzone Resurrection. Players should agree what their scenery represents before the game starts.

Open – e.g. flat plains, or light hills. These do not nor-mally modify the Movement (M) value of the Model.

Light – e.g. water (not deep), bushes. Light Terrain normally modify the Movement (M) value by -2, to minimum of 2”.

Heavy – e.g. walls, trees. Heavy Terrain normally modify the Movement (M) value by -3, to minimum of 2”.

Impassable – e.g. deep water, solid rock, pools of acid etc. Models cannot pass through or into these type of

terrain.If a Model moves more than 3” through a single piece of light terrain, its movement is reduced as if it had moved through heavy terrain (i.e. reduce movement by 3”, to minimum of 2”). Each separate piece of ter-rain causes the appropriate Modifiers. Movement Modifiers are cumulative.

For Example: Dr Diana runs through light terrain and then heavy terrain as such her movement is reduced by 2 and then 3 inches, to a total reduction of 5 inches

Armoured Chasseurs have a Movement (M) Value of 5 which is doubled to 10 if the ‘Run’. When they attempt to cross terrain their M value is modified by the terrain. Model A is passing thru Heavy Terrain that gives a -4 Modifier so he will move 6’’. Light Terrain has a -2 Modifier, therefore model C have movement of 8’’ . Impassable Terrain cannot be passed, so the Ar-moured Chasseur B needs to find an alternative route.

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Engaging and Different Elevations

If the vertical distance between any Models is larger than 1” (measured from Base to Base) then the Mod-els are considered to be at Different Elevations. When attempting to Engage a Model on a Different Eleva-tion, there are a few considerations to be made. At the end of an Engage Action both Models must be on the same Elevation and within the CCWR of the Engag-ing Model. If there is no room for both Models on the same level the target Model cannot be Engaged. Mod-els which are vertically further apart than 1” do not count as Engaged, regardless of their CCWR.

Falling from height

A Model which falls from height takes an Autohit with St equal to the Vertical distance in inches (rounded up) that the Model has fallen with an additional +6 Strength Modifier. Any Model which falls from height is always placed in B2B (base to base) with the piece of terrain it has fallen from.

Jumping from height

As part of a Move or Run Action a Model may jump downwards from height. Models on Small Bases may jump 1” downwards, Medium bases may jump 2” downwards and Large Based Models may jump 3” downwards without suffering the penalties allocated for ‘Falling from Height’. This is referred to as ‘Free Jump’. When a Model uses ‘Free Jump’ it does not count the vertical distance as part of its Movement. When the ‘Free Jump’ is completed place the model at its new elevation as if it is in base contact with its last position before it jumped.

For Example: An Enhanced Machinator has an M val-ue of 6 and is in a ruin, 3 inches above the ground. It starts a Run Action. It moves 4 inches in the ruin before it ‘Free Jumps’ out of the terrain. As such it receives a -3 Modifier for the movement in terrain, but does not count the vertical distance saving 3 inches of its M val-ue, allowing it to use the remaining 5 inches of Move-ment in the open terrain.

If a Model chooses to move further downwards than its ‘Free Jump’ distance, it must use its Movement to make the additional distance. Additionally, if a Mod-el chooses to jump further downwards than its ‘Free Jump’ distance (i.e. if a Small Based Model jumped further than 1”), apply the rules for ‘Falling from Height’, but as this has happened as part of a ‘Jump’, the Controlling Player should reduce the ‘distance fallen’ Modifier by an amount equal to their ‘Free Jump’ distance. For Example: A chasseur (Movement:5) choos-es to jump down a building to the ground floor, jumping 1”. The 1” ‘Jump’ that the Chasseur made is free, so once it reaches the Ground Floor, it may now move its full Movement value of 5”.

However, if the Chasseur had jumped down 2”, his Movement value would be reduced by 1” for the extra distance jumped and he would suffer a St7, Piercing Autohit (1” extra distance fallen beyond ‘Free Jump’ distance +6 for ‘Falling from Height’).

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Jumping Across Gaps

As part of a Move Action, Engage Action or Run Ac-tion, Models can attempt to ‘Jump Across Gaps’ be-tween two pieces of terrain. This cannot be performed if the gap is across impassable terrain or if the Model cannot be placed under the gap for any reason. If this is the case, the Model must use an alternative route.

When attempting to ‘Jump Across Gaps’ the follow-ing distance restrictions are in place depending on the base size of the Model:

Small Bases: The maximum gap distance a Model on a small base can jump across is 1 inch. If the gap is less than 0.5 inch, the Model moves across it as nor-mal. If the gap is between 0.5 and 1 inch, apply an additional light terrain Modifier to movement and cross the gap. At the end of the movement Action, the Model must immediately make a Con Test. If this is failed, the Controlling Player must place the Model at the bottom of the gap in base to base contact with the Terrain it was attempting to jump in to. The Model then must take an A test with the usual Modifiers for ‘Falling from height’. Models on small bases cannot cross gaps larger than 1 inch. ‘Free Jump’ is not in ef-fect in this situation.

Medium Bases: The maximum gap distance a Model on a medium base can jump across is 2 inches. If the gap is less than 1 inch, the Model moves across it as normal. If the gap is between 1 and 2 inches, apply an additional light terrain Modifier to movement and cross the gap. At the end of the movement Action, the Model must immediately make a Con Test. If this is failed, the Controlling Player must place the Model at

the bottom of the gap in base to base contact with the Terrain it was attempting to jump in to. The Model then must take an A test with the usual Modifiers for ‘Falling from height’. Models on medium bases cannot cross gaps larger than 2 inches. ‘Free Jump’ is not in effect in this situation.

Large Bases: The maximum gap distance a Model on a large base can jump across is 3 inches. If the gap is less than 2 inches, the Model moves across it as nor-mal. If the gap is between 2 and 3 inches, apply an additional light terrain Modifier to movement and cross the gap. At the end of the movement Action, the Model must immediately make a Con Test. If this is failed, the Controlling Player must place the Model at the bottom of the gap in base to base contact with the Terrain it was attempting to jump in to. The Model then must take an A test with the usual Modifiers for ‘Falling from height’. Models on large bases cannot cross gaps larger than 3 inches. ‘Free Jump’ is not in effect in this situation.

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The Atilla being on a Medium Base can ‘Jump across Gaps’ of up to 2 inches. In this case the Gap is only 1 inch so he jumps it easily.

Climbing

Changing Elevation When the Controlling Player wishes to change the elevation of a Model on the board, by climbing up or down, use the following measuring approach: Firstly measure the horizontal distance from the Models base to the point where the elevation change will occur. Then measure the ver-tical distance needed to reach the desired elevation. Add the two together plus the diameter of the base (with any appropriate Modifiers). The movement can be completed if the resulting distance is less than the Model’s Movement ability. Models can ‘Engage’ or ‘Run’ when changing elevation at the normal Action Point cost.

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The Armoured Chasseur climbs a cliff face of 4 inches in height and Moves an Additional 4 inches. In total he has moved 8 inches, so must Run to complete the dis-tance. As such he must take a Con Test with a -2 Modi-fier for ‘Climbing a Cliff ’ and addition -3 Modifier for ‘Running’. His Con Value is Modified by a total of -5.

Con Tests for Changing El-evation

If a Model has completed a Run or Engage Action to change Elevation it must automatically take a Con test. Equally, if a Model changes Elevation without using a ladder or other climbing device it must take a Con test at the end of the move with the following Modifiers:

Using a Ladder or similar climbing apparatus on an intact structure: +1Using a Ladder or similar climbing apparatus in a Ru-ined Structure: -2Climbing an Intact Structure without a climbing ap-paratus: -2Climbing a Ruined Structure without a climbing ap-paratus: -3Climbing a Cliff or other natural formation: -3Running or Engaging: -2

If the test is passed, there is no further effect, but if the test is failed, the Model falls to the lowest possible point of the elevation, following the rules for ‘Falling from height’ and may take no further Actions in that activation. Place the Model at the bottom of the verti-cal elevation. Free Jump is not in effect in this situa-tion.

For Example: A Chasseur is moving to the Second

Level of a Structure, using a ladder. The vertical dis-tance required is 4”, but must travel 3” to the edge of the ladder to begin its ascension. The distance re-quired is therefore 3”+4”+1” (the latter number for the Action of Climbing). The Movement value required Is 8”, but the Chasseur only has Movement: 5. The Con-trolling Player decides to make a ‘Run Action’ with the Chasseur, risking a Con Test. The Con Test fails, so the Chasseur falls 4”, making the strength of the Autohit received St10 (4”+6 for falling from height) and the Chasseur is placed in Base to Base contact with the base of the ladder.

Engage Actions made from HeightSurprising an enemy from above, jumping on them from where they least expect it can be a sound and quick method to dispatch one’s foe. In Warzone Res-urrection Models can declare an Engage Action from height, jumping on their poor victim from a high van-tage point.Models which Engage from height gain an additional Modifier to the normal ‘Engage’ Modifier, dependent on their base size:

Small Bases: +1 St for each 1” of Vertical distance (i.e. Engage from 2 inches = +2St)Medium Bases: +2 St for each 1” of vertical distance (i.e. Engage from 2 inches = +4St)Large Bases: +3 St for each full 1” of verti-cal distance (i.e. Engage from 2 inches = +6St)

After the Engage Action, but before any further Ac-tions can be made, the Engaging Model must com-plete a ‘Falling from Height’ Test. If this is failed the Model loses any remaining Action Points. Modifiers for ‘Free Jump’ are not used when a Model ‘Engages from Height’.

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The Atilla Engages the Undead Legionnaire from a height of 2 inches, as such he gets a free jump of the 2 inches. He does not get an Engage bonus (because he has not moved his M value), but he does get a

+4 Strength Modifier to his first Close Combat Hit for ‘Engage from Height’.

4. Structures.

Ruined Structures

Such as City Ruins, open entrenchments or buildings with no roof.Every Structure without a roof is classified as a Ru-ined Structure. Each piece of Ruined Structure Ter-rain counts as Heavy Terrain.

For Example: A Chasseur is attempting to make a Shooting Action targeted at a Brotherhood trooper, which is within the footprint of a ruin which obscures more than 25% of the Trooper. There is a second piece of ruins (the distance between the pieces of ruins is more than 1” – please see the ‘cover density’ rules) between the two Models so the Chasseur receives -8 Modifier to its RS (-2x4 = -8) value.

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Intact Structures

Such as Bunkers or Buildings with an intact roof. Intact structures can be garrisoned as long as the Models can be physically placed inside the building via, for Example: a removable roof or wall or through other access points such as doors, windows or cracks in the building structure.

Structures which do not have any access points for Models to be physically placed cannot be garrisoned. In such cases consider the terrain piece as a ruin or as impassable terrain, depending on its nature. (The doors may be sealed, but by climbing the structure the Models may get a much better vantage point over the warzone)

Models garrisoning or attacking an intact structure can shoot through widows or any other Access Point as long as they can draw LOS to the target Model. In intact structures these points are described as Shoot-ing Points.

Models on Small or Medium bases may Garrison any Structure in which they can be placed. When consid-ering the details of the Terrain Pieces and whether a

model can fit through a small hole or door for Exam-ple: ignore the Models base. Players should agree be-fore the game starts which sized models can enter a particular building door or window (e.g. only human sized, up to Nepharite sized, etc.). Models on Large Bases or without a Base cannot Garrison any Struc-tures.

Designers Note: Small windows or low doors can be climbed through and often are, especially if your enemy is trying to kill you! As such, rather than suggesting Ter-rain is made with exceedingly large doors and windows, instead the Base should be ignored in this situation.

Shooting at Structures

Players can decide to shoot at Intact Structures fol-lowing the normal shooting rules. Models targeting an Intact Structure always hit the structure on roll of 1-16 regardless of Modifiers or Statline.

Structure Points and Armour Values of Intact Struc-turesEach Intact Structure in the game has a Structures Point value and AV (Armour Value):

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If not specified, players must agree before game starts the Structure’s AV and SP. Explosion Template Weap-ons have no effect on Structures (the explosion force is absorbed by the structure) If the template scatters onto a Structure, consider the hit an ineffectual rico-chet.

Collapsing Intact Structures

An Intact Structure collapses when its SP is reduced to 0 or less. Replace the Structure with the same (or

similar) footprint Ruined Structure. All Models with-in the footprint of the structure takes an Autohit at a Strength equal to Intact Structure’s AV. Models within 2 inches of a Collapsing Intact Structure take an Auto-hit at a Strength equal to Intact Structure’s AV divided by two. Heal Rolls cannot be used for Wound Effects caused by a collapsing structure. Place any surviving Models that were within the footprint of the collapsed structure within footprint of the Ruin. All Models placed within the Ruin count as Pinned.

5. Morale ChecksMorale checks are required at certain points with-in a game of Warzone Resurrection. Morale checks are made by rolling a D20 and comparing the result against the LD value of the Squad with appropriate Modifiers.For Example: a Squad needs to take a Morale Check. It has a LD value of 15 but has already lost its Squad Com-mander, which results in a -2 Modifier to LD, hence the squad has a LD value of 15-2=13 for the Morale Check.If the D20 roll is equal to or less than the Squad Com-mander or Acting Squad Commander modified LD value, the test is passed and the squad continues as before the test was taken. If the D20 roll is higher, the test is failed and the squad will suffer a negative effect dependant on the kind of Morale check being taken.

