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Produced by Prodos Games Limited.

All Rights Reserved


Prodos Games Ltd. 2013
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, Te 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
3
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 Specifc Special Skills 53
14. Levels of Heroes 57
15. Building your Ofensive Force 57
Ofensive Organisation Chart 58
16. Rapid Deployment 59
17. Vehicle Rules 60
Vehicle Action Points 60
Moving through terrain 62
Sub Types and terrain efect 63
Pivoting 63
Shooting 64
Line of Sight and Weapons range 64
Shooting at Vehicles 65
Cover Modifers 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
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introduction
Well hello to you and thank you for helping
to make Warzone Resurrection a reality. You the Kick
Starter Pledgers have made this project possible and
for that we thank you. Tis 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.
Tis PDF is a very much cut down version
of the Warzone Resurrection Rule and Background
book. Te book has been a real labour of love which
includes over 230 pages of full and lushly coloured
pages, over 100000 words of background, prose and
character descriptions and over 80 newly commis-
sioned artworks, to complement the back catalogue of
Art we all know and love. Te book will include the
rules and fuf for 9 new units, at least 1 for each faction.
5
Warzone Resurrection has over 200 new min-
iatures from over 50 diferent squads and 6 factions, all
made using cutting edge 21st Century techniques. Each
box of models contains all you need to play the models in
the Advanced Games, including Strategy, Tactical and
Mutant Chronicles. In Warzone Resurrection, players
take to the battlefeld all manner of well-known He-
roes, Squads and Vehicles from the Mutant Chroni-
cles universe. Te game is fast, energetic and designed
with balance in mind. Tis section of the rulebook
explains what you need to play a game of Warzone
Resurrection and how to play this exciting game.
Gear Cards. And the starter sets have everything you
need to get your force up and running, all in one box.
If you want to learn more and or join the Ofcial War-
zone Resurrection Forum come and see us at www.
warzonegame.com and join the Facebook Like page.
1. playing warzone resurrection
Te planets of the Solar System have been
ravaged by inter-corporate war and the dreaded
hordes of the Dark Legion lay waste to humanity
wherever their foul touch can reach. All the while,
the Brotherhood preaches a message of unity to
humanity, determined to drive out the Darkness.
Welcome to the next chapter of the Mutant
Chronicles. Welcome to Warzone Resurrection.
Warzone Resurrection is a table-top skirmish war-
game, set in the techno-fantasy universe of the
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Te game starts with the frst Game Turn. Due
to the nature of Warzone Resurrection, all players
play in each Game Turn, therefore, each Game Turn
is split into a number of Phases. Te frst Phase is the
Control Phase which is superseded by a number of
Activation Phases. Te number of Activation Phases
is dependent on the total number of squads in play.
Turns and Phases
starting game
1. Decide whether a Basic or Advanced Game
is to be played - We would recommend a Basic
Game for your frst Game
2. What ofensive organisation chart is being used
We would recommend using the Standard Chart
3. Te Point Level of the Game. - We would rec-
ommend 500 Points
4. Build your Army
5. Decide what board (battlefeld) size will be
used. - For a standard game we recommend a 4x4
board.
6. Add terrain - as Warzone Resurrection is a skir-
mish game and terrain is important we would rec-
ommend at least 25% coverage of terrain, take it in
turns to place Terrain onto the board, starting with
a randomly chosen player. Agree the footprint, AV
and SP (if required) and Cover Efect of each Terrain
Piece.
7. Roll for Initiative
8. Roll for Missions
9. Place Objective Markers as ascribed in the appro-
priate Mission
10. Place the Resource Cards and Deck (for the Ad-
vanced Game) on the Table
11. Te Players forces are set-up on the table in Unit
Coherency, as ascribed by their Squad types and the
Mission Rules.
12. Te Player with the Initiative starts the frst
Game Turn by Activating his frst Squad. Tis is the
frst stage of the Battle Section
Resource Cards
Each player places a number of Resource Cards
into play. Te number placed depends on the Players
choice of Warlord and how many Troop Squad Com-
manders they have.
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Each Troop Squad Commander and army has adds
another Resource Card.
Card Deck for Advanced Play
If the Game is being played with Advanced
Rules. Each Player draws 5 cards from their deck.
Each player may discard their entire initial hand to
the discard pile, before the First Game Turn starts and
replace it with a fresh hand from the top of their deck.
