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Rules by: Jarek Ewertowski Editor: Mark Rapson Editorial Support: Rob Alderman Missions by: Jim Vidlak

and Mark Rapson Art Direction and Photo Graphics: Michal Pawlaczyk Artwork by: Darek Zabrocki, Paul Bonner Additional Artwork supplied by: Mutant Chronicles International Inc. Cover Art by: Tomek Wtorek Photography by: Jon Law Models Sculpted by: Pawe Kazube Laskowski, Arkadiusz Tomaszewski and 3d3.it Models Painted by: Artur odowski, Rob Alderman and Paul Cocks Boards 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 Produced by Prodos Games Limited. All Rights Reserved Prodos Games Ltd. 2013

Introduction 4 1. 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 9 2. General Warzone Resurrection Rules 12 Model Types and Stat lines 13 Action Points (AP) 14 Squad Commanders 17 3. Terrain 18 Types of Terrain and Movement 19 4. Structures. 24 5. Morale Checks 26 6. Cards in the Basic and Advance Game 27 Basic Game Rules 27 Advanced Game Rules 29 7. Actions 31 Basic Actions (1 Action Point) 32 Advanced Actions (2 Action Points) 35 Squad Special Actions 36 8. Shooting 38 Multiple Cover 40 9. Armour tests 41 10. Close Combat 42 Making an Attack 43 Special Close Combat Actions 44 11. Psychic Fight 46 12. Armoury 48 13. Special Skills 52 Universal and Generic Hero 52 Squad Specific Special Skills 53 14. Levels of Heroes 57 15. Building your Offensive Force 57 Offensive Organisation Chart 58 16. 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 66 18. 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

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 commissioned 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.

Warzone Resurrection has over 200 new miniatures 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

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 Warzone Resurrection Forum come and see us at www. warzonegame.com and join the Facebook Like page.

1. pla ying w arzone resurrection


The planets of the Solar System have been Mutant Chronicles. In Warzone Resurrection, players ravaged by inter-corporate war and the dreaded take to the battlefield all manner of well-known Hehordes 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 wargame, set in the techno-fantasy universe of the roes, Squads and Vehicles from the Mutant Chronicles 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.

Turns and Phases


The game starts with the first Game Turn. Due Control Phase which is superseded by a number of to the nature of Warzone Resurrection, all players Activation Phases. The number of Activation Phases play in each Game Turn, therefore, each Game Turn is dependent on the total number of squads in play. is split into a number of Phases. The first Phase is the

st arting game
1. Decide whether a Basic or Advanced Game is to be played - We would recommend a Basic Game for your first Game 2. What offensive organisation chart is being used We would recommend using the Standard Chart 3. The Point Level of the Game. - We would recommend 500 Points 4. Build your Army 5. Decide what board (battlefield) size will be used. - For a standard game we recommend a 4x4 board. 6. Add terrain - as Warzone Resurrection is a skirmish game and terrain is important we would recommend 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 Initiative 8. Roll for Missions 9. Place Objective Markers as ascribed in the appropriate Mission 10. Place the Resource Cards and Deck (for the Advanced Game) on the Table 11. 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 Players choice of Warlord and how many Troop Squad Commanders they have.

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

Card Deck for Adv anced Pla y


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.

Initia tive
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 initiative in the first Game Turn. The Battle Section of the first Game Turn begins when the player with the Initiative activates their first Squad.

ba ttle section
The player with the initiative for this turn has the first Activation Phase: ing with the Model which needs to move the furthest. Complete a Closing Action for each. Once all Models Check if the Squad is Pinned or Broken. If the Actiin the Squad are in Squad Coherency, Models not yet vated squad is pinned or broken, then it must pass a activated from the same Squad can be activated in any morale test to become unpinned or unbroken (as deorder. Models that begin their activation Engaged in scribed in the Morale test section) before making any close combat ignore the Closing Action rule but sufother Actions. fer a Modifier to their CC value which reduces it by half, rounded up. Check for Squad Coherency. Determine the Squad Coherency range by taking the squads LD value di- Note, it may be easier to move the Squad Commander or vided by 2 (rounding up). All Models must be within Acting Squad Commander to bring the squad back into this value in inches from the Squad Commander or Squad Coherency. 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, startActiv a te a Squad

The Chasseur Squad Commander has a Squad Coherency Value of 8 Announce any Squad Activ a tions Activate the 1st Model, (can be any Model, unless otherwise 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 Actions cost 1 Action Point and Advanced Actions cost 2 Action Points. Each Action can be used only once per Model activation. 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 player 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 owning player, they cannot be used and must be imPhase. mediately placed into the discard pile. 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, completing 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 number. The winner chooses to keep or give away the Initiative (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

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2. General W arzone Resurrection Rules


Dice Rolls In Warzone Resurrection, dice allow the element of chance to be represented, which is key to a fun, exciting 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 rerolls 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 chooses to do so, they must stick with the second result, even if it is worse than the first. 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 Players 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 multiply then divide, add then subtract (i.e. 3x2+2= 8). Dividing

If a skill test requires any mathematical division (for Off the Table! - D20 rolls count only if they land on Example: modify by 50%) always round up. the gaming table. If a D20 happens to roll off of the For Example: for squad coherency, the Leadership (LD) table, it must be rolled again, the result only counts if value is divided by 2. If the LD value is 17, divide 17 by it lands on the table. (This is the only exception to the 2 which equals 8.5, which is rounded up to 9. no rerolling a reroll rule; i.e. rerolls that land off of the Measurement 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 You may measure any distance (i.e. movement, shooting, 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 a t V arious Elev a tions 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 Elevations measure the shortest distance from base to base, in the same manner as shooting a Model at a different elevation.

Model Types and St a t lines


A Models 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. Movement can be affected by various Modifiers such as (but not exclusively) type of terrain and played cards. A Models minimum movement distance can never be reduced below 2, unless specifically defined (for Example: a card states that a Models movement value is reduced to 0). The maximum distance a Model can move in one turn is twice its movement value. Movement 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 Razides Base and the Armoured Chasseurs 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 many factors. a D20 for a Close Combat 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 Models wound value RS Range Skill. The number required to roll on a is reduced to 0 or less by Wound Effect, it is removed D20 for a Range Skill Test. This number can be affect- from the board as a casualty. ed by Line of Sight and other factors too. A Armour value. The number required to roll on a St - Strength. The strength of a Model and/or its weap- D20 for an Armour Test. This number can be affected on will affect the A (Armour) of its target. by many factors. Occasionally a A value may include a second number in brackets 9e.g. A:18(12), this is the Con Constitution. Constitution represents the Mod- Impenetrable Armour value. Impenetrable Armour els ability to resist factors such as falling from height. cannot be reduced below this second number.