Pinning

When a Squad loses 50% or more of the squad mem-bers (100% equals the number of Models in the squad

at the start of the Game Turn) in one Game Turn, a ‘Pinning Test’ must be taken. If the test is failed, the squad is ‘Pinned’. ‘Pinned’ squads have a positive Modifier of +2 to Armour (A) against Range Attacks, but cannot complete any Actions apart from ‘Recover from Pinning’ until they have successfully ‘Recovered from Pinning’. Only one Pinning Test is made per Game Turn/Squad.

Morale Test to ‘Recover from Pinning’: To recover from pinning, the squad must spend one Action Point at the beginning of the squad’s activation to attempt to ‘Recover from Pinning’ by rolling against LD with an additional -2 Modifier. This attempt costs all Models in the squad one Action Point. This Action must be repeated if failed the first time. If both attempts fail the squad is deactivated and stays Pinned. All Spe-cial and Basic Close Combat Actions made against a Pinned Model have a +4 Modifier to hit.

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Broken

If a Squad loses 75% of its squad members in one turn it must pass a Morale Check, (100% equals the num-ber of Models in the squad at the start of the turn). If failed the squad is ‘Broken’. ‘Broken’ squads MUST immediately Run (x2 Movement Value) towards their deployment board edge. This counts as a free move and happens immediately the Break Test is failed. If the Squad does not have a deployment board edge they move directly away from the enemy Squad which caused the ‘Broken’ Squad to ‘Break’. If this is not pos-sible, the ‘Broken’ Squad will move towards the near-est Board Edge Point in LoS. Subsequent LD tests to ‘Rally’ are additionally modified by -6 (LD). When a Model from the broken squad touches the board edge the whole squad is removed from the game and counts towards ‘Body Count Value’. Only one Broken Test is made per Game Turn/Squad.

Broken Models cannot interact with Objectives or hold Table Zones.

Morale Test to ‘Regroup from Broken’: ‘Broken’ squads must use their first Action Point after activa-tion to attempt to ‘Regroup from Broken’. This is done by rolling a LD Test with an additional -6 Modifier. This attempt costs all in the squad one Action Point. This Action must be repeated if failed the first time. If both attempts are failed the squad then continues its ‘Run Action’ towards its target board edge and is then deactivated and remains ‘Broken’. If the Test is passed the squad may complete only basic Actions if it has the Action Points available. The squad is no longer Broken and may continue as normal for the re-mainder of the Game Turn onwards. All Special and Basic Close Combat Actions made against a ‘Broken’ Model will hit automatically. Engaged Models from a ‘Broken’ Squad do not lose an Action Point for their 1st attempt of ‘Regroup from Broken’. ‘Broken’ Models cannot complete a CC Action.

6. Cards in the Basic and Advance Game

Warzone Resurrection is a game that involves not only dice, but also cards. Before playing a game of Warzone Resurrection, the players should decide whether they will play a Basic Game, where they use only Resource Cards, or whether they will play an Advanced Game. The Advanced Game includes the use of Resource Cards and also a deck of cards which add an element of character and realism to the game.

Basic Game Rules

When playing the ‘Basic Game Rules’, the use of cards is limited to Resource Cards. No other cards are re-quired for this version of the game. The number of re-

source cards that each player starts with is dependent on the relevant player’s Warlord choice and how many Troop Squad Commanders are in their control.

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For Example: Alakhai is a close combat hero, so starts with 3 resource cards, whereas Dr. Diana is a tech hero and as such, starts with 4. Alakhai’s army also contains 2 squads of Undead Legionnaires, each led by a Necro-mutant Squad commander. Each Necromutant Squad Commander will allocate 1 additional Resource card. This means that Alakhai’s army will have 5 Resource Cards, 3 from Alakhai and 1 from each Necromutant Squad Leader. There is also a Squad of 3 Razides in Alakhai’s army, however as this is a Support Squad, Alakhai does not gain any Resource Cards for having them in his army.

Warlords and Resource Cards

Warlords are the conduit between their force and the higher echelons of the command structure they work for. As such they have access to the Resourc-es of their corporation (or the Legion or Brother-hood). Depending on the Warlord Type they have access Resource Cards as allocated:

Each Troop Squad Commander also provides 1 Re-source Card. Although the Resource cards are allocat-

ed to the Warlord or Troop Squad Commander, they can be ‘Turned to Burn’ for any model in the Player’s force.

For Example: Alakhai is a close combat Warlord, so starts with 3 resource cards, whereas Commander Dr. Diana is a tech Warlord, so starts with 4. Alakhai’s army also contains 2 squads of Undead Legionnaires, each led by a Necromutant. Each Necromutant will allocate a further 1 Resource card. This means that Alakhai’s army will have 5 Resource Cards, 3 from Alakhai and 1 from each Necromutant Squad Leader, creating a total of 5 Resource Cards which can be used by any Model in Alakhai’s army.

Resource cards are not normally removable, however if a Warlord or Troop Squad Commander is removed from play, the appropriate number of Resource cards are also lost. It is the controlling player’s choice which resource cards they remove (i.e. a ‘used’ Resource Card may be removed). Under no circumstances, can a removed ‘Resource Card’ be returned to the game once it has been removed.

For Example: Player 1’s Ronin squad has just lost its Squad Commander. The Model is removed from play and with it, a Resource Card. The Controlling player chooses to remove a Resource Card they had already ‘Turned to Burn’ this turn. Whereas Player 2 loses his Commander Dr. Diana. Commander Dianan is a ‘Tech’ Warlord so Player 2 must instantly discard any 4 Re-source Cards.

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Turn To Burn (Basic Game)

A Player can ‘Turn to Burn’ a Resource Card in any of the following ways:

A. To give the selected Model a third Action Point; can only be used once per Model per Turn.B. Add Heal (3) to the selected Model; can only be used once per Wound Effect.C. Activate a Squad Special Skill if applicable or re-quired.D. To Increase the RoF or RoA value of a single Model (or its wargear) by +1. ‘Turn to Burn’ and declare be-

fore making a Shooting or Close Combat Action. This cannot be used to increase the RoA or RoF during Special Actions. Only 1 Resource Card per Model per Game Turn can be used in this way.

For Example: Player 1 ‘Turns to Burn’ one Resource Card, thus giving one Model a third Action. Player 1 also gives the same Model Heal (3) by ‘Turning to Burn’ another Resource Card. Player 1 cannot ‘Turn to Burn’ a third Resource Card to give a 3rd Action or second Heal Action; although they may ‘Turn to Burn’ a third Resource Card to increase the Models RoA by +1.

Advanced Game Rules

Card deck: Each player creates a deck with a mini-mum of 35 cards including Strategy, Tactical and Gear cards (but not Resource Cards). It is up to the player how many of each card they wish to put into their deck. All decks must be shuffled by the controlling player and then cut before start of the game by a ran-domly determined opponent, before being returned to their owner for use in the game. A maximum of 5 cards may be in a players hand at any time (although some Special Skills or Cards may change this). Each player may draw up to 1 card every turn in the control phase, starting with the player with the initiative, and must add this card to their hand. If a player has more than five cards in their hand at any time they must im-mediately discard cards until they have 5 cards or less. Cards discarded for any reason are placed in the Card Discard Pile. Continuation of play is unaffected if any Player depletes their Card deck and/or hand. Obvi-ously though they will have no more Cards.

Utilisation of Cards

- Only 1 Strategy Card can be in play during the course of a Game Turn (regardless of how many players there are). - Only 1 Tactical Card can be in play per squad per Game Turn. - Only 3 Gear Cards can be in play per player. - The number of resource cards you start with is de-pendent on the Warlord choice and how many Troop squad commanders are in their control.

Deck ConstructionA deck must consist of at least 35 cards and must fol-low the following construction rules:There can be no more than 3 of the same Strategy Cards in the deckThere can be no more than of 5 of the same Tactical Cards in the deck.There can be no more than of 3 of the same Gear Cards in the deck.

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Turn to Burn (Advanced Game Rules)

In an Advanced Game Resource cards can be ‘Turned to Burn’ in any of the following ways:A. To use a Strategy, Tactical or Gear Card from the players hand B. To give the selected Model a third Action Point; can only be used once per Model per Activation.C. Add Heal (3) to the selected Model; can only be used once per Wound Effect.D. Activate a Squad Special Skill if applicable or re-quired.E. To Increase the RoF or RoA value of a single Mod-el (or the Model’s Wargear) by 1. ‘Turn to Burn’ and declare before making a Shooting or Close Combat Action. This cannot be used to increase the RoA or RoF during Special Actions. Only 1 Resource card per Model per Game Turn can be used in this way.F. Draw an extra card from the deck. This Action can only be completed between phases and only if the player has less than 5 cards in their hand.G. To discard one card from the players hand. This Action can only be completed between phases.

Types of cards

Squad Reference card – On these cards the Stat lines and Squad Special Skills can be found.

Resource Cards (res.) – All players start the game with a number of Resource cards in play, the number is dependent on the type of Warlord being played and the number of Troop Squad Commanders. The Re-source Cards represent your resources. Strategy, Tac-tical and Gear cards, as well as Squad Special Skills,

generally need Resource Cards to be utilised. To use a Resource Card the player must ‘Turn to burn’ the Resource Card (an Action which is represented by lit-erally turning the resource card upside down). Unless otherwise specified, each Resource Card represents 1 Resource. In the Control Phase all used (‘Turned to Burn’) Resource Cards are reset to face the owning player and can then be ‘Turned to Burn’ in the follow-ing Game Turn.

Strategy Cards – These cards mainly affect the bat-tlefield. They can only be issued in the Control Phase by the Player with the Initiative or between Activation Phases by any Player. Only one Strategy card can be in play at any time. Unless otherwise specified, Strat-egy Cards are removed from play in the Control Phase and added to the owning Player’s Discard Pile.

Tactical Cards – These cards affect squads or single Models: They can only be issued between individual Model activations. Only one card can be in play for each squad. You can choose to discard a Tactical Card from play at any point in a Game Turn.For Example: Player One activates a Squad, now Player One or Two can play Tactical Cards before the 1st Model gets activated; once the Model is activated none of players can put any Tactical Cards into play until the Model is deactivated. Once the Model has been deactivated, and before Player One activates the 2nd Model, either player may put a Tactical card into play.

Gear Cards – These cards are not normally removable (unless specified otherwise) and can affect a Squad, battlefield feature, individual Model and/or Resource Card. Each player may have up to three Gear Cards

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in play. The active cards should be placed next to the relevant Squad Reference Card.

7. Actions

In Warzone Resurrection, each Model is an individual. As such, these individuals are capable of making their own decisions (Actions). Whilst one squad member may choose to advance on their opponent, spending

all of their energy on running as fast as they can, an-other in the same squad might take a moment to take aim and then fire with pin-point accuracy.

General

If more than one Action requires an immediate reac-tion, the player with the Initiative decides the order that they are completed. No Action can be instigated more than once per Model per Turn (unless stated otherwise). Move and Run both count as Movement

Actions and Shoot, Rapid Fire and Focus Fire all count as Shooting Actions. Only one Movement Action may be instigated per Model per Game Turn. Only one Shooting Action may be instigated per Model per Game Turn.

Target priority

Any ‘Basic’, ‘Advanced’ or ‘Squad Special’ Actions made against another Model (i.e. Shooting, Engage) must be directed at the nearest enemy Model within 12” and within LOS. Engaged Models are ignored for Target Priority. If there are no enemy Models within 12” from the Activated Model, then the Action may be directed at any other Model on the board and in range of the attacker.Models can ignore the Target Priority rule if they have the ‘Target Sense’ Special Skill. Models without

the ‘Target Sense’ Special Skill gain it by passing a LD test with the appropriate Modifiers for each Action. If the test is failed, the Action Point is lost, although a second Shooting Action can be made. If a Model with ‘Target Sense’ is participating in a Squad Special Action attack, all Models participating in this Action gain ‘Target Sense’. When there is more than one en-emy Model at the same and nearest distance, either can be targeted as the Primary Target without need for a Target Sense Test.

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The Armoured Chasseurs are closing on the Razide and are within 12 inches of it. As such the Razide must ‘Target Prioritise Armoured Chasseur B as he is the nearest to the Razide, unless the Razide

passes a ‘Target Priority’ Test to get ‘Target Sense’

Basic Actions (1 Action Point)

Requiring only a short burst of energy, Basic Actions are the most common of all Actions in Warzone Res-urrection. The Basic Actions in Warzone Resurrection are as follows:

Move Action

Models can move up to their Movement (M) value in inches. The Movement Value is their M Stat plus any Modifiers. This measurement is made from the base edge of the Model, (or ‘footprint’ of a Model which has no base). Pivoting is classified as a Move Action and therefore, the Model must spend an Action Point in order to complete a Pivot (even if it doesn’t move in any other way). Note: no Model may travel more than twice its Movement Value per turn in total. The Move and Run Action are mutually exclusive and so cannot both be completed by a Model in one Activa-tion Phase.

Engage Action

Counts as a ‘Move Action’ with Movement Value x2, an ‘Engage’ Action can only be instigated if a CCWR (close combat weapon range- see the Close Combat section) is reached. If the distance moved is reduced and a CCWR cannot therefore be reached, the Engage Action fails. The model loses its remaining Action Points and moves in the same direction as the failed Engage to its Movement Value. Models cannot move more than their Movement Value x2 in any combi-nation of Movement Actions (e.g. Move + Failed En-gage, Move + Engage or Run + Engage), under any circumstances.

For Example: A Model with an M value of 6, uses one Action Point to makes a Move Action, traveling 3”; then its second Action Point making an Engage Action. In the Engage Action it may only move 9” (6x2 – 3=9).