Tey must keep their second hand.
Initiative
Each player rolls a D20 for Initial Initiative.
Te highest roll wins. Te winner may choose to give
initiative to the opponent (or the player of their choice,
if there are more than two players). Te player that has
the initiative sets-up frst following the mission rules.
Te player who set-up frst must keep initia-
tive in the frst Game Turn. Te Battle Section
of the frst Game Turn begins when the play-
er with the Initiative activates their frst Squad.
battle section
Te player with the initiative for this turn has the frst Activation Phase:
Activate a Squad
Check if the Squad is Pinned or Broken. If the Acti-
vated squad is pinned or broken, then it must pass a
morale test to become unpinned or unbroken (as de-
scribed in the Morale test section) before making any
other Actions.
Check for Squad Coherency. Determine the Squad
Coherency range by taking the squads LD value di-
vided by 2 (rounding up). All Models must be within
this value in inches from the Squad Commander or
Acting Squad Commander. If any Model is out of
Squad Coherency, it must be the frst Model in the
Squad activated and must complete a Closing Action
to return to Squad Coherency. If more than 1 Model is
out of Squad Coherency, activate all of these Models in
Turn and before any other Models in the Squad, start-
ing with the Model which needs to move the furthest.
Complete a Closing Action for each. Once all Models
in the Squad are in Squad Coherency, Models not yet
activated from the same Squad can be activated in any
order. Models that begin their activation Engaged in
close combat ignore the Closing Action rule but suf-
fer a Modifer to their CC value which reduces it by
half, rounded up.
Note, it may be easier to move the Squad Commander or
Acting Squad Commander to bring the squad back into
Squad Coherency.
8
9
Te Chasseur Squad Commander has a Squad Coherency Value of 8
Announce any Squad
Activations
Activate the 1st Model, (can be any Model, unless oth-
erwise specifed) from the Activated Squad.
Each Model in Warzone Resurrection has 2 Action
Points. By spending your Models Action Points, you
can perform Basic or Advanced Actions. Basic Ac-
tions cost 1 Action Point and Advanced Actions cost
2 Action Points.
Each Action can be used only once per Model activa-
tion.
Activate all other members of the squad as described
above.
Complete any Squad Activations.
General Activation Notes:
All Models in an activated squad must be activated
one-by-one. Each Model has 2 Action Points and must
use at least 1 Action Point per activation. Once all
Models in a squad have been activated and completed
at least 1 Action, play moves to the next player, who
then activates their chosen Squad in the same way.
Players continue this process until all of their squads
have been activated once per turn. If one player has
more squads in play than their opponent, they must
activate the extra squads in any order at the end of the
Game Turn. Te last squad activated in the previous
Game Turn for each player may not be activated frst
in the new Game Turn. Ignore this rule if the play-
er has only one squad lef. Once there are no more
Squads lef to be activated on either side, the Game
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Turn ends. Start a new Game Turn with the Control
Phase.
For Example: Tomas and Jean are in Game Turn 3
and Jean has 1 Squad remaining in play whilst Tomas
has 3. Tomas wins the initiative roll, so activates frst,
they take it in turns then, when Jean has used his squad
Tomas activates his 2nd and 3rd squads in turn, com-
pleting at least 1 Action with each Model as normal.
Tomas choose to activate Alakhai the Cunning last in
Turn 3, so cannot use him frst in Turn 4. Jean only has
a squad of Free Marines lef on the battlefeld so can
activate them frst.
Control Phase
From the Second Game Turn and onwards the frst
Phase of the Game Turn is the Control Phase. Tis
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. Te Initiative winner is the
player with the highest D20 roll. In the case of a draw
the players reroll until one player gets a higher num-
ber. Te winner chooses to keep or give away the Ini-
tiative (in the same manner as the Initial Initiative).
FOR ADVANCED RULES: Players must draw one
card from their deck, starting with the player with
the Initiative. Tey may Turn to Burn one Resource
Card in play to pick up one extra card from their deck.
Tis process can be repeated until they have up to
fve cards. No player may have more than fve cards
in their hand at any point in the entire Game; if they
do they must instantly discard down to fve cards (in
this case the player does not have to Turn to Burn to
discard). Te cards to be discarded are selected by the
owning player, they cannot be used and must be im-
mediately placed into the discard pile.