WP Will Power. Used to activate Special Skills, Art Pts - Points Value. This number represents how much Powers, Dark Symmetry Powers, Ki Powers, etc. the Model is worth and is used by the players to produce balanced opposing army lists. For Example: Ld Leadership. The number required to roll on a each player will write an army list to the value of a set D20 for a Morale Test. This number can be affected by amount of points.

Action Points (AP)


Each Model in the game has 2 Action Points (unless of the Game Turn. Activated Models that begin their stated otherwise). For simplicity this value is not in- activation already Engaged have only 1 Action Point cluded on the Stat lines. Once a Model uses both of to spend. its Action Points it counts as deactivated for the rest

Minia ture 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 beyond 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 effect 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 vehicles Heavy Vehicles often do not have a base or have a special base (e.g. heavy flyers)

Facing Area
All 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 facings: 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. Models 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, before 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 cannot leave the squad and count as part of it for activation 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 Commander which is nominated before the game starts; the designated Model is a heroic individual, a veteran 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 Commander 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 removed 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 ability 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 divided by two. Squad Coherency is measured from the Squad Commander or Acting Squad Commanders 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 returning 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 footprint, for Example a crater, bunker or building, others 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

however, might be less defined; such as a woodland, within terrain or enter terrain during a Movement Acruined building or scrubland. To avoid confusion and tion count as moving through terrain and are thereargument, the players must determine the exact foot- fore affected by the appropriate Movement Modifiers. print of each piece of terrain before the game starts.

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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 appropriate. 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- terrain. mally modify the Movement (M) value of the Model. If a Model moves more than 3 through a single piece of light terrain, its movement is reduced as if it had Light e.g. water (not deep), bushes. Light Terrain moved through heavy terrain (i.e. reduce movement normally modify the Movement (M) value by -2, to by 3, to minimum of 2). Each separate piece of terminimum of 2. rain causes the appropriate Modifiers. Movement Modifiers are cumulative. Heavy e.g. walls, trees. Heavy Terrain normally modify the Movement (M) value by -3, to minimum For Example: Dr Diana runs through light terrain and of 2. then heavy terrain as such her movement is reduced by 2 and then 3 inches, to a total reduction of 5 inches Impassable e.g. deep water, solid rock, pools of acid etc. Models cannot pass through or into these type of

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 Armoured Chasseur B needs to find an alternative route.

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For Example: An Enhanced Machinator has an M value of 6 and is in a ruin, 3 inches above the ground. It If the vertical distance between any Models is larger starts a Run Action. It moves 4 inches in the ruin before than 1 (measured from Base to Base) then the Mod- it Free Jumps out of the terrain. As such it receives a els are considered to be at Different Elevations. When -3 Modifier for the movement in terrain, but does not attempting to Engage a Model on a Different Eleva- count the vertical distance saving 3 inches of its M valtion, there are a few considerations to be made. At the ue, allowing it to use the remaining 5 inches of Moveend of an Engage Action both Models must be on the ment in the open terrain. same Elevation and within the CCWR of the Engaging Model. If there is no room for both Models on the If a Model chooses to move further downwards than same level the target Model cannot be Engaged. Mod- its Free Jump distance, it must use its Movement to els which are vertically further apart than 1 do not make the additional distance. Additionally, if a Modcount as Engaged, regardless of their CCWR. el chooses to jump further downwards than its Free Jump distance (i.e. if a Small Based Model jumped Falling from height further than 1), apply the rules for Falling from A Model which falls from height takes an Autohit with Height, but as this has happened as part of a Jump, St equal to the Vertical distance in inches (rounded the Controlling Player should reduce the distance up) that the Model has fallen with an additional +6 fallen Modifier by an amount equal to their Free Strength Modifier. Any Model which falls from height Jump distance. is always placed in B2B (base to base) with the piece of For Example: A chasseur (Movement:5) chooses to jump down a building to the ground floor, terrain it has fallen from. jumping 1. The 1 Jump that the Chasseur made is free, so once it reaches the Ground Floor, Jumping from height it may now move its full Movement value of 5. As part of a Move or Run Action a Model may jump downwards from height. Models on Small Bases may However, if the Chasseur had jumped down 2, his jump 1 downwards, Medium bases may jump 2 Movement value would be reduced by 1 for the extra downwards and Large Based Models may jump 3 distance jumped and he would suffer a St7, Piercing downwards without suffering the penalties allocated Autohit (1 extra distance fallen beyond Free Jump for Falling from Height. This is referred to as Free distance +6 for Falling from Height). 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.

Engaging and Different Elev a tions

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Jumping Across Gaps As part of a Move Action, Engage Action or Run Action, Models can attempt to Jump Across Gaps between 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 following 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 normal. 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 effect 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 normal. 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 vertical 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 Models 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 distance. As such he must take a Con Test with a -2 Modifier for Climbing a Cliff and addition -3 Modifier for Running. His Con Value is Modified by a total of -5. Con Tests for Changing Elev a tion If a Model has completed a Run or Engage Action to change Elevation it must automatically take a Con test.

Level of a Structure, using a ladder. The vertical distance required is 4, but must travel 3 to the edge of the ladder to begin its ascension. The distance required 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 Controlling 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.

Equally, if a Model changes Elevation without using a ladder or other climbing device it must take a Con test Engage Actions made from Height Surprising an enemy from above, jumping on them at the end of the move with the following Modifiers: from where they least expect it can be a sound and Using a Ladder or similar climbing apparatus on an quick method to dispatch ones foe. In Warzone Resurrection Models can declare an Engage Action from intact structure: +1 Using a Ladder or similar climbing apparatus in a Ru- height, jumping on their poor victim from a high vantage point. ined Structure: -2 Climbing an Intact Structure without a climbing ap- Models which Engage from height gain an additional Modifier to the normal Engage Modifier, dependent paratus: -2 Climbing a Ruined Structure without a climbing ap- on their base size: paratus: -3 Climbing a Cliff or other natural formation: -3 Running or Engaging: -2 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 If the test is passed, there is no further effect, but if (i.e. Engage from 2 inches = +4St) the test is failed, the Model falls to the lowest possible Large Bases: +3 St for each full 1 of vertipoint of the elevation, following the rules for Falling cal distance (i.e. Engage from 2 inches = +6St) from height and may take no further Actions in that activation. Place the Model at the bottom of the verti- After the Engage Action, but before any further Accal elevation. Free Jump is not in effect in this situa- tions can be made, the Engaging Model must complete a Falling from Height Test. If this is failed the tion. Model loses any remaining Action Points. Modifiers For Example: A Chasseur is moving to the Second 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 Ruined Structure. Each piece of Ruined Structure Terrain 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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Int act Structures model can fit through a small hole or door for ExamSuch as Bunkers or Buildings with an intact roof. ple: ignore the Models base. Players should agree beIntact structures can be garrisoned as long as the fore the game starts which sized models can enter a Models can be physically placed inside the building particular building door or window (e.g. only human via, for Example: a removable roof or wall or through sized, up to Nepharite sized, etc.). Models on Large other access points such as doors, windows or cracks Bases or without a Base cannot Garrison any Strucin the building structure. tures. 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 Shooting Points. 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 Terrain is made with exceedingly large doors and windows, instead the Base should be ignored in this situation. Shooting a t Structures Players can decide to shoot at Intact Structures following 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 StrucModels on Small or Medium bases may Garrison any tures Structure in which they can be placed. When consid- Each Intact Structure in the game has a Structures ering the details of the Terrain Pieces and whether a Point value and AV (Armour Value):