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Unless otherwise specified, the Engage Action must always be made in a straight line and with LoS; while the Engage move is being made the Controlling Player may change the facing of their Model as appropriate. Models cannot be Engaged through terrain gaps (ex-cept for doors) narrower than the Engaging Model’s base

If a Model passes through the CCWR of an enemy Model as it moves to engage, a Counter Charge can occur. A Counter Charge is completed on a successful LD test by the counter charger (if counter charging Model is in a ‘Sentry Action’ the LD test is passed au-tomatically). If a counter charge is successful the ‘En-gaging’ Model is stopped in the CCWR of the Coun-ter Charging Model. Engaged Models cannot Counter Charge.

Models gain a Modifier to their St based on their base size when they complete an ‘Engage’ Action:Small Bases: +2 St and +1 to AVVMedium Bases: + 4 St and + 2 to AVVLarge Bases: + 6 St and + 3 to AVV

The Engage bonus is only applied to the 1st Dice Roll of a ‘Close Combat’ Action completed in the same Game Turn, (even if the RoA of the Wargear is more than 1). A Model must move at least its unmodified Movement (M) Value when completing an ‘Engage’ Action to claim the ‘Engage’ bonus.

If not otherwise stated by the Model’s weapon(s), CCWR is dependant of size of the bases: Small Bases – CCWR is Base to Base (B2B)Medium Bases – CCWR is 1”. All Heroes on Medium Bases – CCWR is 1.5”

Large Bases – CCWR is 2”The CCWR may be affected by the Gear Cards or Up-grades applied to the Model.For Example. A small based Model equipped with Two Handed Sword has a 1.0” CCWR due to its wargear.

Aim Action

A Model can spend one Action Point to gain a +2 Modifier to Range Skill (RS) and +2 to the Ranged Weapon’s Strength (St) for the subsequent shoot-ing Action (which must occur in the same activation phase). The bonus is added only to their first shot in the case of Models with a RoF higher than 1. If an Aim Action is used to shoot at a Vehicle, the Player can use this Action to select the location of the hit instead of rolling dice for a randomly determined location.

Hide Action

A Model can spend one Action Point to increase their Cover Value from Light Cover (-2 cover Modifier (see Terrain Section)) to Heavy (-4 cover Modifier (see Terrain Section)). This Action cannot modify Heavy Cover to beyond a -4 Cover Modifier. The ‘Hide Ac-tion’ cover bonus is lost once a Model perform an-other Action (except for a ‘Pass’ Action). Place a hide token next to the Model to indicate that this Action is in effect.

Shooting Action A Model can spend one Action Point to open fire at an enemy target. When shooting, the Model will make a number of Ranged Fire Tests equal to the RoF of the weapon they are firing. Targeted Model(s) must be in LOS and within the Front Facing of the Model in or-

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der to be a viable target for a Shooting Action.

Close Combat Action

An Engaged Model can spend one Action Point to perform a close combat attack. When fighting in close combat, the Model will make a number of Close Combat Skill tests equal to their weapon’s RoA char-acteristic. An Engaged Model receives a free ‘Closing Action if it is out of its CCWR.

Morale Test to Recover from Pinning

As described in the Morale Test Section. Note if this Test is failed on the first Action Point it must be repeat-ed using remaining Action Points until it is passed. All Models in the Squad must use 1 Action Point per at-tempt to ‘Regroup from Pinning’.

Morale Test to Regroup from Broken

As described in the Morale Test Section. Note if this Test is failed on the first Action Point it must be repeat-ed using remaining Action Points until it is passed. All Models in the Squad must use 1 Action Point per at-tempt to ‘Regroup from Broken’.

Pass Action

The Model may spend one Action Point to do noth-ing. No further Action Points can be used by this Model this Game Turn

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Advanced Actions (2 Action Points)

Sometimes, it is worthwhile taking some time on the battlefield, to ensure that a task is done correctly with

a significant and lasting effect. Advanced Actions do just this.

Rapid Fire

A Model completing a Rapid Fire Shooting Action gains a +1 Modifier to their Ranged Weapon’s RoF and a -2 Modifier to their RS for this Action. The weapon’s Range is halved during this Action. Template and Ex-plosion Blast weapons cannot Rapid Fire.

Sentry Action

By spending 2 Action Points per Model to enter Sen-try, the Controlling Player can place up to TWO Mod-els per 5 Models in a squad (to a minimum of 2 Mod-els) into ‘Sentry’ mode. Models in ‘Sentry’ mode can use ONE Action (cannot be increased by any means) during the enemy’s activation phase. The following ‘Sentry’ Actions are allowed: Shooting, Close Combat, Move or Dive for Cover.

For Example: Player 1 has a squad of ten Capitol Free Marines. As the squad numbers 10 Models, he is al-lowed to put up to 4 Models into ‘Sentry Mode’. He decides to send 6 squad members forward by making a ‘Run’ Action with each and then puts the remaining four into ‘Sentry’. The 4 Models on ‘Sentry’ can give cov-ering fire to the rest of the squad during the opponent’s activation.

Sentry reActions can be used between the Actions of enemy Models, but require the Model on Sentry to pass a Leadership (LD) test first.

Example: Player 2 activates the 1st Model in her squad. Player 1 can now use a Model in ‘Sentry’ mode before Player 2 can use any Action Points

Example 2: Player 2 activates their 3rd Model, Player 1 decides not to use their Model(s)in ‘Sentry’ mode, so Player 2 issues an Engage Action, engaging a Model in ‘Sentry’ mode. Player 1 can choose to use the Model’s ‘Sentry’ Action at this point, after successfully passing a LD test.

If a Model in ‘Sentry’ mode is targeted by a Ranged attack it may make a ‘Dive for Cover’ Move Action au-tomatically to enter a piece of cover, gaining an addi-tional +1 ‘Moving Target’ Cover Modifier. A ‘Dive for Cover’ ReAction cannot be attempted if no cover is in M range of the Model on ‘Sentry’ (this can be affected by applicable Modifiers (cards, terrain) as normal). If the model ends up out of Line of Sight it instead receives a +6 ‘Moving Target’ Cover Modifier. Note: ‘Dive for Cover is the only Sentry Action that can oc-cur during a models Activation and only if targeted. For Example: A Capitol Sea Lion in ‘Sentry’ mode pass-es his LD test when targeted by a Ranged attack from a Cybertronic Chasseur and chooses to move into nearby Light Terrain (thus claiming the Terrain). The Cyber-tronic Chasseur was shooting through the volume of another Model (-4 Modifier to RS) and, as a result of the Capitol Sea Lion’s ‘Sentry’ reAction, receives an ad-ditional -2 Modifier for light cover and -1 for Moving Target (so -7 RS Modifier in total).

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Run Action

The Model may move up to Movement (M) x2. This

is affected by applicable Movement Modifiers as normal.

Squad Special Actions

Occasionally the sum has more value than the parts; if a team work together they can focus fire on an enemy vehicle or monster or swarm a Warlord. Squad Special Actions are a team approach.

‘Squad Special Actions’ can only be issued at the be-ginning of the target squads activation; each ‘Squad Special Action’ costs 1 Action Point for every Model in the squad (even if some of the Models cannot or do not participate in the ‘Squad Special Action’). Only one ‘Special Squad Action’ can be issued in a Game Turn per Squad. After declaration, but before a ‘Squad Special Action’ takes place, the Models can use their remaining Action Point(s).

For Example: If no Model has LoS to a target enemy Model, the Controlling Player can still issue the ‘Focus Fire’ ‘Squad Special Action’ against the target enemy Model, and then he must spend Model’s remaining Ac-tions in order to bring the enemy Model into LOS. Once the last participating Model is deactivated, the Control-ling Player rolls for Focus Fire.

For Example 2: The Controlling Player declares the ‘Swarm’ ‘Squad Special Action’ against an enemy Mod-el, then uses any remaining Action Points in order to Engage the target Model with as many Models from the squad partaking in a ‘Swarm’ ‘Squad Special Action’. When all remaining Actions have been made, the Con-trolling Player then rolls for the ‘Swarm’ ‘Squad Special Action’.

Focus Fire

A minimum of 3 Models from the same squad must be selected in order to issue the ‘Focus Fire’ Squad Special Action.

The Models partaking in a ‘Focus Fire’ must be in range and in LoS of the target at the end of their Ac-tivation.

The Models completing the ‘Focus Fire’ Squad Special Action cannot make any other Shooting Actions in the same Game Turn.

The Controlling player rolls to hit only once (ignoring wargear’s RoF value) with a +6 Modifier to RS (using the highest RS value of any one Squad Member par-taking in the ‘Focus Fire’).

The St of the weapon during this Squad Special Action is equal to the lowest St Value of ranged weapons par-ticipating in the ‘Focus Fire’ plus the sum of the RoF of all Models participating in the ‘Focus Fire’.

The weapon type is always counted as Piercing in a ‘Focus Fire’ Squad Special Action.

For every 3 Models participating in the ‘Focus Fire’, the ‘Focus Fire’ attack gains Critical Force (+1) and AVV (+1).

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Models hit by ‘Focus Fire’ cannot use the ‘Heal’ ability.

‘Focus Fire’ cannot be used against Engaged Models.

Weapon Special Rules or temporary weapon Modifi-ers (Skills, Strategy Cards etc.) of participating Models are not in effect during the ‘Focus Fire’ ‘Squad Special Action’.

For Example: A squad of 6 Models with RS 12 ‘Focus Fire’ on an enemy Razide. First, they must make a sin-gle RS test using RS12 (the highest RS in the Squad) with a +6 Modifier due to the ‘Focus Fire’ Squad Special Action Rules. The attack’s strength and AVV is worked out as follows; St 12 (lowest St or AVV Value of any participating ranged weapon) and (6x RoF1 (the sum of weapons RoF of participants in the ‘Focus Fire’ ‘Squad Special Action’)) = St18 and AVV 1+2. This attack therefore gains Critical Force (3) and an AVV value of 3 (as it is AVV 1 and St18 and there are 6 participants).

Cover Modifier: For each Model participating in a ‘Focus Fire’ ‘Squad Special Action’ with an obscured LoS to the target (regardless of whether it is Light or Heavy terrain),a -1 Modifier to the ‘Focus Fire’ RS is applied.

For Example: A squad of 6 Models with RS 12 focus fires on a Razide; so would have RS12+6, St 12 (lowest St Value of participating range weapon) + (6x RoF1) = St18. Three of the shooting Models have obscured LoS to the Razide as more than 25% of the Razide is behind cover. Therefore the RS of 18 is modified by -3 (due to 3 of the participants having an obscured LoS) to 15.

Swarm

A minimum of 3 Models must be engaged in an En-gaged Action to be able to complete a ‘Swarm’ ‘Squad Special Action’.

Roll once to hit with a +4 Modifier to CC (using the highest CC value of any single squad member of the Models partaking in a ‘Swarm’ Squad Special Action) and the Strength of the weapon is equal to the lowest St Value or AVV of any close combat weapon partici-pating in the ‘Swarm’ plus the sum of the RoA (when making a ‘Swarm’ ‘Squad Special Action’, the weapon type always counts as Piercing). Swarming Models do not receive an Engage bonus.

For every 3 Models participating in the ‘Swarm’ the ‘Swarm’ attack gains Critical Force (+1) and AVV (+1).

Models hit by a ‘Swarm’ Squad Special Action cannot use the ‘Heal’ ability.

Weapons Special Rules or temporary weapons Modi-fiers (Skills, Strategy Cards etc.) of the participating Models do not count towards the ‘Swarm’ ‘Squad Spe-cial Action’.

For Example: A squad of 6 Models engaged with a Razide perform a ‘Swarm’ attack; so have CC12+4 (+4 due to the attack being a ‘Swarm’ attack), St 12 (lowest St Value of any participating close combat weapon) and (6x RoF1 (the sum of participants in the ‘Swarm’ ‘Squad Special Action’)) = St18. This attack if targeted against a vehicle is AVV1 (use the lowest AVV value of any par-ticipating Model). This attack gains Critical Force (3)

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(due to being St 18 and there being 6 participants) and AVV is increased to 3 (1 being the standard level, but re-

ceiving a +2 Modifier due to there being 6 participants).

8. Shooting

Wherever there’s a battle, firearms are never far away. Shooting is a valuable Action to take in Warzone Resur-rection, for quite often one’s life depends upon it.

Shooting and Line of Sight

A Model’s ability to shoot is defined by the Model’s Range Skill (RS). Terrain, intervening Models and Line of Sight (LoS) affect the ability of the shooting Model to hit the target Model.

If the target Model is partially covered (minimum 25% coverage) by terrain or the Facing Area of an Intervening Model, the firing Model’s RS receives a ‘Cover Modifier’ as appropriate:

Light Cover (Light Terrain): -2 to RS. Examples of this type of cover include barbed wire, low-lying scrub and bushes.

Heavy Cover (Heavy Terrain, intervening Models, Impassable terrain): -4 to RS. Examples of this type of cover include walls, trees, ruins and intervening squad members.

Cover Modifiers are cumulative. As such, if a target Model is behind heavy cover and there are interven-ing Models in the way, it will be very difficult to hit. Designer note: Imagine shooting through people whilst at a busy market, attempting to fire at a target 40 feet away and behind a brick wall.

Using Cover

To take advantage of cover, the Model must be at least 25% covered by it.

If the shooting Model is inside or within 1” of a piece of ‘cover’ it does not suffer the cover Modifier to shoot through or over the cover. The shooting Model cannot shoot at a target Model which is behind more than 3 pieces of cover (includ-

ing intervening Models), unless a ‘Lucky Shot’ attempt is declared. On a D20 roll of natural 1 a ‘Lucky Shot ’attempt has hit the target.If the ‘Facing Area’ of a Model is completely obscured, it cannot be targeted.Intervening Models (except vehicles) cannot com-pletely obscure a target, as both are constantly moving (it is a battlefield after all!).