11
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2. General Warzone Resurrection
Rules
Dice Rolls
In Warzone Resurrection, dice allow the element of
chance to be represented, which is key to a fun, excit-
ing and tactically challenging table top game.

Warzone Resurrection uses 20 sided dice, referred to
as D20 throughout the Warzone Resurrection rules.
If there is a number in front of D20, then that is the
number of 20-sided dice that should be rolled (i.e.
2D20 = Roll 2 20-sided dice). All tests, rolls and re-
rolls in the game are made by rolling D20 dice.
Reroll A player may only reroll once (one may not
reroll a reroll). If the player is able to reroll and choos-
es to do so, they must stick with the second result,
even if it is worse than the frst.
Of the Table! - D20 rolls count only if they land on
the gaming table. If a D20 happens to roll of of the
table, it must be rolled again, the result only counts if
it lands on the table. (Tis is the only exception to the
no rerolling a reroll rule; i.e. rerolls that land of of the
table must be rolled again).
Power Shot Dice rolls which result in a natural 1
(Unmodifed result of a 1) are always successful.
Targets that have been hit with a Ranged or Close
Combat attack with a roll of a natural 1 cannot take an
Armour (A) or Heal Tests.
Fumble - Rolls of a natural 20 are always a failure.
Any Model that rolls a natural 20 for any Skill Test
may take no further Actions in the Game Turn. Tey
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 afer any Modifers, a roll of 12 or less
on the D20 is needed to successfully pass the Skill Test.
Modifers follow the mathematical principle: frst multi-
ply then divide, add then subtract (i.e. 3x2+2= 8).
Dividing
If a skill test requires any mathematical division (for
Example: modify by 50%) always round up.
For Example: for squad coherency, the Leadership (LD)
value is divided by 2. If the LD value is 17, divide 17 by
2 which equals 8.5, which is rounded up to 9.
Measurement
You may measure any distance (i.e. movement, shoot-
ing, etc.) at any point in the game. Tis is commonly
referred to as pre-measuring. Models without a base
(and terrain pieces) are measured from the nearest
point of the Model to the target. Models with a base
should be measured from nearest part of the base
edge to the target. Unless stated otherwise make all
measurements on the board surface.
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Shooting and Squad
Coherency at Various
Elevations
When a Model is making a Shooting Action
and its target is at a diferent 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 diferent El-
evations measure the shortest distance from base to
base, in the same manner as shooting a Model at a
diferent elevation.
Model Types and Stat lines
A Models Stat line represents the skills and abilities of the Model. Each skill can be temporarily or
permanently afected as the game progresses. Most are used as the starting point for calculating the number
needed to roll on a D20:
M Movement is the distance in inches that the Model
can travel when making a basic Move Action. Move-
ment can be afected by various Modifers such as (but
not exclusively) type of terrain and played cards. A
Models minimum movement distance can never be
reduced below 2, unless specifcally defned (for Ex-
ample: a card states that a Models movement value is
reduced to 0). Te maximum distance a Model can
move in one turn is twice its movement value. Move-
ment Value equals the stated Movement (M) for the
Model plus Modifers. 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 defne
a line from the centre of the Model and the centre of
the target. Te 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 Chas-
seurs Bases and move the Armoured Chasseur along
that line either Towards or Away from the Razide.
CC Close Combat. Te number required to roll on
a D20 for a Close Combat Test. Tis number can be
afected by many factors.
RS Range Skill. Te number required to roll on a
D20 for a Range Skill Test. Tis number can be afect-
ed by Line of Sight and other factors too.
St - Strength. Te strength of a Model and/or its weap-
on will afect the A (Armour) of its target.
Con Constitution. Constitution represents the Mod-
els ability to resist factors such as falling from height.

WP Will Power. Used to activate Special Skills, Art
Powers, Dark Symmetry Powers, Ki Powers, etc.
Ld Leadership. Te number required to roll on a
D20 for a Morale Test. Tis number can be afected by
many factors.
W Wounds. Tis is a way of tracking how much
damage a Model can receive. If a Models wound value
is reduced to 0 or less by Wound Efect, it is removed
from the board as a casualty.
A Armour value. Te number required to roll on a
D20 for an Armour Test. Tis number can be afected
by many factors. Occasionally a A value may include
a second number in brackets 9e.g. A:18(12), this is the
Impenetrable Armour value. Impenetrable Armour
cannot be reduced below this second number.