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If not specified, players must agree before game starts the Structures AV and SP. Explosion Template Weapons 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 ricochet. Collapsing Int act 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 within the footprint of the structure takes an Autohit at a Strength equal to Intact Structures AV. Models within 2 inches of a Collapsing Intact Structure take an Autohit at a Strength equal to Intact Structures 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 Checks
Morale checks are required at certain points within 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 Commander, 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 Commander 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. 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 squads 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 Pinning the squad is deactivated and stays Pinned. All Special and Basic Close Combat Actions made against a When a Squad loses 50% or more of the squad mem- Pinned Model have a +4 Modifier to hit. bers (100% equals the number of Models in the squad

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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 number 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 possible, the Broken Squad will move towards the nearest 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 activation 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 remainder 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 Adv ance 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 source cards that each player starts with is dependent is limited to Resource Cards. No other cards are re- on the relevant players Warlord choice and how many quired for this version of the game. The number of re- 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. Alakhais army also contains 2 squads of Undead Legionnaires, each led by a Necromutant Squad commander. Each Necromutant Squad Commander will allocate 1 additional Resource card. This means that Alakhais 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 Alakhais army, however as this is a Support Squad, Alakhai does not gain any Resource Cards for having them in his army. W arlords and Resource Cards

ed to the Warlord or Troop Squad Commander, they can be Turned to Burn for any model in the Players 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. Alakhais 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 Alakhais 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 Alakhais army.

Resource cards are not normally removable, however Warlords are the conduit between their force and if a Warlord or Troop Squad Commander is removed the higher echelons of the command structure they from play, the appropriate number of Resource cards work for. As such they have access to the Resourc- are also lost. It is the controlling players choice which es of their corporation (or the Legion or Brother- resource cards they remove (i.e. a used Resource hood). Depending on the Warlord Type they have Card may be removed). Under no circumstances, can access Resource Cards as allocated: a removed Resource Card be returned to the game once it has been removed. For Example: Player 1s 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 ReEach Troop Squad Commander also provides 1 Re- source Cards. source Card. Although the Resource cards are allocat-

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fore making a Shooting or Close Combat Action. This cannot be used to increase the RoA or RoF during A Player can Turn to Burn a Resource Card in any of Special Actions. Only 1 Resource Card per Model per Game Turn can be used in this way. 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 required. D. To Increase the RoF or RoA value of a single Model 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

Turn To Burn (Basic Game)

(or its wargear) by +1. Turn to Burn and declare be- +1.

Adv anced Game Rules


Card deck: Each player creates a deck with a minimum 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 randomly 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 immediately 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. Obviously though they will have no more Cards. Utilisa tion 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 dependent on the Warlord choice and how many Troop squad commanders are in their control. Deck Construction A deck must consist of at least 35 cards and must follow the following construction rules: There can be no more than 3 of the same Strategy Cards in the deck There 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 (Adv anced 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 required. E. To Increase the RoF or RoA value of a single Model (or the Models 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.

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 literally 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 following Game Turn. Strategy Cards These cards mainly affect the battlefield. 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, Strategy Cards are removed from play in the Control Phase and added to the owning Players 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 Types of cards none of players can put any Tactical Cards into play Squad Reference card On these cards the Stat lines until the Model is deactivated. Once the Model has been deactivated, and before Player One activates the and Squad Special Skills can be found. 2nd Model, either player may put a Tactical card into Resource Cards (res.) All players start the game play. with a number of Resource cards in play, the number is dependent on the type of Warlord being played and Gear Cards These cards are not normally removable the number of Troop Squad Commanders. The Re- (unless specified otherwise) and can affect a Squad, source Cards represent your resources. Strategy, Tac- battlefield feature, individual Model and/or Resource tical and Gear cards, as well as Squad Special Skills, 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. all of their energy on running as fast as they can, anAs such, these individuals are capable of making their other in the same squad might take a moment to take own decisions (Actions). Whilst one squad member aim and then fire with pin-point accuracy. may choose to advance on their opponent, spending

General
If more than one Action requires an immediate reaction, 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.

T arget 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 enemy 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 Engage Action are the most common of all Actions in Warzone Resurrection. The Basic Actions in Warzone Resurrection Counts as a Move Action with Movement Value x2, are as follows: an Engage Action can only be instigated if a CCWR (close combat weapon range- see the Close Combat Move Action section) is reached. If the distance moved is reduced and a CCWR cannot therefore be reached, the Engage Models can move up to their Movement (M) value in Action fails. The model loses its remaining Action inches. The Movement Value is their M Stat plus any Points and moves in the same direction as the failed Modifiers. This measurement is made from the base Engage to its Movement Value. Models cannot move edge of the Model, (or footprint of a Model which more than their Movement Value x2 in any combihas no base). Pivoting is classified as a Move Action nation of Movement Actions (e.g. Move + Failed Enand therefore, the Model must spend an Action Point gage, Move + Engage or Run + Engage), under any in order to complete a Pivot (even if it doesnt move circumstances. in any other way). Note: no Model may travel more than twice its Movement Value per turn in total. The For Example: A Model with an M value of 6, uses one Move and Run Action are mutually exclusive and so Action Point to makes a Move Action, traveling 3; then cannot both be completed by a Model in one Activa- its second Action Point making an Engage Action. In tion Phase. 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 (except for doors) narrower than the Engaging Models 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 automatically). If a counter charge is successful the Engaging Model is stopped in the CCWR of the Counter 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 AVV Medium Bases: + 4 St and + 2 to AVV Large Bases: + 6 St and + 3 to AVV