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Using Cover: In the First Picture the Undead Legionnaire receives Cover from the Wall, therefore the Armoured Chasseur receives a -4 Modifier to its RS Test. In the second picture the Undead Legionnaire receives no cover from the wall and so the Armoured Chasseur

takes its RS Test without a Cover Modifier.

Shooting

To shoot, the Controlling Player must select a Pri-mary Target, following the Target Priority Rule. The target must be in weapon range and in Line Of Sight of the Model which is attempting to shoot. Remember that pre-measuring is allowed. Calculate the cumula-tive cover Modifiers. Take a RS skill test by rolling a D20. If the RS test is passed, a Wound Effect is ap-plied on the targeted Model, the Model which has suf-fered a Wound Effect must take an Armour(A) test. If this is failed, 1 wound is removed from the targeted Model. Note that a RS D20 roll of 1 to hit automati-cally wounds and no Armour (A) or ‘Heal’ test can be made. This rule applies to all shooting attacks, includ-ing ‘Lucky Shot’ shooting attacks.

Shooting at Engaged Models

A Model may shoot at an Engaged Model. If it does, it receives a -8 Modifier to its RS. Any shots which miss automatically hit the nearest friendly Model in LoS that is involved in the targeted Close Combat. The friendly Model may take Armour (A) and ‘Heal’ Tests as normal, using all of the usual Modifiers. If the friendly Model is removed from play, its squad must immediately take a Break Test (this is referred to as the ‘What the Hell!?’ rule). Only basic Shooting Ac-tions can be made against Engaged Models (i.e. no ‘Squad Special Actions’).

Shooting at Friendly Models

The Controlling Player can choose to shoot at a friend-ly Model in LoS. If a Wound Effect is applied (after

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normal armour saves), the squad it belongs to takes an immediate (‘What the Hell’) Break Test. Squad Spe-

cial Actions and Advanced Actions cannot be targeted against friendly Models.

Multiple Cover

If there is more than one type of cover within 1” of the Target Model (i.e. the Target Model has claimed multiple pieces of Cover within 1” and is obscured by more than 25%), only the highest cover value is used to modify the shooter’s RS.

For Example: A Voltigeur is being targeted with a Shooting Action made by a Necromutant. The Volti-geur has claimed Light Terrain Cover (-2 Modifier to the Necromutant’s RS) behind a low-lying bush and has

also claimed Heavy Terrain behind a ruined brick wall (-4 Modifier to the Necromutant’s RS).Both of which are within 1”. As such, the Necromutant suffers a -4 Modi-fier to its RS. Example 2: Two Chasseurs are in light cover, they are in B2B contact, one behind the other. A Necromutant decides to shoot at the further one, but only receives a -4 Modifier (the light cover is negated) as his target has claimed two types of cover.

If the Razide tries to shoot without Moving (the White Line) there are 3 pieces of Cover in his way. To hit the Atilla he will need to get a Natural 1 on his D20 Roll. If he moves first

there is only 2 pieces of Cover (the Yellow Line).

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9. Armour tests

It is rare that a character enters the Warzone with naught but the shirt on its back. To represent this, eve-ry Model in Warzone Resurrection has an ‘Armour’ Value.

The Armour Test depends on four factors:

1. The Armour Value (A) of the Model2. The type of weapon that has hit the Model.3. The strength of the weapon that has hit the Model4. Any Tactical, Strategy or Gear Cards that are in play which may modify Armour Value (A) and/or Model and/or Weapon Strength.

The Armour Value (A) represents the strength of the wearer’s Armour. The higher the A value, the better the Armour is. Some A values have a second num-ber in brackets. This bracketed number represents the minimum number an A value can be modified to (this is referred to as Impenetrable Armour).For Example: The Everassur A value is 16 (12) mean-ing that if the Everassur needed to take an unmodified armour save a D20 roll of 16 or less would be needed. If there were A Modifiers their cumulative value can never reduce the Everassur’s are to below a A value of 12.

Weapon Type

All Weapons have a characteristic to represent their nature. Some, for example, may be described as ‘Pierc-ing’, or ‘Blast’, or ‘Plasma’. Often the weapon may be better or worse at penetrating an armour type. To rep-resent this, the Stat line of each squad will often in-clude Modifier information which needs to be applied if the squad is targeted by a particular weapon type.

For Example: Chasseurs are stated as wearing ‘Tita-nium plates (Blast-3)’,meaning if they are targeted by a ‘Blast’ weapon they receive an additional -3 Modifier. Occasionally an armour type may receive a positive Modifier against a particular weapon type (e.g. Piercing +2), in this case the squad would receive a +2 Armour Modifier if targeted by a Piercing weapon.

Weapon strenghtThe strength (St) of the weapon also modifies the A value as shown in the following table:

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Some weapons are naturally so powerful that they have what is referred to as ‘Critical Force’. Other weap-ons can have their strength increased to Critical Force level (e.g. by ‘Focus Fire’ or by the use of particular Gear Cards). If a Wound Effect is caused with a hit of St18 or more, ‘Critical Force (X)’ is caused. The ‘Criti-cal Force’ level is dependant of the St of the hit

• St 18 has Critical Force (2) – inflicts 2 Wounds per Wound Effect. • St 19 has Critical Force (3) – inflicts 3 Wounds per Wound Effect. • St 20 has Critical Force (4) – inflicts 4 Wounds per Wound Effect.

10. Close Combat.

In Warzone Resurrection, there is every opportunity for a character to engage in mortal combat; often with equally devastating effects for their victim as shooting them from afar. In fact, many squads and characters specialise in Close Combat. All close combat weapons are classified as Piercing (unless stated otherwise).

Engaging

Select an enemy Model within LoS to ‘Engage’ in close combat. Pre-measure the distance, remembering to incorporate any Modifiers for movement. A Model can only Engage if it ends its Engage move with a tar-get Model within its CCWR. CCWR is only viable in the Front Facing. Models cannot be Engaged through terrain which is blocking line of sight or through small terrain gaps wider than the Engaging Models base.

Attacking from behind

A Model can be ‘Engaged’ in its rear-facing. This only applies if the engaging Model is completely within the Rear Facing of the engaged Model. Models attacking in the Rear Facing of an enemy gain an additional +4 Modifier to their CC skill test. This bonus is not ap-

plicable if a Model is making a Close Combat ‘Squad Special Action’.If the Model is able to ’Engage’ (Movement x2 plus close combat weapon range (CCWR)), move in a straight line towards the target.If there is more than one enemy in the CCWR of the Engaging Model, one Enemy Model should be al-located as the Primary Target. All other Models are classed as secondary. The primary target must take the first attack. Only one attack can be allocated to each secondary Model in your CCWR, any remaining at-tacks must be allocated to the primary target.

Activated Models that are already engaged have only 1 Action Point to spend. This point can only be spent on a Special or Basic Close Combat Action or a Move Action.

Models in at least one Close Combat weapon range (CCWR) always count as Engaged.

If an activated Model is engaged due to an enemy Model’s CCWR, but the activated Model is not in range of its own close combat weapon, then the acti-vated Model must perform a Close Combat ‘Closing’ Action to bring itself into CCWR.The Close Combat ‘Closing’ Action can only be done

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The CCWR of the Atilla is 1 inch so the nearest two Undead Legionnaires are En-gaged. But when it comes to fighting back only the nearest is in its CCWR (B2B), the second will need to make a free ‘Closing Action’ to get into B2B contact with

the Atilla before it can attempt to hit it.

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Free Slash

Models which leave Close Combat (Disengage) take an automatic hit. This happens even if the Disen-gaging Model is out of CCWR of the opponent. The

strength of this hit is equal to the opponent’s Strength (S) plus their weapon strength (St) x2. Models making a Close Combat ‘Closing’ Action are not affected by Free Slash.

Making an Attack

The Controlling Player must select a primary target in their activated Model’s Front Facing. The Control-ling Player then applies Modifiers to their Model’s CC value and rolls a D20 to hit. If the Controlling Player’s Model hits the target, the targeted Model must pass an Armour (A) test. The strength of the attack is equal to the attacking Model’s Strength, plus its weapon’s Strength Value and anyother Modifiers. If the target Model passed its ‘A’ test, the target Model is unaffected

by the attack. If failed, the target Model takes a Wound Effect. If the Model’s wounds are reduced to zero or less, the target Model is removed from play.If the attacking Model uses a weapon with a RoA great-er than 1, the Controlling Player may then choose to attack the primary target again, or attack a nominated secondary target in their CCWR. Remember that sec-ondary targets can only be attacked once per attacker activation, regardless of the attacker’s RoA.

within an enemy Model’s Front Facing and does not cost any Action Points.A Close Combat ‘Closing’ Action must be made

against the closest Model, if more than one Model is in the same range, the Controlling Player can select which Model to close into.

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Special Close Combat Actions

Any Model can use a ‘Special Close Combat Action’ instead of the normal ‘Close Combat Action’. If a ‘Spe-cial Close Combat Action’ is used, the Model’s RoA is reduced to 1 (this cannot be increased by any means). All ‘Special Close Combat Actions’ are regarded as Piercing (unless stated otherwise and regardless of the attacking Model’s weapon type). A Model can is-sue only one ‘Special Close Combat Action’ per Game Turn.

Special Close Combat Actions for Models on

small bases (30mm)

Back Stab – If a Model is engaged and in the rear fac-ing of an enemy Model, a ‘Back Stab’ Action can be initiated with this Model. To do this, the Controlling player must first roll to hit, if successful the Armour (A) plus Modifiers of the enemy Model is modified by -50% (rounding up). This Action can only be used against Models with Small or Medium bases.

Hold him down! – If a Model is in or engages in a multiple combat which includes at least one friendly Model, a ‘Hold him down!’ Action can be attempted. The Model attempting ‘Hold him down!’ must be in B2B with the target and in the target’s Rear Facing. The Controlling Player must then roll to hit, if the hit is successful then the targeted Model has been ‘held down’ (no damage is taken by the targeted Model). Any other unsuccessful Special or Normal Close Combat Actions against ‘held down’ Models can be rerolled. This Action can only be used against Models on Small or Medium bases.

Special Close Combat Actions for Models on Me-

dium bases (40mm)

Grab - Models on Medium Bases automatically have the ‘Grab Special Rule’. If a Model on a Small or Me-dium base attempts to disengage from a Model with ‘Grab’ they must first pass a St test. Ignore this rule if the ‘Disengage’ is forced.

Charge – A ‘Charge’ Action can be made instead of an ‘Engage’ Action. A Charge must be made in a straight line and the target Model must have a small base. Nominate a Primary Target (this Action ignores the Target Priority rule) and check the range (Mx2 with appropriate Modifiers). If you are in range, move the charging Model into B2B contact with the target. The target takes an automatic hit of the charger’s St in addition to the engage bonus (+4 to St). If the target Model is removed from play, the Model which made a ‘Charge’ Special Action continues the remainder of its movement in a straight line. If this move brings it into CCWR with any other Models that have Small Bases, the Models that are in CCWR receive an automatic hit at the charger’s base strength value. Continue this process until the maximum movement has been made, a target is not removed, the charging Model is killed or a Model with a medium or large base is met. If the Model which made a ‘Charge’ Action comes into CCWR with a Model that has a medium of large base, it will make no further attacks and counts as Engaged. As a ‘Charge’ requires some momentum, this Close Combat Special Action cannot be made by a Model that is already Engaged.

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Brutal attack – The Controlling Player must roll to hit with the Activated Model as normal, if an enemy Model is removed from play, the enemy squad that the removed Model was a member of must instantly take a pinning test with a -4 Modifier to LD immediately.

Swing - If the Controlling Player declares a ‘Swing’, all Models (friendly or foe) in CCWR of the attack-ing Model and within the Front Facing of the Model completing the ‘Swing’ attack are hit once at the base strength of the Model completing the ‘Swing’ attack (with no other Modifiers). Allocate a single D20 per Model in the ‘Swinging’ Model’s CCWR and within its Front Facing, roll to hit against each Model individu-ally and then roll for damage against any Models hit.

Throw – A ‘Throw’ Action can be declared against Models on small bases only. The player controlling the Model which is making a ‘Throw’ Action must select one enemy Model within the CCWR of the ‘thrower’. If a successful CC test is made, the target is placed by the ‘thrower’ upto 4” away on the same level of terrain or below from the thrower and in the thrower’s front facing. The ‘thrown’ Model can be ‘thrown’ over oth-er Models, but cannot be placed on top of any other Model or in Impassable terrain. The ‘thrown’ Model takes an automatic hit at thrower’s St with a +4 Modi-fier. Models that become disengaged by a ‘Throw’ Close Combat Special Action are not affected by ‘Free Slash’. If a Model is thrown from height, add +1 St for each 1” the Model travels to lower level, measuring from the bottom of the characters base, and always rounding up to the next full inch.

For example: A Model is thrown 3.2” down, we must round up to the next full inch, which although it isn’t the nearest full inch, is 4”. The thrown Model will suffer

a St(x)+4+4 hit.

Hold him down! – If a Model is in a multiple com-bat or Engages in a multiple combat which includes at least one more friendly Model, a ‘Hold him down!’ Action can be attempted. The Model attempting to ‘Hold him down!’ must be in B2B contact with the target and in the target’s Rear Facing. The Controlling Player must then roll to hit with the Model that is at-tempting the ‘Hold him down!’. If the hit is successful, then the target Model is ‘held’ (no damage is taken by enemy Model). Any other unsuccessful Special or Normal Close Combat Actions can be rerolled against the targeted Model, which has been ‘held’. The ef-fects of ‘Hold him down!’ end at the end of the Game Turn in which the ‘Hold him down!’ Special Action was performed. This Action can only be used against Models on a small or medium bases.