Pts - Points Value. Tis number represents how much
the Model is worth and is used by the players to pro-
duce balanced opposing army lists. For Example:
each player will write an army list to the value of a set
amount of points.
Action Points (AP)
Each Model in the game has 2 Action Points (unless
stated otherwise). For simplicity this value is not in-
cluded on the Stat lines. Once a Model uses both of
its Action Points it counts as deactivated for the rest
of the Game Turn. Activated Models that begin their
activation already Engaged have only 1 Action Point
to spend.
Miniature definitions
Body- Te body of a Model includes the legs, torso,
arms, head, backpack and weapons. Any other details
on the Model are not classifed as part of Models body.
Any conversion additions to a Model that extend be-
yond the base circumference do not count as part of
the body of the Model for gaming purposes.
Designer Note: Tis rule is intended to allow awesome
conversions in the game while limiting their adverse ef-
fect on game play.
14
15
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 ofen do not have a base or have a spe-
cial base (e.g. heavy fyers)
Facing Area
All Models in Warzone Resurrection have a Facing
Area. Tis is used specifcally to calculate the Cover
Modifer for intervening Models. Te Facing Area is
defned by the diameter of the Models base (or in the
case of Models that do not have a base the footprint
of the Model).
Te 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 fring Model
to any part of the Body of the target Model can
be drawn, the fring 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
16
Models Facing
All Models in Warzone Resurrection have two fac-
ings: Front and Rear. Te two Facings bisect the base
into two equal parts. Te Front Facing will be in the
same direction as the models chest and will normally
therefore be in the direction of the models head. Mod-
els only have LOS in their Front Facing. Models can
only perform Shooting and Close Combat Actions in
their Front Facing and if they have LOS.
Designer Note: We would suggest you paint the Front
and Rear Facing onto the base and orientate your
Model appropriately to avoid confusion.
On right: Te Everassur can only complete a Close
Combat Action with the lef most Undead Legionnaire.
Although the other two are in his CCWR they are in
his Rear Facing. Te 4th Undead Legionnaire is in the
Everassurs Front Facing, but out of CCWR.
Squads
A Squad can consist of one Model, (for Example the
Warlord or a Walker), or a number of Models. When a
squad is activated, each Model within the squad has 2
Action Points. Each squad is activated once per Game
Turn. Every Model in the squad must be activated, be-
fore play moves to the next Player.
Lords can join a squad before the game starts. Squads
lose any special deployment skills if a Lord is attached,
unless the Lord has the same special deployment rules.
Te Lord becomes the Squad Commander. Lords can-
not leave the squad and count as part of it for activa-
tion purposes.
17
Examples of Types of Squads. In Warzone Resurrection each fghting unit is
defned as a Squad. A Squad can consist of many models or just one.
Squad Commanders
Each squad must have a designated Squad Com-
mander which is nominated before the game starts;
the designated Model is a heroic individual, a veter-
an of many battles or the most senior in the chain of
command. Any Model in the squad (unless otherwise
specifed), regardless of armament, may be allocated
as the Squad Commander.
Te 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 Modifer to their Leadership Value
for the rest of the game. Te Acting Squad Command-
er is nominated only for squad coherency purposes. If
this Model is lost, a new Acting Squad Commander
is allocated. If any Acting Squad Commander is re-
moved from the game, the squad does not take any
further -2 Modifers 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).
18
Squad Coherency
Squads have to stick together, otherwise individual
Models become scattered and the squad loses its abil-
ity to work as an efective fghting force. All Models
in a squad must stay in Squad Coherency, which is
defned in inches by the Leadership (LD) Value of the
Squad Commander or Acting Squad Commander di-
vided by two. Squad Coherency is measured from the
Squad Commander or Acting Squad 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 sufers a Squad Commander Lost
Modifer of -2. Te 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 fnd 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. Te player can choose
to Turn to Burn a resource card to give the Model a
third Action.
A player can choose the take a model out of Squad
Coherency at any point, but it should be remembered
that a Model out of Coherency at the beginning of its
next Activation must spend its Action Points return-
ing to Coherency.
3. Terrain
Warzone Resurrection takes place in rugged and hostile locations throughout the Solar System, be that in the
depths of space or on an alien planet. Te deployed force might be surprised by a Martian earthquake or a
Mercurian solar fare. Te 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 specifc area
on the battlefeld; this is referred to as its footprint.