Large Bases CCWR is 2 The CCWR may be affected by the Gear Cards or Upgrades 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 Weapons Strength (St) for the subsequent shooting 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 The Engage bonus is only applied to the 1st Dice Roll Cover to beyond a -4 Cover Modifier. The Hide Acof a Close Combat Action completed in the same tion cover bonus is lost once a Model perform anGame Turn, (even if the RoA of the Wargear is more other Action (except for a Pass Action). Place a hide than 1). A Model must move at least its unmodified token next to the Model to indicate that this Action is Movement (M) Value when completing an Engage in effect. Action to claim the Engage bonus. Shooting Action If not otherwise stated by the Models weapon(s), A Model can spend one Action Point to open fire at an CCWR is dependant of size of the bases: enemy target. When shooting, the Model will make a Small Bases CCWR is Base to Base (B2B) number of Ranged Fire Tests equal to the RoF of the Medium Bases CCWR is 1. All weapon they are firing. Targeted Model(s) must be in Heroes on Medium Bases CCWR is 1.5 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 Comba t 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 weapons RoA characteristic. 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 repeated using remaining Action Points until it is passed. All Models in the Squad must use 1 Action Point per attempt 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 repeated using remaining Action Points until it is passed. All Models in the Squad must use 1 Action Point per attempt to Regroup from Broken.

Pass Action The Model may spend one Action Point to do nothing. No further Action Points can be used by this Model this Game Turn

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Adv anced Actions (2 Action Points)


Sometimes, it is worthwhile taking some time on the battlefield, to ensure that a task is done correctly with Rapid Fire a significant and lasting effect. Advanced Actions do just this.

Example: Player 2 activates the 1st Model in her squad. Player 1 can now use a Model in Sentry mode before A Model completing a Rapid Fire Shooting Action Player 2 can use any Action Points gains a +1 Modifier to their Ranged Weapons RoF and a -2 Modifier to their RS for this Action. The weapons Example 2: Player 2 activates their 3rd Model, Player Range is halved during this Action. Template and Ex- 1 decides not to use their Model(s)in Sentry mode, so Player 2 issues an Engage Action, engaging a Model in plosion Blast weapons cannot Rapid Fire. Sentry mode. Player 1 can choose to use the Models Sentry Action at this point, after successfully passing Sentry Action a LD test. By spending 2 Action Points per Model to enter Sentry, the Controlling Player can place up to TWO Models per 5 Models in a squad (to a minimum of 2 Models) into Sentry mode. Models in Sentry mode can use ONE Action (cannot be increased by any means) during the enemys 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 allowed 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 covering fire to the rest of the squad during the opponents 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. If a Model in Sentry mode is targeted by a Ranged attack it may make a Dive for Cover Move Action automatically to enter a piece of cover, gaining an additional +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 occur during a models Activation and only if targeted. For Example: A Capitol Sea Lion in Sentry mode passes 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 Cybertronic Chasseur was shooting through the volume of another Model (-4 Modifier to RS) and, as a result of the Capitol Sea Lions Sentry reAction, receives an additional -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 Focus Fire a team work together they can focus fire on an enemy vehicle or monster or swarm a Warlord. Squad Special A minimum of 3 Models from the same squad must Actions are a team approach. be selected in order to issue the Focus Fire Squad Special Action. Squad Special Actions can only be issued at the beginning of the target squads activation; each Squad The Models partaking in a Focus Fire must be in Special Action costs 1 Action Point for every Model range and in LoS of the target at the end of their Acin the squad (even if some of the Models cannot or tivation. do not participate in the Squad Special Action). Only one Special Squad Action can be issued in a Game The Models completing the Focus Fire Squad Special Turn per Squad. After declaration, but before a Squad Action cannot make any other Shooting Actions in Special Action takes place, the Models can use their the same Game Turn. remaining Action Point(s). The Controlling player rolls to hit only once (ignoring For Example: If no Model has LoS to a target enemy wargears RoF value) with a +6 Modifier to RS (using Model, the Controlling Player can still issue the Focus the highest RS value of any one Squad Member parFire Squad Special Action against the target enemy taking in the Focus Fire). Model, and then he must spend Models remaining Actions in order to bring the enemy Model into LOS. Once The St of the weapon during this Squad Special Action the last participating Model is deactivated, the Control- is equal to the lowest St Value of ranged weapons parling Player rolls for Focus Fire. ticipating in the Focus Fire plus the sum of the RoF of all Models participating in the Focus Fire. For Example 2: The Controlling Player declares the Swarm Squad Special Action against an enemy Model, 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 Controlling Player then rolls for the Swarm Squad Special Action. 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.

Sw arm

A minimum of 3 Models must be engaged in an Engaged Action to be able to complete a Swarm Squad Weapon Special Rules or temporary weapon Modifi- Special Action. ers (Skills, Strategy Cards etc.) of participating Models are not in effect during the Focus Fire Squad Special Roll once to hit with a +4 Modifier to CC (using the Action. highest CC value of any single squad member of the For Example: A squad of 6 Models with RS 12 Focus Fire on an enemy Razide. First, they must make a single RS test using RS12 (the highest RS in the Squad) with a +6 Modifier due to the Focus Fire Squad Special Action Rules. The attacks 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 For every 3 Models participating in the Swarm the Special Action)) = St18 and AVV 1+2. This attack Swarm attack gains Critical Force (+1) and AVV therefore gains Critical Force (3) and an AVV value of (+1). 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 Weapons Special Rules or temporary weapons ModiHeavy terrain),a -1 Modifier to the Focus Fire RS is fiers (Skills, Strategy Cards etc.) of the participating applied. Models do not count towards the Swarm Squad Special Action. For Example: A squad of 6 Models with RS 12 focus fires on a Razide; so would have RS12+6, St 12 (lowest For Example: A squad of 6 Models engaged with a St Value of participating range weapon) + (6x RoF1) = Razide perform a Swarm attack; so have CC12+4 (+4 St18. Three of the shooting Models have obscured LoS due to the attack being a Swarm attack), St 12 (lowest to the Razide as more than 25% of the Razide is behind St Value of any participating close combat weapon) and cover. Therefore the RS of 18 is modified by -3 (due to 3 (6x RoF1 (the sum of participants in the Swarm Squad of the participants having an obscured LoS) to 15. Special Action)) = St18. This attack if targeted against a vehicle is AVV1 (use the lowest AVV value of any participating Model). This attack gains Critical Force (3) Models hit by a Swarm Squad Special Action cannot use the Heal ability. 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 participating 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.

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(due to being St 18 and there being 6 participants) and ceiving a +2 Modifier due to there being 6 participants). AVV is increased to 3 (1 being the standard level, but re-

8. Shooting
Wherever theres a battle, firearms are never far away. Shooting is a valuable Action to take in Warzone Resurrection, for quite often ones life depends upon it.