Special Close Combat Actions for Models on

Large bases (50mm+)

Seize - Models on Large Bases automatically have the ‘Seize’ Special Skill. If a Model on a Small, Medium or Large base attempts to disengage from a Model with ‘Seize’ they must first pass a St test. Ignore this rule if the ‘Disengage’ is forced.

Squash – A ‘Squash’ Action can be declared on any Model with a Medium or Small base within the large based Model’s CCWR. Roll to hit as normal, if the hit is successful, the target Model takes a hit equal to the St of the Model which performed a ‘Squash’ Action at Critical Force (3). If the targeted Model is removed from play, the squad of the squashed Model must take a pinning test with -4 Modifier to LD immediately.

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Throw – A ‘Throw’ Action can be declared against Models on small bases only. The Controlling Player must select one Model within the CCWR of the Mod-el which will perform a ‘Throw’ Action. If a success-ful CC test is made, the target Model is placed by the player controlling the Model performing the ‘Throw’ Action up to 6” away from the Model performing a ‘Throw’ Action in the thrower’s front facing (this can be on the same level or below the Model performing a ‘Throw’ Action). The ‘thrown’ Model can be ‘thrown’ over other Models, but cannot be placed on top of any other Model or in Impassable terrain. The ‘thrown’ Model takes an automatic hit at the Model perform-ing the ‘Throw’ Action’s St with a +4 Modifier. Models that become disengaged by a ‘Throw’ Special Action are not affected by ‘Free Slash’. If the targeted Model is dropped from height, add +1 St for each 1” the Model travels to lower level, measuring from the bottom of the characters base, and always rounding up to the next full inch.

For example: A Model is thrown 3.2” down, we must round up to the next full inch, which although it isn’t the nearest full inch, is 4”. The thrown Model will suffer a St(x)+4+4 hit.

Charge – A ‘Charge’ Action can be made instead of an ‘Engage’ Action. A Charge must be made in a straight line and the target mode must have a small base or medium base. Nominate a Primary Target (this Ac-tion ignores the Target Priority rule) and check the range (Mx2 with appropriate Modifiers). If you are in range, move the charging Model into B2B contact with the target. The target takes an automatic hit of the charger’s St in addition to the engage bonus (+4 to St). If the target Model is removed from play, the Model which made a ‘Charge’ Special Action contin-ues the remainder of its movement in a straight line (continuing in a straight line from the previous direc-tion). If this move brings it into CCWR with any other Models with small or medium, the Models that are in CCWR receives an automatic hit at the charger’s base strength value. Continue this process until the max-imum movement has been made, a target is not re-moved, the charging Model is killed or a Model with a large base is met. If the Model which made a ‘Charge’ Action comes into CCWR with a Model that has a large base, it will make no further attacks and counts as Engaged. As a ‘Charge’ requires some momentum, this Close Combat Special Action cannot be made us-ing a Model that is already Engaged.

11. Psychic Fight

The most effectual weapon in the arsenal of many is their mind itself. In Warzone Resurrection there are three types of Psychic powers.

Use of each of the Psychic Power types costs 1 Action Point. Models may only use each Psychic Action once per Game Turn.

Shooting (S)

‘Shooting Psychic Power’ Actions follow same rules as ‘Basic Shooting’ Actions, but instead of using RS, the Model’s WP value is used. Cover Modifiers are applied as normal. If a model receives a Wound Effect from a Shooting Psychic Power it must use its WP value for its Armour Test

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For Example: Psychic power – Blast:

Booster (B) - ‘Booster Psychic Powers’ Actions can only be targeted on friendly Models. A WP test must be passed. The effect of the ‘Booster Psychic Power’ dissipates at the end of the Game Turn. ‘Booster Psy-chic Power’ Actions can be completed by Engaged models and can be targeted at Engaged Models. There are no modifiers for any Booster WP Tests, but LOS is required.

For Example: Blessing

Blessing – Every model in the squad gains +2 to RS.

Deboofs (D) - ‘Deboofs Psychic Powers’ Actions can be targeted on any Models. A WP test must be passed. The effect of the ‘Deboofs Psychic Power’ dissipates at the end of the Game Turn. ‘Deboofs Psychic Power’ Actions can be completed by Engaged models and can be targeted at Engaged Models. There are no modi-fiers for any Deboofs WP Tests, but LOS is required.

Example: The Slow

Slow - all models in the affected squad receive a -2 Mod-ifier to their Movement Value.

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12. Armoury

Ranged Weapons

Pistols (P)

A pistol can be used in Close Combat instead of a nor-mal Close Combat weapon. Models using a pistol in close combat cannot claim an ‘Engage’ Action bonus. Use the RoF (translate this to RoA for the purposes of Close Combat), Type and St from the pistols stat line. The Range of the pistol in close combat is reduced to the CCWR defined by the Models base size. Dual-stats – If a weapon has multiple statistics, always use the higher St and RoF Value. When being used in Close Combat, always use the pistol’s base statistics, regard-less of any Modifiers applied (Cards, Special Rules).Example of Auto weapon:

Sherman Model 7 “Enforcer” Revolver

Special Rules:Passive: Head Shot: If the Controlling Player rolls a natural 1 when making a RS test with this weapon, the attack gains Critical Force (2).

If used in close combat, R is dependent on type of base, St is equal to 12, RoA is 2, type Piercing and Head Shot special rule is in play.

Auto (A) Auto weapons cannot be used in close combat.

Example of Auto weapon:

Car-24 SMG

Grenade Luncher

*SE (Small Explosion Template)Special Rules:‘Turn to Burn’ one Resource Card so that the nominated Model can use the Grenade Launcher. Up to 2 Models per Squad can use this Special Rule each Game Turn.

Special (S)

Special weapons cannot be used in close combatExample of Auto weapon:

Chthonic Transfuser

Special Rules: Models removed from game by this weap-on explode, spreading the Dark Symmetry from their ichor. Centre the small explosion blast template over the exploding Model, each enemy Model under the template takes St8 Blast Damage. Enemy Squads taking casual-ties from the Chthonic Transfuser (including explosion

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damage) must pass a Pinning test with a -3 Modifier to LD immediately.

Heavy (H) Models equipped with Heavy Weapons never gain ‘Engage’ bonuses and the RoA is always equal to 1 (unless stated otherwise).Example of Heavy weapon:

Charger HMG

Template Weapons

There are times when, due to cover or lack of light, you can’t quite get a solid bead on your target. For times like these, nothing beats having a weapon where “Close enough” works just as well as “bang on target.

RoF for Flamer/Shotgun template Weapons.In the case of Flamer or Shotgun weapons the RoF represents the number of times each Model is hit. Place the template once. If the RoF is 1 any Model (including its Base) touched by the template are hit once, if RoF is 2 the Models are hit twice, etc. Tem-plate Weapons cannot be used in any form of Special Action.

RoF for Small Explosion and Large Explosion tem-plate Weapons.The RoF for Small Explosion and Large Explosion Template weapons is worked out in the same way as normal shooting. If the template weapon has RoF2 (or more), the Controlling Player places the tem-plate twice (or more, if appropriate). As the multiple

shots are simultaneous, the Explosion Templates may be placed upon the same location (thus hitting each Model (including its base) touched by the template twice); Or the subsequent templates may be scattered 3” from the first Template. Measure the 3 inches from the centre of each template. Models can be hit by more than one template and receive hits or automatic Wound Effects equal to the number of templates they have been hit by. Template Weapons cannot be used in any form of Special Action.

Scattering of an Explosion Template

If a RS Test with an Explosion Template weapon is failed place the template with its centre over the nomi-nated target point with the number 1 on the template nearest the shooting Model. Roll a D20 and divide the result by two, refer to the template to see which di-rection the template will scatter. Next, roll a D20 and divide the result by two; move the template a number of inches equal to the result.

Flamers (F)

In order to use a Flamer, the Model must use a Shoot-ing Action. The smallest end of the Flamer template is placed in base contact with the shooting Model in any direction, ensuring that no part of template crosses the Front Facing of the Model using it. Any Model which has its base either fully or partially un-der the template, takes an automatic Wound Effect at the Flamer Weapon’s St. Flamers are unaffected by any Range Modifiers. The RoF of a flamer weapon cannot be increased by any means.

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Flamers and Cover

Flamers are particularly effectual at clearing enemies from cover, as the heat is intensified in confined spaces and often the cover itself catches fire. If a Model takes a Wound Effect from a flamer and is in terrain that would give them cover from a non-template weapon, their Armour (A) value is modified by -50%.For Example: An Etoiles Mortant fires her Gehenna Puker at an Armoured Chasseur claiming cover in the ruins of a Brotherhood Ruined Structure. If she was firing her Punisher Handgun at the Armoured Chasseur she would have received a RS Modifier of -4 because the Armoured Chasseur is claiming Heavy Cover, but instead the Stalker’s Armour (A) is halved from 14 to 7.

Flamers and Garrisoned squads.

Flamers can be used effectively against garrisoned squads in Closed Structures. Place the template as normal; if any part of the template reaches any ‘Shoot-ing Point’ on the structure, roll a D20 for each garri-soned Model in the structure regardless of their floor level, on roll of 1-10, the Model takes an automatic Wound Effect and their Armour (A) is modified by -50%.Flamers can be used to shoot out of a Structure by those garrisoning it. Place a template in contact with any Shooting Point on the building, then use the nor-mal rules of using a flamer.

Special Action for weapons which use Flamer Templates

Wall of Fire: During the activation of a Model with a flamer, the Controlling Player ‘Turns to Burn’ 2 Re-source cards, they may place two 30mm round to-kens onto the battlefield, within 8” of a Model with the flamer. This Special Action costs 1 Action Point and counts as a ‘Shooting’ Action. The distance be-tween the two tokens must not exceed 8”. Any Models which move through the space between the two to-kens, but not the tokens themselves, take an Autohit from the ‘Wall of Fire’ at the unmodified Weapon St of the ‘flamer’ weapon that the Model is using at the end of the activation of the Model which moved through the ‘Wall of Fire’. Remove the tokens in the subsequent Control Phase. Ignore ‘Flamer’ and ‘Cover’ Rules for any terrain touched by this attack.

Shotgun (S)

Shotguns can be used in close combat and follow the same rules for using a Pistol in Close Combat.Example of Shotgun weapon:

Mandible Autoshotgun

Solid Bullet

*ST (Shotgun Template)

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Shotgun Template weapons

Place the narrow end of the Shotgun template in base contact with a shooting Model in any direction as long as no part of template crosses the Front Facing of the shooting Model. Roll to hit as normal with 1D20 for each Model fully or partially under the template. Shotguns ignore cov-er bonuses, although Armour (A) tests are taken as normal. Shotguns cannot be modified by any Range Modifiers whatsoever. The RoF of a Shotgun weapon cannot be increased by any means.

Shotgun vs Closed Structure

Place the shotgun template as normal. If any part of template is in contact with a Shooting Point all Mod-els within 1” of the Shooting Point takes an automatic Wound Effect with normal Armour (A) tests allowed.

Grenades (G)

Grenades follow normal rules of a Shooting Attack, but instead of using the weapon’s range, Grenades use the Model’s St value to represent how far the grenade can be thrown (Range). The Controlling Player must nominate a point on battlefield within LoS and range of the shooting Model. To complete a throw, the Con-trolling Player must make a RS test using any of the usual Modifiers (Range, Card, etc). Treat the nomi-nated point as a target Model. . If the point is behind cover it is treated as an obscured target, therefore apply the appropriate Cover Modifiers (as if shooting). If the RS test is passed, centre a Small Explosion template

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on the nominated point. Every Model touched by the Small Explosion template takes a Wound Effect with the grenades St. If a natural 20 is rolled, the grenade blows up in shooting Model’s hand, so the Controlling Player must centre the Small Explosion template over the throwing Model. Small Explosion Templates do not scatter in this situation. A roll of natural 1 for RS with a Grenade does not have any extra effects in the game, the hit Model can still take Armour (A) Tests as normal.

If the Throw test is failed, follow the normal rules of template Scattering. Grenades only scatter up to 5” (roll D20 and divide score by 4). It is possible for the Grenade to scatter out of LOS.Type of Grenades:

Anti-Infantry Grenades

Anti-Vehicle/Monster Grenades

Special Rules: Can only be used in Close Combat if the Model is Engaged and costs one Action Point. It creates a localised explosion on its target, so does not use any kind of Template. A Model using an Anti-Vehicle/Mon-ster grenade instead of normal close combat weapon

does not receive an Engage Bonus.

Flash-bang Grenades

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Passive: Stun- Every Model partially or fully under the Small Explosion Template automatically receives a ‘Stun Effect’. This does not affect Models with the ‘Re-

lentless’ Special Skill.

Fire Grenades

Passive: Models behind cover from the Shooter’s point of view have their Armour (A) halved with attacks made

with Fire Grenades.

13. Special Skills

Special Skills are either Generic or Squad Specific. Generic are seen in many squads across all the fActions of Warzone Resurrection, whereas Squad Specific are characteristic to the Squad or Squads that have them.

Universal and Generic Hero Special Skills

Some Rules are in play for all Squads or all from a certain Squad Type.

Critical Force (X) – For each failed Armour Test against attacks with the ‘Critical Force’ Special Skill, a Model takes (X) Wounds per Wound Effect.