Sometimes a terrain feature has a clearly defned foot-
print, for Example a crater, bunker or building, others
however, might be less defned; such as a woodland,
ruined building or scrubland. To avoid confusion and
argument, the players must determine the exact foot-
print of each piece of terrain before the game starts.
For the purposes of movement, if the base or hull of
a Model touches or is partially or wholly within the
footprint of a terrain feature it is considered within
the terrain. Models that start or end their movement
within terrain or enter terrain during a Movement Ac-
tion count as moving through terrain and are there-
fore afected by the appropriate Movement Modifers.
19
When LOS (Line of Sight) is afected by a claimed or
intervening terrain piece the RS (Range Skill) of the
shooting Model is modifed by the cover as appropri-
ate. Cover does not modify the Armour (A) roll.
Types of Terrain and Movement
Tere are 4 types of terrain in Warzone Resurrection. Players should agree what their scenery represents before
the game starts.
Open e.g. fat plains, or light hills. Tese do not nor-
mally modify the Movement (M) value of the Model.
Light e.g. water (not deep), bushes. Light Terrain
normally modify the Movement (M) value by -2, to
minimum of 2.
Heavy e.g. walls, trees. Heavy Terrain normally
modify the Movement (M) value by -3, to minimum
of 2.
Impassable e.g. deep water, solid rock, pools of acid
etc. Models cannot pass through or into these type of
terrain.
If a Model moves more than 3 through a single piece
of light terrain, its movement is reduced as if it had
moved through heavy terrain (i.e. reduce movement
by 3, to minimum of 2). Each separate piece of ter-
rain causes the appropriate Modifers. Movement
Modifers are cumulative.
For Example: Dr Diana runs through light terrain and
then heavy terrain as such her movement is reduced by
2 and then 3 inches, to a total reduction of 5 inches
Armoured Chasseurs have a Movement (M) Value of 5
which is doubled to 10 if the Run. When they attempt
to cross terrain their M value is modifed by the terrain.
Model A is passing thru Heavy Terrain that gives
a -4 Modifer so he will move 6. Light Terrain has
a -2 Modifer, therefore model C have movement of
8 . Impassable Terrain cannot be passed, so the Ar-
moured Chasseur B needs to fnd an alternative route.
20
Engaging and Different
Elevations
If the vertical distance between any Models is larger
than 1 (measured from Base to Base) then the Mod-
els are considered to be at Diferent Elevations. When
attempting to Engage a Model on a Diferent Eleva-
tion, there are a few considerations to be made. At the
end of an Engage Action both Models must be on the
same Elevation and within the CCWR of the Engag-
ing Model. If there is no room for both Models on the
same level the target Model cannot be Engaged. Mod-
els which are vertically further apart than 1 do not
count as Engaged, regardless of their CCWR.
Falling from height
A Model which falls from height takes an Autohit with
St equal to the Vertical distance in inches (rounded
up) that the Model has fallen with an additional +6
Strength Modifer. Any Model which falls from height
is always placed in B2B (base to base) with the piece of
terrain it has fallen from.
Jumping from height
As part of a Move or Run Action a Model may jump
downwards from height. Models on Small Bases may
jump 1 downwards, Medium bases may jump 2
downwards and Large Based Models may jump 3
downwards without sufering the penalties allocated
for Falling from Height. Tis is referred to as Free
Jump. When a Model uses Free Jump it does not
count the vertical distance as part of its Movement.
When the Free Jump is completed place the model at
its new elevation as if it is in base contact with its last
position before it jumped.
For Example: An Enhanced Machinator has an M val-
ue of 6 and is in a ruin, 3 inches above the ground. It
starts a Run Action. It moves 4 inches in the ruin before
it Free Jumps out of the terrain. As such it receives a
-3 Modifer for the movement in terrain, but does not
count the vertical distance saving 3 inches of its M val-
ue, allowing it to use the remaining 5 inches of Move-
ment in the open terrain.
If a Model chooses to move further downwards than
its Free Jump distance, it must use its Movement to
make the additional distance. Additionally, if a Mod-
el chooses to jump further downwards than its Free
Jump distance (i.e. if a Small Based Model jumped
further than 1), apply the rules for Falling from
Height, but as this has happened as part of a Jump,
the Controlling Player should reduce the distance
fallen Modifer by an amount equal to their Free
Jump distance.