Shooting and Line of Sight


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

If the target Model is partially covered (minimum Cover Modifiers are cumulative. As such, if a target 25% coverage) by terrain or the Facing Area of an Model is behind heavy cover and there are intervenIntervening Model, the firing Models RS receives a ing Models in the way, it will be very difficult to hit. Cover Modifier as appropriate: Designer note: Imagine shooting through people whilst Light Cover (Light Terrain): -2 to RS. Examples of this at a busy market, attempting to fire at a target 40 feet type of cover include barbed wire, low-lying scrub away and behind a brick wall. and bushes.

Using Cover
To take advantage of cover, the Model must be at least ing intervening Models), unless a Lucky Shot attempt 25% covered by it. is declared. On a D20 roll of natural 1 a Lucky Shot attempt has hit the target. If the shooting Model is inside or within 1 of a piece If the Facing Area of a Model is completely obscured, of cover it does not suffer the cover Modifier to shoot it cannot be targeted. through or over the cover. Intervening Models (except vehicles) cannot comThe shooting Model cannot shoot at a target Model pletely obscure a target, as both are constantly moving which is behind more than 3 pieces of cover (includ- (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 Primary 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 cumulative cover Modifiers. Take a RS skill test by rolling a D20. If the RS test is passed, a Wound Effect is applied on the targeted Model, the Model which has suffered 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 automatically wounds and no Armour (A) or Heal test can be made. This rule applies to all shooting attacks, including Lucky Shot shooting attacks. Shooting a t 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 Actions can be made against Engaged Models (i.e. no Squad Special Actions). Shooting a t Friendly Models The Controlling Player can choose to shoot at a friendly Model in LoS. If a Wound Effect is applied (after

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normal armour saves), the squad it belongs to takes an cial Actions and Advanced Actions cannot be targeted immediate (What the Hell) Break Test. Squad Spe- 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 shooters RS. For Example: A Voltigeur is being targeted with a Shooting Action made by a Necromutant. The Voltigeur has claimed Light Terrain Cover (-2 Modifier to the Necromutants RS) behind a low-lying bush and has also claimed Heavy Terrain behind a ruined brick wall (-4 Modifier to the Necromutants RS).Both of which are within 1. As such, the Necromutant suffers a -4 Modifier 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, every Model in Warzone Resurrection has an Armour Value. The Armour Test depends on four factors: 1. The Armour Value (A) of the Model 2. The type of weapon that has hit the Model. 3. The strength of the weapon that has hit the Model 4. 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 wearers Armour. The higher the A value, the better the Armour is. Some A values have a second number 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) meaning 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 Everassurs 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 Piercing, or Blast, or Plasma. Often the weapon may be better or worse at penetrating an armour type. To represent this, the Stat line of each squad will often include Modifier information which needs to be applied if the squad is targeted by a particular weapon type. For Example: Chasseurs are stated as wearing Titanium 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 strenght
The 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 weapons 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 Critical 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 Comba t.


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 target 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. A tt acking 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 applicable 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 allocated 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 attacks 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 Models CCWR, but the activated Model is not in range of its own close combat weapon, then the activated 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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within an enemy Models Front Facing and does not against the closest Model, if more than one Model is cost any Action Points. in the same range, the Controlling Player can select A Close Combat Closing Action must be made which Model to close into.

The CCWR of the Atilla is 1 inch so the nearest two Undead Legionnaires are Engaged. 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. strength of this hit is equal to the opponents Strength (S) plus their weapon strength (St) x2. Models making Models which leave Close Combat (Disengage) take a Close Combat Closing Action are not affected by an automatic hit. This happens even if the Disen- Free Slash. gaging Model is out of CCWR of the opponent. The Free Slash

Making an A tt ack
The Controlling Player must select a primary target in their activated Models Front Facing. The Controlling Player then applies Modifiers to their Models CC value and rolls a D20 to hit. If the Controlling Players Model hits the target, the targeted Model must pass an Armour (A) test. The strength of the attack is equal to the attacking Models Strength, plus its weapons 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 Models wounds are reduced to zero or less, the target Model is removed from play. If the attacking Model uses a weapon with a RoA greater 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 secondary targets can only be attacked once per attacker activation, regardless of the attackers RoA.

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Special Close Comba t Actions


Any Model can use a Special Close Combat Action instead of the normal Close Combat Action. If a Special Close Combat Action is used, the Models 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 Models weapon type). A Model can issue only one Special Close Combat Action per Game Turn. Special Close Comba t Actions for Models on small bases (30mm) Back Stab If a Model is engaged and in the rear facing 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 targets 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 Comba t Actions for Models on Medium bases (40mm) Grab - Models on Medium Bases automatically have the Grab Special Rule. If a Model on a Small or Medium 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 chargers 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 chargers 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 attacking 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 Models CCWR and within its Front Facing, roll to hit against each Model individually 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 throwers front facing. 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 throwers St with a +4 Modifier. 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.

a St(x)+4+4 hit. Hold him down! If a Model is in a multiple combat 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 targets Rear Facing. The Controlling Player must then roll to hit with the Model that is attempting 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 effects 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 Comba t 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 Models 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 For example: A Model is thrown 3.2 down, we must from play, the squad of the squashed Model must take round up to the next full inch, which although it isnt a pinning test with -4 Modifier to LD immediately. the nearest full inch, is 4. The thrown Model will suffer

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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 Model which will perform a Throw Action. If a successful 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 throwers 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 performing the Throw Actions 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.

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 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 chargers 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 (continuing in a straight line from the previous direction). 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 chargers 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 large base is met. If the Model which made a Charge Action comes into CCWR with a Model that has a For example: A Model is thrown 3.2 down, we must large base, it will make no further attacks and counts round up to the next full inch, which although it isnt as Engaged. As a Charge requires some momentum, the nearest full inch, is 4. The thrown Model will suffer this Close Combat Special Action cannot be made usa St(x)+4+4 hit. ing a Model that is already Engaged.

11. Psychic Fight


The most effectual weapon in the arsenal of many is Shooting (S) their mind itself. In Warzone Resurrection there are three types of Psychic powers. Shooting Psychic Power Actions follow same rules as Basic Shooting Actions, but instead of using RS, the Use of each of the Psychic Power types costs 1 Action Models WP value is used. Cover Modifiers are applied Point. Models may only use each Psychic Action once as normal. If a model receives a Wound Effect from a per Game Turn. 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 Psychic 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 modifiers for any Deboofs WP Tests, but LOS is required. Example: The Slow

Slow - all models in the affected squad receive a -2 Modifier 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 normal 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 pistols base statistics, regardless of any Modifiers applied (Cards, Special Rules). Example of Auto weapon: Sherman Model 7 Enforcer Revolver 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 combat Example of Auto weapon: Chthonic Transfuser

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.