Get the Gun’- When a Model with a heavy or a special weapon is removed from play a squad member within 3” can attempt utilise the weapon. Roll a D20, on a roll of 1-10 the weapon is saved (swap the special/heavy Model for the normal trooper), on an 11+ the weapon is damaged and unusable. A Squad Commander or Lord attached to a squad cannot attempt this roll.

Guarded - This special skill can only be used if a Mod-el is in a squad of more than 1 Model. If the Guarded Model must take an Armour Test from a ranged at-tack, the controlling player can choose to allocate the Armour Test to a second Model within 3”. If the sec-ond Model fails the Armour Test it takes the Wound Effect.

Heal (X) - Models often have the ability to make a ‘Heal Test’, which is in effect a second attempt to save a Wound Effect if the Armour A Test has been failed (X) is the D20 roll needed. Heal cannot be used if a Wound effect is inflicted with a roll of a natural 1. The maximum Heal that Model can have is Heal (8) re-gardless of Modifiers.

For Example: A Model with Heal (4) needs, after un-successful Armour Test, to pass a Heal test on 4 (1-4) on D20.

Impenetrable Armour – If an Armour Value includes values in brackets (e.g. A15 (10)), the minimum this armour can be modified down to is the bracketed number.

Shielded - This special rule can only be used if Lord or Warlord Models are within of 3” of a friendly Model.

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If the Shielded Model must take an Armour Test from a ranged attack, the Controlling Player can choose to allocate the Armour Test to another Model within 3” of the Shielded Model. The second Model takes the Wound Effect if it fails the Armour Test.

Spray – Weapons with RoF higher than 1 automati-cally have the ‘Spray’ special rule. Nominate a Primary Target and Secondary Targets which must be within

3” of the Primary Target. Allocate the number of D20 equal to the RoF value of the weapon. The first must be allocated to the primary target. Cover Modifiers are calculated before the weapon is fired and all shots are made at the same time; therefore removal of one Model will not affect the cover Modifiers of another target.

Wound Effect – The Model loses 1 Wound.

Squad Specific Special Skills

There are two types of Squad Specific Special Skills: Passive and Active. Passive Special Skills cost 1 Action Point, whereas to use an Active Special skill the player will have to Turn to Burn Resource cards and often use Action Points.

Generic Special Skills

Beserk - When a Model with the ‘Beserk’ Special Skill makes its first kill in close combat, it must pass a Leadership (LD) Test. If the test is failed the Model will go ‘berserk’. A berserk Model has the following Modifiers: +4 to CC, +2 to ST, -2 to A and -2 to RS. A ‘Berserk’ Model may only spend its Action Points on Run or Engage Actions. ‘Berserk’ Models must always attempt to Engage the nearest enemy Model. Models that are under the influence of Berserk also gain the Fearless special rule. Models stop being ‘Ber-serk’ as soon as they receive a Wound Effect.

Blind Fighting - Models with this Special Skill ignore the effects of fighting under the cover of darkness.

Brutal - When a Model from a squad is killed (W re-duced to 0 or below) by a Model with the Brutal Spe-cial Skill in Close Combat, the remaining squad must

immediately take a Pinning Test. The horror of their squad-mate’s brutal death is just too much for some!

Bulky – any Models targeting a Model with the Bulky Special Skill gain +4 to RS and CC.

Camouflage (X) - When a Model with the ‘Camou-flage’ Special Skill is in cover it is harder to hit. When the camouflaged Model is targeted by a ranged attack and they are in light or heavy cover the shooter re-ceives an additional RS Modifier of (X).

Contempt (X) - Once per activation, Models with this Special Skill may re-roll a single failed Close Combat test when the attack is aimed at (X). For Example: Cardinal Dominic has the ‘Contempt: Dark legion’ Special Skill, Dominic may always re-roll a single failed Close Combat Skill test against any member of the Dark legion fAction, in each of his ac-tivations.

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Crackshot - When a Model with the ‘Crackshot’ Spe-cial Skill takes an Aim Action, they gain an additional +2 RS.

Dispersible - Models with this Special Skill can use their full LD value for Squad Coherency.

Dissention - Any enemy Squad Commanders and Acting Squad Commanders within 12’‘ of a Model with ‘Dissention’ suffer a -2 Modifier to their squad’s LD value.

Disposable - A squad with the ‘Disposable’ Special Skill always passes Break Tests.

Doomtrooper - Models with the Doomtrooper Spe-cial Skill may be paired. The paired Doomtroopers count as a Squad for the entire game. A ‘Doomtroop-er pair’ use one Lord and one Special Slot on the Of-fensive Organisation Chart. Only one ‘Doomtrooper’ team can be taken per army. Doomtrooper pairs can only be played within a Brotherhood force or their own faction (unless stated otherwise). If a Model is the Warlord it loses the Doomtrooper special skill.

Duelist - Once per activation, Models with this Special Skill may re-roll a single failed Close Combat test when the attack is aimed at Models with the same base size or smaller. For Example: Max Steiner has the ‘Duellist’ Special Skill, Steiner may always re-roll a single failed Close Combat Skill test against any Model with a 40mm base or smaller, in each of his activations.

Espionage - A Model with the ‘Espionage’ Special Skill can use 1 Action Point once per Game to complete an ‘Espionage’ Action. Select an opposing player who

must announce which squad they will activate next.

Execution

WARLORD/LORD: By taking a Pass Action, Warlords and Lords with the ‘Execution’ Special Skill can choose to execute a Model from a friendly squad within 6”, reducing the Model to 0 wounds immediately. By do-ing this, any friendly broken or pinned Squads with at least 1 model within 6 inches of the executed model immediately ‘Recover from Pinning’ or ‘Recover from Broken’. Any Squad that is rallied this way act as nor-mal in their subsequent Activation.

SQUAD LEADER: By taking a Pass Action, Squad Leaders with the ‘Execution’ Special Skill can choose to execute a Model from their squad, reducing the Model to 0 wounds immediately. By doing this, the squad immediately rallies.

Fear (X) – If a Model starts its activation Engaged, or Engages a Model, with the Fear (X) Special Skill, they must take an immediate LD test with a Modifier equal to X. If the test is failed, the Model’s CC value is reduced by half (rounded up), if the test is passed there is no effect. Models only take a Fear tests once per Game Turn, although if they are Engaged or En-gage a Model with a higher Fear (X) number in the same Game Turn, they must test again with the higher Fear Modifier.

Fearless - Models with this Special Skill always pass Fear, Pinning and Break tests.

Ferocity - On the turn that a Model with ‘Ferocity’ successfully makes an Engage Action it gains a further +1 St Modifier to its ‘Engage Bonus’.

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Fireproof - If a Model with the ‘Fireproof ’ Special Skill is targeted by a Flamer Weapon, it gains +4 to Armour and the Armour Value is not halved if they are in cover.

Flammable - A Model with the ‘Flammable’ Special Skill has a -4 Modifier to its Armour (A) against Flam-er Weapons attacks.

Gunslinger - A Model with this Special Skill can com-plete Shooting Actions in both its front and rear fac-ing.

Infiltrate - Once both forces have been deployed, but before the first Game Turn starts, the Controlling Play-er places the Infiltrating Squad within Light or Heavy terrain. The Infiltrators cannot be deployed within 12” of any enemy Models. If there is more than one Squad to be deployed with the ‘infiltrate’ Special Skill, deploy the Squads in turn, starting with the player with the Initiative. If it is impossible to deploy a Squad with the ‘Infiltrate’ Special Skill, they will arrive onto the board using the normal rules for Reserve Squads.

Leap (X) - A Model with the Leap Special Skill can use ‘Leap’ to move a number of inches equal to (X) as part of a Move, Engage or Run Action, ignoring the effects of Light and Heavy Terrain. However, if the Model lands in terrain, it must pass a Con Test. If it fails it receives an immediate St 10 (Piercing) Autohit. Additionally, when using the Leap Special Skill, Mod-els can Leap over friendly Models that are mounted upon bases that are equal in size to the Model com-pleting the Leap Action.

Medic (X) - For 1 Action Point, a Model with the ‘Medic’ Special Skill can be put into ‘Medic’ mode. If

any Model within 3’‘ of the Medic Turn to Burn 1 or more Resource Cards to Heal, they receive an addi-tional Modifier of (X). Medic (X) Modifiers are cu-mulative.

Pathfinder - Models with the ‘Pathfinder’ Special Skill move through Light Cover as if it was open Terrain, but are still entitled to claim the cover as usual.

Predator Senses - A Model with the Predator Senses Special Skill does not need LoS to make an Engage Action, nor does it need to Engage in a straight line. However, if the Model with Predator Senses com-pletes an ‘Engage Action’ without LOS and/or not in a straight line it loses the Engage bonus.

Rage – Models or squads with the ‘Rage’ special skill automatically pass any LD tests they need to take and gain a +2 Modifier to both M and A.

Ranger- Models with the ‘Ranger’ Special Skill ignore the movement Modifiers incurred by Light and Heavy Terrain.

Relentless – Models with the Relentless Special Skill ignore the effect of the ‘Stun’ special rule.

Slippery – Close Combat Attacks targeted at Models with the ‘Slippery’ Special Skill suffer a -2 Modifier to their CC Value. This is not a cumulative Special Skill.

Sniper – Models with this Special Skill can ignore ONE cover Modifier. This must be closest cover Mod-ifier to the shooting Model. This may allow the Model to shoot through 3 Pieces of Cover, without using the ‘Lucky Shot’ Special Rule. However, for ‘Snipers’ they

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must still use the ‘Lucky Shot’ Special Rules if they at-tempt to shoot through 4 pieces of terrain.

For Example: your squad gains the Sniper rule from a Tactical Card; Models shooting at an enemy behind (in order) Heavy cover and Light cover, can ignore the Heavy cover Modifier.

Stalk - If an enemy wishes to fire at this Model from further than 12” away, the enemy must make a ‘spot-ting test’ by rolling an unmodified RS Test. If the ‘spot-ting test’ has been passed, the enemy Model can then attempt to shoot as usual, rolling a RS Test as normal.

Stay Frosty - A Model with the ‘Stay Frosty’ Special Skill is unaffected by the effects of losing the Squad Commander.

Stun Effect – Weapons with the ‘Stun Effect’ Special Rule cause ‘Stun Effects’. Models which receive a ‘Stun Effect’ must spend their first Action Point after re-ceiving a ‘Stun Effect’ recovering from it. Stun Effects are not cumulative. If a Model under ‘Stun Effect’ is forced to move by any means from his location (ex-cluding a Closing Action in Close Combat/Engage) or if they become Pinned or Broken, the Stun Effect is automatically negated. Models which are suffering a ‘Stun Effect’ are hit automatically in Close Combat.

Suppression Fire – This Special Skill is regarded as a ‘Squad Special Action’ that can only be carried out by Squads with this Special Skill. A minimum of 3 Models from the same squad must be selected in or-der to issue the ‘Suppression Fire’ ‘Squad Special Ac-tion’. At least one Model from firing squad must be in range and have LoS of the target Models. The Models completing a ‘Suppression Fire’ Squad Special Action

cannot make any other shooting Actions in the same turn. If an enemy Model under ‘Suppression Fire’ moves more than 2” (in the same Turn) it must take Con Test. If the test is failed, the Model takes an auto-matic St14 hit (piercing).

Target Identifier - Models with the ‘Target Identifier’ Special Skill automatically positively identify the ob-jective when called to roll a ‘Target Identified’ test.

Target Sense – Models with the Target Sense Special Rule ignore the Target Priority Rule.

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14. Levels of Heroes

Squad Commanders

Quite simply, their job is to command squads. Before the game starts each player must nominate one Model from each squad to be the squad commander. They must then inform each other about their choices.

Unless otherwise specified, all Squad Commanders have the “Guarded” special rule.

Lords

Lords are individuals that can join other squads or act as an independent squad of their own. The Control-ling Player must nominate if the Lord is attached to another squad before the game starts. They cannot

leave this squad or join any other during the game.

All Lords have the “Shielded” special rule.

Warlord

This is your General; the ultimate communication link with HQ. All squads can use the warlord’s lead-ership (LD) if at least one Model from the squad is within 10” of him. Warlords always act independently and so cannot join Squads.After all, why would they lower themselves to leading a squad, that’s what the squad commanders are for!?

All Warlords have the “Shielded” Special Rule

15. Building your Offensive Force

When planning a game of Warzone Resurrection, players should agree on a point level and the Offensive Or-ganisation Chart they wish to use. We recommend using the Standard Game on a 4x4 foot board with a 500 Point Offensive Organisation List

Points

Each Model has a Points Value. A Model’s Points Value depends on the effectiveness of the Model in the game. Building you skirmish force using the points system is a key part of the fun of Warzone Resurrection. It is not unusual for a squad to be given additional gear as part of their initial cost in the form of a variety of upgrades. Once paid for in points, this gear is a con-stant part of the squad’s characteristics. Gear cards in the decks represent ‘special orders’, gear found on the

battlefield and parachuted in as the battle progresses.

Offensive Organisation Chart

To ensure balance in the game, Warzone Resurrection follows an Offensive Organisation Chart approach. There are four levels of game available depending on size of game wanted. These game levels are described as Standard, Heavy, Mega and Gargantuan.

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16. Rapid Deployment

Some squads in Warzone Resurrection are capable of dropping into the battlefield using parachutes, or dig-ging up from underground, shocking their opponents with a rapidly deployed assault.