Special Rules: Models removed from game by this weapon 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 casualties from the Chthonic Transfuser (including explosion

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

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. Sca ttering of an Explosion Templa te

Templa te Weapons There are times when, due to cover or lack of light, you cant 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. Template Weapons cannot be used in any form of Special Action. RoF for Small Explosion and Large Explosion template 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 template twice (or more, if appropriate). As the multiple

If a RS Test with an Explosion Template weapon is failed place the template with its centre over the nominated 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 direction 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 Shooting 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 under the template, takes an automatic Wound Effect at the Flamer Weapons 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 Wall of Fire: During the activation of a Model with Flamers are particularly effectual at clearing enemies a flamer, the Controlling Player Turns to Burn 2 Refrom cover, as the heat is intensified in confined spaces source cards, they may place two 30mm round toand often the cover itself catches fire. If a Model takes kens onto the battlefield, within 8 of a Model with a Wound Effect from a flamer and is in terrain that the flamer. This Special Action costs 1 Action Point would give them cover from a non-template weapon, and counts as a Shooting Action. The distance between the two tokens must not exceed 8. Any Models their Armour (A) value is modified by -50%. For Example: An Etoiles Mortant fires her Gehenna which move through the space between the two toPuker at an Armoured Chasseur claiming cover in kens, but not the tokens themselves, take an Autohit the ruins of a Brotherhood Ruined Structure. If she from the Wall of Fire at the unmodified Weapon St of was firing her Punisher Handgun at the Armoured the flamer weapon that the Model is using at the end Chasseur she would have received a RS Modifier of of the activation of the Model which moved through -4 because the Armoured Chasseur is claiming Heavy the Wall of Fire. Remove the tokens in the subsequent Cover, but instead the Stalkers Armour (A) is halved Control Phase. Ignore Flamer and Cover Rules for any terrain touched by this attack. from 14 to 7. Flamers and Garrisoned squads. Shotgun (S)

Shotguns can be used in close combat and follow the Flamers can be used effectively against garrisoned same rules for using a Pistol in Close Combat. squads in Closed Structures. Place the template as Example of Shotgun weapon: normal; if any part of the template reaches any ShootMandible Autoshotgun ing Point on the structure, roll a D20 for each garrisoned 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 Solid Bullet -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*ST (Shotgun Template) mal rules of using a flamer. Special Action for weapons which use Flamer Templa tes

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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 Place the narrow end of the Shotgun template in base blows up in shooting Models hand, so the Controlling contact with a shooting Model in any direction as long Player must centre the Small Explosion template over as no part of template crosses the Front Facing of the the throwing Model. Small Explosion Templates do not scatter in this situation. A roll of natural 1 for RS shooting Model. Roll to hit as normal with 1D20 for each Model fully with a Grenade does not have any extra effects in the or partially under the template. Shotguns ignore cov- game, the hit Model can still take Armour (A) Tests er bonuses, although Armour (A) tests are taken as as normal. normal. Shotguns cannot be modified by any Range Modifiers whatsoever. The RoF of a Shotgun weapon If the Throw test is failed, follow the normal rules of template Scattering. Grenades only scatter up to 5 cannot be increased by any means. (roll D20 and divide score by 4). It is possible for the Grenade to scatter out of LOS. Shotgun vs Closed Type of Grenades: Structure Place the shotgun template as normal. If any part of template is in contact with a Shooting Point all Models 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 weapons range, Grenades use the Models 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 Controlling Player must make a RS test using any of the usual Modifiers (Range, Card, etc). Treat the nominated 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 Anti-Infantry Grenades

Shotgun Templa te weapons

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/Monster 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 Relentless Special Skill.

Fire Grenades

Passive: Models behind cover from the Shooters 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. 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 Get the Gun- When a Model with a heavy or a special Wound effect is inflicted with a roll of a natural 1. The weapon is removed from play a squad member within maximum Heal that Model can have is Heal (8) re3 can attempt utilise the weapon. Roll a D20, on a roll gardless of Modifiers. of 1-10 the weapon is saved (swap the special/heavy Model for the normal trooper), on an 11+ the weapon For Example: A Model with Heal (4) needs, after unis damaged and unusable. A Squad Commander or successful Armour Test, to pass a Heal test on 4 (1-4) Lord attached to a squad cannot attempt this roll. on D20. Guarded - This special skill can only be used if a Model is in a squad of more than 1 Model. If the Guarded Model must take an Armour Test from a ranged attack, the controlling player can choose to allocate the Armour Test to a second Model within 3. If the second Model fails the Armour Test it takes the Wound Effect. 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 automatically 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 Berserk 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 reduced to 0 or below) by a Model with the Brutal Special Skill in Close Combat, the remaining squad must immediately take a Pinning Test. The horror of their squad-mates 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 Camouflage 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 receives 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 reroll a single failed Close Combat Skill test against any member of the Dark legion fAction, in each of his activations.