Any Squad with the ‘Rapid Deployment’ Special Skill can begin the Game in the Controlling Player’s re-serves. During the course of any Game Turn, the con-trolling player may choose to activate a squad with the ‘Rapid Deployment’ Special Skill during their nor-mal Squad activation step. To do this, the Controlling Player must nominate a point on the battlefield as the ‘Deployment Point’. The ‘Deployment Point’ must be placed in unoccupied Open Terrain. Roll a D20 us-ing the Squad Commander’s unmodified Leadership (LD) divided by two, this is referred to as the ‘Rapid Deployment’ Test. If the test is passed, then the Squad successively lands on the Deployment Point; place the Squad Commander on the ‘Deployment Point’, and then deploy the rest of the relevant squad within 3” of the Squad Commander. All deployed Models must be placed in unoccupied and non-impassable terrain. If for some reason there is no room to place any Mod-els in this manner, they are removed as casualties and count towards Body Count Value.

The diameter of the ‘Deployment Point’ is equal to that of the base of the relevant Squad Commander. ‘Rap-id Deployment’ is classified as a Basic Move Action costing 1 Action Point for all Models in the Squad. If an unmodified D20 roll of 20 is made for the ‘Rapid Deployment Test’, then something goes very wrong; the squad cannot be placed and is automatically de-stroyed. If a D20 roll of 1 is made, then the Rapid De-

ployment does not cost an Action Point (although it still counts as Basic Move Action, so Models cannot make a Move Action when they hit the ground)It the test is failed, the ‘Deployment Point’ scatters using the rules for throwing a Grenade, although the scatter value is D20/2 (not D20/4 as for grenades). If the Deployment Point scatters onto impassable ter-rain, off of the board or onto an enemy Model, then roll D20 and refer to the following:

1-5: The squad is not deployed this turn.

6-10: Reduce the Scatter distance as much as neces-sary to place the ‘Deployment Point’ in any other form of terrain (Open, Light or Heavy), ensuring this is the nearest point to the impossible ‘Deployment Point’, al-though still within the original orientation of the Scat-ter. The Squad is then automatically deactivated.

11-15: Reduce the scatter distance as much as neces-sary to place Deployment Point in any other form of terrain (Open, Light or Heavy), ensuring this is the nearest point to the impossible ‘Deployment Point’, although still within the original orientation of the Scatter. All Models in the squad are Stunned and the Squad is automatically deactivated.

16-20: Reduce the scatter distance as much as necessary to place the Deployment Point in any other form of terrain (Open, Light or Heavy), ensur-ing this is the nearest point to the impossible ‘Deploy-ment Point’, although still within the original orien-tation of the Scatter. Every Model in the squad takes a S10 (piercing) Autohit. The squad is automatically

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deactivated.If the ‘Deployment Point’ scatters onto Heavy or Light terrain, place the Rapid Deploying Models as normal. Each Model in the squad must take a Constitution

(CON) test. Any Model which fails the test must im-mediately take a S10 piercing Autohit. If they pass the test, they deploy as normal, using the ‘Rapid Deploy-ment’ rules.

17. Vehicle Rules

Type of Vehicles

Walkers –The Facing Area of a Walker is calculated by the size of its base and its maximum height, with a minimum height value of 1.75”

Heavy Walkers -True Area – The actual size of Model is its Facing Area (excluding Models weapons)

Tanks - True Area, i.e. the actual size of Model is its Facing Area – including main turret.

Hoverers - True Area, i.e. the actual size of Model is its Facing Area – including main turret.

Bikes - The area of a bike is calculated by the size of its base and its maximum height, with a minimum height value of 1.5”

Jet Bikes - The Facing Area of a Jet Bike is calculated by the size of its base and its maximum height, with a minimum height value of 2”. Jet Bikes must move at least ½ of their Movement Value every turn if they are not engaged.

Subtypes of Vehicles

The following are vehicle subtypes:• Flying• Ground• Underground• Sky• Transport

Facing

Each Vehicle has 2 Facings – Front and Back.

Vehicle Action Points

Each vehicle has an allocated number of Action Points. This number can be found on the Vehicle Stat Card. Each Action can only be used once per Turn.

Moving Actions

Tactical move: Use 1 Action Point to move the Move-ment Value of the vehicle in inches. The vehicle can pivot up to 45 Degrees for free.

Combat move: Use 2 Action Points to move the Movement Value of the vehicle in inches x2. The ve-hicle can pivot up to 90 Degrees for free.

Fast Move: Use 3 Action Points to move the Move-ment Value of the vehicle in inches x3. The vehicle can pivot up to 180 Degrees for free.

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Shooting Actions

Fire: Use 1 Action Point to fire 1 weapon.

Torrent of Fire: Use 2 Action Points to use “Torrent”, Torrent allows all weapons to be fired once.

Use Special Vehicle equipment: Use Action Points as described on the card.

Vehicle Special Actions

Ram: 3 AP -Tanks and Heavy Walkers only.

Ramming non-vehicle Models: Non-vehicle Models in the Vehicle’s path must pass a Con Test to avoid being rammed. If the test is passed the Model succes-sively dodges the ramming vehicle; move it the mini-mum distance needed to avoid the path of the vehicle. If the test is failed then the Model takes a Piercing Au-tohit at a St equal to the distance moved by the vehicle before it rammed the Model.

Ramming Engaged Models:  If multiple Engaged Models survive a ramming, move the Models the minimum distance required away from the vehicle’s ramming path. The Models must stay Engaged if pos-sible, if there is no space to place both Models so that they stay Engaged, dis-engage the Models and place them within the minimum distance required from the vehicle’s ramming path. Models which are forced to disengage do not take any penalties for leaving com-bat.

Ramming other vehicles: Both the rammed and ram-ming vehicles take one Autohit for each 6” travelled by ramming vehicle. The AVV is equal to distance moved by ramming vehicle divided by 2 (rounded up). The Ramming vehicle takes AVV Autohits equal to dis-tance moved divided by 3 (rounded up). Location of damage needs to be rolled off as normal. Only Ground Vehicles can Ram or be Rammed. All Autohits against vehicles are allocated to the relevant Facing.

Full Throttle 3 AP: This Action allows the Model to move an extra 6”, but at the risk of damaging the en-gines. Take Autohit AVV 0 on the Tracks (for tanks), the Legs (for Walkers) or Body for other type of vehicles. If test is failed one Structure Point is removed as ap-propriate. Vehicles may perform a Full Throttle Ac-tion even if there is no Structure points left on the Tracks or Legs, but instead the Vehicle takes an AVV 10 Autohit on the Body. All autohits due to Full Throt-tle are allocated to Front Facing.

Engage Action: 2 AP. Walkers and Heavy Walkers, Bikes and Jet Bikes only. The vehicle moves its full Movement Value in inches. An ‘Engage’ Action can only be completed if a CCWR (close combat weapon range) is reached.

The Engage Action must always be made in a straight line. Before the engage move is made, change the fac-ing of the Model as appropriate for free. If the Model passes through the CCWR of an enemy Model as it moves to engage a counter charge can occur. A coun-ter-charge is completed on a successful LD test, (if counter charging Model is in a ‘Watch Action’ the LD test is passed automatically). If a counter charge

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is successful the ‘Engaging’ Model is stopped in the CCWR of the Counter Charging Model. Models al-ready engaged cannot Counter Charge. The Engaging Model gains a bonus to St depending on its type on the completion of an ‘Engage’ Action:

The Engage Bonus is only applied to 1st attack. A Model must move at least its Movement (M) Value when completing an Engage Action to claim the En-gage bonus. All other Close Combat rules apply as normal.

Moving through terrain

All Autohits cause by moving through terrain are allocated to the Front Facing of the Vehicle.

Walkers

Walkers are not slowed down by moving through Light Terrain, but must take an AV Test at AVV2 on their Leg location.The Movement of Walkers is reduced by 2” if they move through Heavy Terrain and they must take an AV test at AVV4 on their Leg location.Walkers cannot move through impassable terrain.

Heavy Walkers

Heavy Walkers are not slowed down by Light or Heavy Terrain, but if they move through Heavy Terrain an AV test must be taken at AVV4.Heavy Walkers cannot move through impassable ter-rain.

Tanks

Tanks are not slowed down by Light or Heavy Terrain,

but if they move through Heavy Terrain take an AV test on AVV4.Tanks cannot move through impassable terrain.

Hoverers

Hoverers are not slowed by moving through Light Terrain.The Movement of Hoverers is reduced by 2” if they move through Heavy Terrain Hoverers cannot move through impassable terrain.

Bikes

Bikes are not slowed down by moving through Light Terrain, but they must take AV Test on AVV2.The Movement of bikes is reduced by 2” if they move through Heavy Terrain and they must take an AV test at AVV4.Bikes cannot move through impassable terrain.

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Jet Bikes are not slowed down by moving through Light Terrain.The Movement of Jetbikes is reduced by 2” if they move through Heavy Terrain. (They need to slow down to dodge between trees etc.).

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Jet Bikes cannot move through impossible terrain.Jet Bikes must move at least ½ of their Movement Val-ue every turn if they are not engaged. If for some rea-son a non-Engaged Jet Bike cannot move a minimum of ½ its Movement Value it takes an Autohit with AVV 0 on its Body Location.

Sub Types and terrain effect

Flyers

Can move over impossible terrain, but cannot finish their move on it. If for any reason they are forced to end their movement on impossible they are removed from play as a casualty.

Ground Vehicles

Can reroll Failed AV Tests when moving through Light or Heavy Terrain.

Sky

Models with the Sky rule can be removed from game table (cost of 3 AP). The Model must return to the ta-ble in the next turn and may be placed anywhere on battlefield.

Transport

No extra effect to move.

Pivoting

Walkers

Walkers can pivot 90 Degree without spending any Action Points once per turn. A Walker can pivot at any point during its movement.

Heavy Walkers

Heavy Walkers can pivot 45 Degree without spending any Action Points once per turn. Heavy Walkers can pivot at any point during its movement up to Degree Value Described in Moving Action.

Tanks

Tanks may only pivot as part of a Movement Action. A Tank can pivot at any point during its movement.

Hoverers

Hoverers may only pivot as part of a Movement Ac-tion. Hoverers can only pivot at the beginning and or end of their movement.

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Bikes

Bikes must move at least 1” as part of a Movement Ac-tion in order to pivot.

Jet Bikes

Can pivot at any time but must make a Movement Ac-tion of at least ½ of their Movement Value every turn if they are not engaged.

Shooting

A Vehicle must spend an Action Point in order to make a shooting Action. Alternatively a Vehicle can make a Torrent of Fire (3 AP) special Action and shoot with all of its Ranged weapons. Each Vehicle’s Ranged Weapons can shoot at a different target, but must follow Target Priority rules for each different target. If a LD test to bypass Target Priority is failed all shots are lost from the specific Ranged weapon(s) that the at-tempt was made for.

Line of Sight and Weapons range

Walkers

The Line of Sight is checked from the firing weapon. If the weapon is hidden from the point of view of the target enemy Model, the weapon cannot target this enemy. Range is measured from base to base.

Heavy Walkers

The Line of Sight is checked from the firing weapon. If the weapon is hidden from the point of view of the target enemy Model, the weapon cannot target this enemy. Range is measured from base to base.

Tanks

The Line of Sight is checked from the firing weapon. If the weapon is hidden from the point of view of the target enemy Model, the weapon cannot target this

enemy. Range is measured from base to base or in the case of Tanks without a base, from/to the hull.

Hoverers

The Line of Sight is checked from the firing weapon. If the weapon is hidden from the point of view of the target enemy Model, the weapon cannot target this enemy. Range is measured from base to base or in the case of Hoverers without a base, from/to hull. Hover-ers always ignore Light Cover Modifiers.

Bikes

The Line of sight is measured as per the LOS rules. Range is measured from base to base.

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Jet Bikes

Line of sight is measured as per the LOS rules. Range is measured from base to base. Jetbikes always ignore Light Cover Modifiers.

Shooting at Vehicles

When shooting at a Vehicle, follow the normal shoot-ing rules described in shooting section.Once a vehicle is hit, roll a D20 and check on the ve-hicle’s stat-card to determine which part of the vehicle is hit.

Saves are made as normal, but Weapon Strength does not affect the AV of vehicle. Only the AVV of the at-tacking weapon is used. For Example: A Walker is hit in his right arm, with AVV weapon of 3, the Walker’s AV is 16 and therefore, the AV test is made at 13.

Vehicles can reroll an unsuccessful AV test if the AVV

of the weapon in equal to 0. If the AV roll is failed, one Structure point is removed from section of the Vehicle that received the hit.

If any Structure Point value is reduced to 0 or below, the section in question and any weapon or gear it has is classified as destroyed unless it is repaired. If the destroyed section gets hit again, allocate this hit to the Vehicle’s Body section with an AV equal to the de-stroyed section.For Example: A Walker is hit in its already destroyed right arm with AVV weapon of 3. The AV of the Walk-er in the arm section is 16 and 19 in the body. There-fore the Walker is hit in the Body using an AV of 16.

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Cover Modifiers

Cover Modifiers follow the normal rules as described in Cover section. The Vehicle must be at least 25% cov-ered in order to claim the cover. Vehicles provide cover as per Vehicle Area description.

18. Missions

To add an extra dimension to Warzone Resurrection a novel three level approach to the Missions has been designed and incorporated. There are three types of missions: Priority, Secondary and Corporate Agenda Mis-sions. The number and type of missions played in the game are dependent on the battle level chosen.

Battle Levels

In the Advanced Rules, found in the Warzone Resurrection Rulebook (available at www.warzonegame.com) there are 25 different Missions.

Once the players have chosen their army and the scenery has been setup and Initiative has been determined the player with Initiative should roll a D20 to determine Battle level (or in friendly games the players can de-cide this without the use of a D20), the opposite player should then roll a D20 to determine the Priority Level Mission: Alpha Level: Priority Mission only (D20: 1-5) Beta Level: Priority and Secondary Missions (D20: 6-10) Delta Level: Priority and Corporate Agenda Missions (D20: 11-15) Epsilon Level: Priority, Secondary and Corporate Agenda Missions (D20: 16-20)

Mission Types

Priority Mission

Before deployment the player with the Initiative rolls a D20 to define the Priority Mission. The Priority Mis-sion is worth up to 10 Mission Points for each player.

Secondary MissionsIf playing a Beta or Epsilon battle level game and after Deployment, each player must roll for their Second-ary Mission. If the result of the D20 roll is a 1 or a 2 the player may choose which mission they play. Each Player should make a note of their mission and tar-get Model (if appropriate) on a piece of paper to be revealed at the end of the Game. Secondary Missions

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are worth 5 Mission Points when completed and may have some value if partially completed. Check the Sec-ondary Mission description to confirm.

Designer note: If playing for fun or narrative we strong-ly suggest each player roll their Secondary Mission se-cretly. It will add so much more narrative to the Game.

Corporate Agenda Missions

If playing a Delta or Epsilon battle level game and after Deployment, each player must roll for their Corporate Agenda Mission. If the result of the D20 roll is a 1 or

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a 2 the player may choose which mission they play. Each Player should make a note of their mission and target Model (if appropriate) on a piece of paper to be revealed at the end of the Game. The value of each mission varies and is listed in the Corporate Agenda Mission description.

Designer note: If playing for fun or narrative we strong-ly suggest each player roll their Corporate Agenda Mis-sion secretly. It will add so much more narrative to the Game.

Victory Conditions

On the War torn battlefields of Warzone Resurrection the margins of success or failure can very subtle to de-termine. For each Mission completed the player earns the following Mission Points:

The player with the most Mission Points at the con-clusion of the game wins. In case of a draw the player with the lowest body count value receives an addi-tional Mission Point. If still a draw the player who lost his Warlord first loses the game. If both Warlords are alive the player who has lost the most Troop Squad Commanders loses the Game. If, in the very unlikely

situation that everything is still drawn, the Warlords enter a ‘Duel’. Players roll for Initiative as normal and the Warlords are placed in B2B contact in their front facing. The Warlords start their Duel with all the Modifiers they had when the Game ended (including remaining Wounds). The duel begins with the play-er with the Initiative and continues when one of the Warlords is dead (reduced to zero or less wounds). No other models can take part or affect the Duel and Players may only Turn to Burn Resource Cards to use the Warlords Special Skills.

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Deployment

Deployment is dependent on Priority Mission being played. There are five possible deployment set-ups in Warzone Resurrection:

Quarters

In missions using table quarters deployment, the player with initiative choses their table quarter first, the opponent has the opposite. For 4x4 foot tables de-ployment is allowed in the 18” corner, as shown in the Quarters diagram. For 6x6 foot tables and larger use 24” Deployment Zones. If squads cannot be deployed hold them in reserve and bring them on in Turn 2 from either board edge of the Deployment Zone. If they cannot be deployed in Turn 2 they count as lost

and add to the Body Count Value.

Battle Line In Battle line missions the player with the initiative chooses a long table edge the opposing player take the opposite table edge. The player with Initiative deploys first, entirely within 6 inches from their table edge. Once the first player has deployed the second player deploys their Models. If squads cannot be deployed hold them in reserve and bring them on in Turn 2 from your board edge. If they cannot be deployed in Turn 2 they count as lost and add to the Body Count Value.

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Escalation

In Escalation missions all Models begin the game off of the table. The player with the Initiative chooses their primary table edge, the opponent takes the op-posite table edge. At the beginning of each Turn, roll individually for each squad in an army. That squad will arrive on a D20 roll of 10 or less in Turn 1, 15 or less in Turn two and automatically on Turn 3.Once a squad becomes available roll on the following table to determine where they arrive. 1: any table edge - player’s choice.2-6: the player’s primary table edge.7-12: the table edge left of the player.13-19: the table edge right of the player.20: any table edge - opponent’s choice, but the owning player still decides where they deploy along that edge.

A Model must not enter the game within 10 inches of an enemy Model already deployed. If a Model is unable to enter the game because of this restriction, it will remain off the table and will roll again in the fol-lowing Turn. The squad may be placed up to 6 inches from the board edge and can be activated as normal in this and subsequent Turns.

Ambush

In missions where a player is using Ambush deploy-ment they must allocate 1 squad to each table edge and deploy within 5 inches of it. Extra squads above the first four squads are then deployed within 5 inches of any table edge.

The Convergence

The Convergence is defined from the centre point of the table. Measure 6 inches from the centre point in all directions and mark the resultant circle, this is the Convergence. The Convergence is also counted as a ‘table zone’ for some objectives. In missions that require the use of Convergence de-ployment, each squad in the army must have at least 2 Models (in Coherency with the Squad Commander) deployed within the diameter of the Convergence. Squads consisting of only 1 Model must be deployed in the Convergence

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Objective Markers

After the table has been set up and deployment decid-ed, place three objective markers on the table as fol-lows: One marker will always be situated in the centre of the table, in the middle of the Convergence. The remaining two markers are placed an equal distance from the Convergence marker and the table edge along a central axis measured through the remain-ing no-man’s land (diagonally in a quarter’s deploy-ment or across the centre line in halves deployment). Markers cannot be placed in impossible terrain nor in terrain where there is no physical access for ground troops; in such cases move the marker to the nearest

appropriate position closest to intended position.

For Example: if Battle Line deployment is being used, place one marker in the centre of the Convergence, then place the centre of the other two markers equidistant between the table edge and the first marker. In the case of a 4 foot wide board this will be at 12 inches from the Convergence marker, for a six foot wide board this will be at 18 inches.

Often the Warlord’s objective may be small or hard to find, or Control may not have seen it prudent to in-form him of its nature. As such and to represent this, the ‘Target Identified’ rule is used. When a Model is in base contact with an objective marker a D20 must be rolled. If this is the first marker reached by the force a roll of 1-10 identifies the marker as the correct target. If not the second marker is correct on a D20 roll of 1-15. If this too is incorrect it is clear that the third and final marker is the Target.

Note: If an objective marker must be destroyed to ful-fil a secondary or agenda objective, it should remain in place for any Priority mission objectives if needed for missions’ success. Additionally any single objective marker may only be destroyed once per game, so if both players have the same secondary or agenda mission only the first player that destroys the marker may claim that mission a success.

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objectives

Many objectives require a Model to be in control of them. A Model counts as in control if it is within the designated distance from the objective marker (or in some cases completely within the table zone). If there is an enemy Model within 3 inches the objec-tive counts as contested. Heavy Vehicles cannot hold or contest Objectives

Some objectives may need to be picked up and car-ried; the holding Model counts as controlling the ob-jective. Such objectives cannot be contested. Models that fill Light Vehicles/Monsters and Heavy Vehicles slots in the Offensive Organisation Chart cannot car-ry Objectives

Every Model, including Vehicles, has a ‘Body Count Value’ equal to its points value. Add the points value together for all Models from an army that have been removed from play. This is the ‘Body Count Value’. Models that have fled the table count towards the Body Count Value. The Army with the lowest Body Count Value at the End of the Game win Body Count Missions and or the extra Mission Point when the Game is drawn.

In some cases a squad is bought with a minimum number of models. In this case dived the Squad cost by the number of ModelsFor Example: Kim has a Squad consisting of five mod-els which with all upgrades cost 100 points. So each Model is worth 20 points (100/5=20) for Body Count purposes.

body count

There are three possible ways to end a standard game of Warzone Resurrection:

The Spoils of War: At the conclusion of Turn 5 the game will end if one player has achieved their Priority Mission objectives. If the game does not end on Turn 5 it may end at the conclusion of any subsequent Turn as long as a Priority Mission has been achieved.

Disengage: The game will end automatically at the end of Turn 8.

Target Achieved: Some Missions result in ending of the game at the end of any Game Turn from Game Turn 2 onwards. This uncertainty adds another level of excitement to the Game, but means the players re-ally need to pay attention to their opponent’s Actions. A good Warlord doesn’t get blinded by the fog of war!

ending the game

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Priority Missions

1. Kill Them All (D20: 1-5)

Deployment: Quarters (D20: 1-10) or Battle Line (D20: 11-20). Both players must destroy all the enemy forces in the area.

At the end of the Game each player should work out the percentage of their Point Value that is still in play. A player that reduces the enemy force to below one quarter its original Point Value successfully com-pletes this mission. Partial completion occurs when a Player reduces the enemy to below one half its original Point Value.For Example: Steve and Rich are playing a 1000 point game. At the end of it Rich has lost 249 points of his Army (24.9%) and Steve 480 points (48%). As such Steve has completed his Mission as he has reduced Rich’s force by more than 75%, where as Rich has partially completed his Mission as Steve has lost more than half (50%).

2. Supply Run

Coming Soon in Card Form or Available in the Hardback Rule and Background Book

3. Seize Ground

Coming Soon in Card Form or Available in the Hardback Rule and Background Book

4. Reconnaissance

Coming Soon in Card Form or Available in the Hardback Rule and Background Book

5. Fighting Withdrawal (D20: 6-10)

Deployment: Quarters (D20: 1-10) or Battle Line (D20: 11-20).

The two forces have found themselves on the wrong end of no-man’s land and have been ordered to make a Fighting Withdrawal from the area.

A player must get half of its original Point Value into the enemy’s deployment zone, if this has occurred for at least one player at the end of Game Turn 5 (or any subsequent Game Turn) the Game ends. When the game ends with ‘Disengage’, a player is considered as partially completing the mission if they have all surviving Models out of their deployment zone but only one quarter of their original Point Value in the enemy deployment zone.

6. F.U.B.A.R.

Coming Soon in Card Form or Available in the Hardback Rule and Background Book

7. Take and Hold

Coming Soon in Card Form or Available in the Hardback Rule and Background Book

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8. Ambush (D20: 11-15)

Deployment: Ambush, Convergence

The enemy is right where the Warlord wants them; bivouacked just over the hill and their sentries are lacking. The enemy will be the perfect prey for the Ambush!

The player with the Initiative chooses whether to be the attacker or defender. The Attacker sets-up using Ambush deployment and will go first. The Defending player deploys next, using Convergence deployment. The attacker must reduce the enemy to a quarter or less of its starting Point Value by the end of Turn 5. The Defending player must end the game with above a half of its starting Point Value to achieve their objective. If the defending player is above a third (but below a half) of their starting Point Value at the end of Turn 5 they win a partial victory. If the defending player is below a third (but above a quarter) of their starting Point Value at the end of Turn 5 the attack-ing player win a partial victory.

9. Search and Destroy

Coming Soon in Card Form or Available in the Hardback Rule and Background Book

10. Free for All (D20: 16-20)

Deployment: Escalation

The big assault on the enemy forces has failed; the warzone has become a total Free for All, it’s every man for himself. Friendly troops are scattered and must reach the rendezvous point. The only hitch is that the enemy has chosen the same rendezvous loca-tion.

Objective Markers are set up as normal. At the be-ginning of the Game each Player secretly and notes down an objective marker to be their rendezvous point. Both Players then reveal their choice before the game starts. To win the game a player must have all their surviving Models within 12 inches of their marker and no enemy Models within 15 inches. If the game ends with Disengage, a partial victory is won if a player ends the game with all surviving Models with 12 inches of their objective zone, independent of the location of enemy Models.

secondary missions1. Ammo Dump - Coming Soon in Card Form or Available in the Hardback Rule and Background Book

2. Experimental Tech - Coming Soon in Card Form or Available in the Hardback Rule and Background

Book3. Vital Intelligence - Coming Soon in Card Form or Available in the Hardback Rule and Background Book

4. Communications Relay - Coming Soon in Card

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Form or Available in the Hardback Rule and Back-ground Book

5. Inspiring Leadership (D20: 1-10)There are whispers about the Warlord’s capability and morale is low. He must set an Example: each member of the force looks to him for an unspoken, unquanti-fiable boost. It is time to inspire the troops.

The Warlord must survive the game, inflict at least two wounds on the enemy and end each Game Turn

closer to an enemy Model than any friendly Model in order to successfully complete this mission objective.

6. R&D (D20: 11-20)Secretly identify and record one enemy Squad Com-mander or Lord Model. Command has issued orders to recover a piece of their Gear for the Research and Development boffins to examine.

The identified Model must be killed in Close Combat to successfully complete this mission objective.

Corporate Agenda Missions

1. The Lamb - Coming Soon in Card Form or Avail-able in the Hardback Rule and Background Book

2. Corporate Insider (D20: 1-10)Secretly identify and record one enemy Squad Com-mander, this Model is the Corporate Insider; he is an extremely important sleeper agent within the enemy’s ranks, and must be kept him alive at all costs.

The Corporate Insider must survive the game in order to successfully complete this mission objective.

3. Glory Hunter - Coming Soon in Card Form or Available in the Hardback Rule and Background Book

4. Blood Feud - Coming Soon in Card Form or Avail-able in the Hardback Rule and Background Book

5. Sabotage - Coming Soon in Card Form or Avail-able in the Hardback Rule and Background Book

6. Corporate Honour - Coming Soon in Card Form or Available in the Hardback Rule and Background Book

7. Rookies (D20: 11-20)Secretly mark one squad from your army, this is a Rookie squad.

More than 50% of this squad must survive the battle to successfully complete this mission.

8. Prisoner Grab - Coming Soon in Card Form or Available in the Hardback Rule and Background Book

9. The Rising Star - Coming Soon in Card Form or Available in the Hardback Rule and Background Book

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