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Crackshot - When a Model with the Crackshot Spe- must announce which squad they will activate next. cial Skill takes an Aim Action, they gain an additional +2 RS. Execution Dispersible - Models with this Special Skill can use their full LD value for Squad Coherency. 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, Dissention - Any enemy Squad Commanders and reducing the Model to 0 wounds immediately. By doActing Squad Commanders within 12 of a Model ing this, any friendly broken or pinned Squads with at with Dissention suffer a -2 Modifier to their squads least 1 model within 6 inches of the executed model LD value. immediately Recover from Pinning or Recover from Broken. Any Squad that is rallied this way act as norDisposable - A squad with the Disposable Special mal in their subsequent Activation. Skill always passes Break Tests. SQUAD LEADER: By taking a Pass Action, Squad Doomtrooper - Models with the Doomtrooper Spe- Leaders with the Execution Special Skill can choose cial Skill may be paired. The paired Doomtroopers to execute a Model from their squad, reducing the count as a Squad for the entire game. A Doomtroop- Model to 0 wounds immediately. By doing this, the er pair use one Lord and one Special Slot on the Of- squad immediately rallies. fensive Organisation Chart. Only one Doomtrooper team can be taken per army. Doomtrooper pairs can Fear (X) If a Model starts its activation Engaged, only be played within a Brotherhood force or their or Engages a Model, with the Fear (X) Special Skill, own faction (unless stated otherwise). If a Model is they must take an immediate LD test with a Modifier the Warlord it loses the Doomtrooper special skill. equal to X. If the test is failed, the Models CC value is reduced by half (rounded up), if the test is passed Duelist - Once per activation, Models with there is no effect. Models only take a Fear tests once this Special Skill may re-roll a single failed per Game Turn, although if they are Engaged or EnClose Combat test when the attack is aimed gage a Model with a higher Fear (X) number in the at Models with the same base size or smaller. same Game Turn, they must test again with the higher For Example: Max Steiner has the Duellist Special Fear Modifier. Skill, Steiner may always re-roll a single failed Close Combat Skill test against any Model with a 40mm Fearless - Models with this Special Skill always pass base or smaller, in each of his activations. Fear, Pinning and Break tests. Espionage - A Model with the Espionage Special Skill Ferocity - On the turn that a Model with Ferocity can use 1 Action Point once per Game to complete successfully makes an Engage Action it gains a further an Espionage Action. Select an opposing player who +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 Flamer Weapons attacks. Gunslinger - A Model with this Special Skill can complete Shooting Actions in both its front and rear facing. Infiltrate - Once both forces have been deployed, but before the first Game Turn starts, the Controlling Player 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, Models can Leap over friendly Models that are mounted upon bases that are equal in size to the Model completing 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 additional Modifier of (X). Medic (X) Modifiers are cumulative. 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 completes 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 Modifier 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- cannot make any other shooting Actions in the same tempt to shoot through 4 pieces of terrain. turn. If an enemy Model under Suppression Fire moves more than 2 (in the same Turn) it must take For Example: your squad gains the Sniper rule from Con Test. If the test is failed, the Model takes an autoa Tactical Card; Models shooting at an enemy behind matic St14 hit (piercing). (in order) Heavy cover and Light cover, can ignore the Heavy cover Modifier. Target Identifier - Models with the Target Identifier Special Skill automatically positively identify the obStalk - If an enemy wishes to fire at this Model from jective when called to roll a Target Identified test. further than 12 away, the enemy must make a spotting test by rolling an unmodified RS Test. If the spot- Target Sense Models with the Target Sense Special ting test has been passed, the enemy Model can then Rule ignore the Target Priority Rule. 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 receiving 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 (excluding 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 order to issue the Suppression Fire Squad Special Action. 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

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14. Levels of Heroes


Squad Commanders leave this squad or join any other during the game.

Quite simply, their job is to command squads. Before All Lords have the Shielded special rule. the game starts each player must nominate one Model W arlord from each squad to be the squad commander. They must then inform each other about their choices. This is your General; the ultimate communication Unless otherwise specified, all Squad Commanders link with HQ. All squads can use the warlords leadership (LD) if at least one Model from the squad is have the Guarded special rule. within 10 of him. Warlords always act independently and so cannot join Squads. Lords After all, why would they lower themselves to leading Lords are individuals that can join other squads or act a squad, thats what the squad commanders are for!? as an independent squad of their own. The Controlling Player must nominate if the Lord is attached to All Warlords have the Shielded Special Rule another squad before the game starts. They cannot

15. Building your Offensive Force


When planning a game of Warzone Resurrection, players should agree on a point level and the Offensive Organisation 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 Models 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 constant part of the squads characteristics. Gear cards in the decks represent special orders, gear found on the battlefield and parachuted in as the battle progresses. Offensive Organisa tion 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 digging up from underground, shocking their opponents with a rapidly deployed assault. 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 Any Squad with the Rapid Deployment Special Skill scatter value is D20/2 (not D20/4 as for grenades). If can begin the Game in the Controlling Players re- the Deployment Point scatters onto impassable terserves. During the course of any Game Turn, the con- rain, off of the board or onto an enemy Model, then trolling player may choose to activate a squad with roll D20 and refer to the following: the Rapid Deployment Special Skill during their normal 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 using the Squad Commanders 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 Models 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. Rapid 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 destroyed. If a D20 roll of 1 is made, then the Rapid De1-5: The squad is not deployed this turn. 6-10: Reduce the Scatter distance as much as necessary 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, although still within the original orientation of the Scatter. The Squad is then automatically deactivated. 11-15: Reduce the scatter distance as much as necessary 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 m uch as necessary 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, although still within the original orientation 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 immediately take a S10 piercing Autohit. If they pass the test, they deploy as normal, using the Rapid Deployment 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 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 Combat move: Use 2 Action Points to move the Points. This number can be found on the Vehicle Stat Movement Value of the vehicle in inches x2. The veCard. Each Action can only be used once per Turn. hicle can pivot up to 90 Degrees for free. Fast Move: Use 3 Action Points to move the Movement Value of the vehicle in inches x3. The vehicle Tactical move: Use 1 Action Point to move the Movecan pivot up to 180 Degrees for free. ment Value of the vehicle in inches. The vehicle can pivot up to 45 Degrees for free. Moving Actions

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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

Ramming other vehicles: Both the rammed and ramming 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 distance 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 engines. Take Autohit AVV 0 on the Tracks (for tanks), the Ram: 3 AP -Tanks and Heavy Walkers only. Legs (for Walkers) or Body for other type of vehicles. Ramming non-vehicle Models: Non-vehicle Models If test is failed one Structure Point is removed as apin the Vehicles path must pass a Con Test to avoid propriate. Vehicles may perform a Full Throttle Acbeing rammed. If the test is passed the Model succes- tion even if there is no Structure points left on the sively dodges the ramming vehicle; move it the mini- Tracks or Legs, but instead the Vehicle takes an AVV mum distance needed to avoid the path of the vehicle. 10 Autohit on the Body. All autohits due to Full ThrotIf the test is failed then the Model takes a Piercing Au- tle are allocated to Front Facing. tohit at a St equal to the distance moved by the vehicle Engage Action: 2 AP. Walkers and Heavy Walkers, before it rammed the Model. Bikes and Jet Bikes only. Ramming Engaged Models: If multiple Engaged The vehicle moves its full Movement Value in inches. Models survive a ramming, move the Models the An Engage Action can only be completed if a CCWR minimum distance required away from the vehicles (close combat weapon range) is reached. ramming path. The Models must stay Engaged if possible, 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 vehicles ramming path. Models which are forced to disengage do not take any penalties for leaving combat. The Engage Action must always be made in a straight line. Before the engage move is made, change the facing 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 counter-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 already 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 Engage 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. but if they move through Heavy Terrain take an AV test on AVV4. Walkers are not slowed down by moving through Tanks cannot move through impassable terrain. Light Terrain, but must take an AV Test at AVV2 on Hoverers their Leg location. The Movement of Walkers is reduced by 2 if they move through Heavy Terrain and they must take an Hoverers are not slowed by moving through Light Terrain. AV test at AVV4 on their Leg location. The Movement of Hoverers is reduced by 2 if they Walkers cannot move through impassable terrain. move through Heavy Terrain Hoverers cannot move through impassable terrain. Hea vy W alkers Bikes Heavy Walkers are not slowed down by Light or Heavy Terrain, but if they move through Heavy Terrain an Bikes are not slowed down by moving through Light AV test must be taken at AVV4. Heavy Walkers cannot move through impassable ter- Terrain, but they must take AV Test on AVV2. The Movement of bikes is reduced by 2 if they move rain. through Heavy Terrain and they must take an AV test at AVV4. T anks Bikes cannot move through impassable terrain. Tanks are not slowed down by Light or Heavy Terrain, W alkers

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Jet Bikes cannot move through impossible terrain. Jet Bikes must move at least of their Movement ValJet Bikes are not slowed down by moving through ue every turn if they are not engaged. If for some reason a non-Engaged Jet Bike cannot move a minimum Light Terrain. The Movement of Jetbikes is reduced by 2 if they of its Movement Value it takes an Autohit with AVV move through Heavy Terrain. (They need to slow 0 on its Body Location. down to dodge between trees etc.).

Jet Bikes

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

Can reroll Failed AV Tests when moving through No extra effect to move. Light or Heavy Terrain.

Pivoting
W alkers Walkers can pivot 90 Degree without spending any Action Points once per turn. A Walker can pivot at any point during its movement. Hea vy W alkers Hoverers may only pivot as part of a Movement AcHeavy Walkers can pivot 45 Degree without spending tion. Hoverers can only pivot at the beginning and or any Action Points once per turn. Heavy Walkers can end of their movement. pivot at any point during its movement up to Degree Value Described in Moving Action. T anks Tanks may only pivot as part of a Movement Action. A Tank can pivot at any point during its movement. Hoverers

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Bikes

Jet Bikes

Bikes must move at least 1 as part of a Movement Ac- Can pivot at any time but must make a Movement Action in order to pivot. tion of at least 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 Vehicles 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 attempt was made for.

Line of Sight and Weapons range


W alkers 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. Hea vy W alkers 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. T anks 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. Hoverers 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 a t Vehicles
When shooting at a Vehicle, follow the normal shooting rules described in shooting section. Once a vehicle is hit, roll a D20 and check on the vehicles stat-card to determine which part of the vehicle is hit. 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 Saves are made as normal, but Weapon Strength does is classified as destroyed unless it is repaired. If the not affect the AV of vehicle. Only the AVV of the at- destroyed section gets hit again, allocate this hit to tacking weapon is used. the Vehicles Body section with an AV equal to the deFor Example: A Walker is hit in his right arm, with stroyed section. AVV weapon of 3, the Walkers AV is 16 and therefore, For Example: A Walker is hit in its already destroyed the AV test is made at 13. right arm with AVV weapon of 3. The AV of the Walker in the arm section is 16 and 19 in the body. ThereVehicles can reroll an unsuccessful AV test if the AVV 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% covered 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 Missions. The number and type of missions played in the game are dependent on the battle level chosen.

Ba ttle 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 decide 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
Secondary Missions If playing a Beta or Epsilon battle level game and after Before deployment the player with the Initiative rolls Deployment, each player must roll for their Seconda D20 to define the Priority Mission. The Priority Mis- ary Mission. If the result of the D20 roll is a 1 or a 2 sion is worth up to 10 Mission Points for each player. 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. Secondary Missions Priority Mission

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are worth 5 Mission Points when completed and may a 2 the player may choose which mission they play. have some value if partially completed. Check the Sec- Each Player should make a note of their mission and ondary Mission description to confirm. target Model (if appropriate) on a piece of paper to be revealed at the end of the Game. The value of each Designer note: If playing for fun or narrative we strong- mission varies and is listed in the Corporate Agenda ly suggest each player roll their Secondary Mission se- Mission description. cretly. It will add so much more narrative to the Game. Designer note: If playing for fun or narrative we strongCorpora te Agenda ly suggest each player roll their Corporate Agenda MisMissions sion secretly. It will add so much more narrative to the Game. 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

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

The player with the most Mission Points at the conclusion of the game wins. In case of a draw the player with the lowest body count value receives an additional 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

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Deployment
Deployment is dependent on Priority Mission being and add to the Body Count Value. played. There are five possible deployment set-ups in Ba ttle Line 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 deployment 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 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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Escala tion 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 opposite 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 - players choice. 2-6: the players 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 - opponents 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 following 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 deployment 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 deployment, 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 decided, place three objective markers on the table as follows: 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 remaining no-mans land (diagonally in a quarters deployment 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 Warlords objective may be small or hard to find, or Control may not have seen it prudent to inform 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 fulfil 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 objective counts as contested. Heavy Vehicles cannot hold or contest Objectives Some objectives may need to be picked up and carried; the holding Model counts as controlling the objective. Such objectives cannot be contested. Models that fill Light Vehicles/Monsters and Heavy Vehicles slots in the Offensive Organisation Chart cannot carry Objectives

body count
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 Models For Example: Kim has a Squad consisting of five models which with all upgrades cost 100 points. So each Model is worth 20 points (100/5=20) for Body Count purposes.

ending the game


There are three possible ways to end a standard game Target Achieved: Some Missions result in ending of of Warzone Resurrection: the game at the end of any Game Turn from Game Turn 2 onwards. This uncertainty adds another level The Spoils of War: At the conclusion of Turn 5 the of excitement to the Game, but means the players regame will end if one player has achieved their Priority ally need to pay attention to their opponents Actions. Mission objectives. If the game does not end on Turn A good Warlord doesnt get blinded by the fog of war! 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.

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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 completes 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 Richs force by more than 75%, where as Rich has partially completed his Mission as Steve has lost more than half (50%). 4. Reconnaissance Coming Soon in Card Form or Available in the Hardback Rule and Background Book 5. Fighting Withdra w al (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-mans 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 enemys 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 Coming Soon in Card Form or Available in the Hardback Rule and Background Book 7. T ake and Hold Coming Soon in Card Form or Available in the Hardback Rule and Background Book

2. Supply Run

3. Seize Ground 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 attacking 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, its 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 location. Objective Markers are set up as normal. At the beginning 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 missions
1. 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 Book 3. 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 Background Book 5. Inspiring Leadership (D20: 1-10) There are whispers about the Warlords capability and morale is low. He must set an Example: each member of the force looks to him for an unspoken, unquantifiable 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 Commander 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.

Corpora te Agenda Missions


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

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

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 The Corporate Insider must survive the game in order Rookie squad. to successfully complete this mission objective. More than 50% of this squad must survive the battle 3. Glory Hunter - Coming Soon in Card Form or to successfully complete this mission. Available in the Hardback Rule and Background Book 8. Prisoner Grab - Coming Soon in Card Form or Available in the Hardback Rule and Background Book 4. Blood Feud - 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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