For Example: A chasseur (Movement:5) choos-
es to jump down a building to the ground foor,
jumping 1. Te 1 Jump that the Chasseur
made is free, so once it reaches the Ground Floor,
it may now move its full Movement value of 5.
However, if the Chasseur had jumped down 2, his
Movement value would be reduced by 1 for the extra
distance jumped and he would sufer a St7, Piercing
Autohit (1 extra distance fallen beyond Free Jump
distance +6 for Falling from Height).
Jumping Across Gaps
As part of a Move Action, Engage Action or Run Ac-
tion, Models can attempt to Jump Across Gaps be-
tween two pieces of terrain. Tis cannot be performed
if the gap is across impassable terrain or if the Model
cannot be placed under the gap for any reason. If this
is the case, the Model must use an alternative route.
When attempting to Jump Across Gaps the follow-
ing distance restrictions are in place depending on
the base size of the Model:
Small Bases: Te maximum gap distance a Model on
a small base can jump across is 1 inch. If the gap is
less than 0.5 inch, the Model moves across it as nor-
mal. If the gap is between 0.5 and 1 inch, apply an
additional light terrain Modifer 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. Te Model
then must take an A test with the usual Modifers for
Falling from height. Models on small bases cannot
cross gaps larger than 1 inch. Free Jump is not in ef-
fect in this situation.
Medium Bases: Te 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 Modifer 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. Te Model
then must take an A test with the usual Modifers for
Falling from height. Models on medium bases cannot
cross gaps larger than 2 inches. Free Jump is not in
efect in this situation.
Large Bases: Te maximum gap distance a Model on
a large base can jump across is 3 inches. If the gap is
less than 2 inches, the Model moves across it as nor-
mal. If the gap is between 2 and 3 inches, apply an
additional light terrain Modifer 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. Te Model
then must take an A test with the usual Modifers for
Falling from height. Models on large bases cannot
cross gaps larger than 3 inches. Free Jump is not in
efect in this situation.
21
22
Te 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. Ten measure the ver-
tical distance needed to reach the desired elevation.
Add the two together plus the diameter of the base
(with any appropriate Modifers). Te 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.
23
Te Armoured Chasseur climbs a clif face of 4 inches
in height and Moves an Additional 4 inches. In total he
has moved 8 inches, so must Run to complete the dis-
tance. As such he must take a Con Test with a -2 Modi-
fer for Climbing a Clif and addition -3 Modifer for
Running. His Con Value is Modifed by a total of -5.
Con Tests for Changing El-
evation
If a Model has completed a Run or Engage Action to
change Elevation it must automatically take a Con test.
Equally, if a Model changes Elevation without using a
ladder or other climbing device it must take a Con test
at the end of the move with the following Modifers:
Using a Ladder or similar climbing apparatus on an
intact structure: +1
Using a Ladder or similar climbing apparatus in a Ru-
ined Structure: -2
Climbing an Intact Structure without a climbing ap-
paratus: -2
Climbing a Ruined Structure without a climbing ap-
paratus: -3
Climbing a Clif or other natural formation: -3
Running or Engaging: -2
If the test is passed, there is no further efect, but if
the test is failed, the Model falls to the lowest possible
point of the elevation, following the rules for Falling
from height and may take no further Actions in that
activation. Place the Model at the bottom of the verti-
cal elevation. Free Jump is not in efect in this situa-
tion.
For Example: A Chasseur is moving to the Second
Level of a Structure, using a ladder. Te vertical dis-
tance required is 4, but must travel 3 to the edge
of the ladder to begin its ascension. Te distance re-
quired is therefore 3+4+1 (the latter number for the
Action of Climbing). Te Movement value required Is
8, but the Chasseur only has Movement: 5. Te Con-
trolling Player decides to make a Run Action with the
Chasseur, risking a Con Test. Te Con Test fails, so the
Chasseur falls 4, making the strength of the Autohit
received St10 (4+6 for falling from height) and the
Chasseur is placed in Base to Base contact with the
base of the ladder.
Engage Actions made from Height
Surprising an enemy from above, jumping on them
from where they least expect it can be a sound and
quick method to dispatch ones foe. In Warzone Res-
urrection Models can declare an Engage Action from
height, jumping on their poor victim from a high van-
tage point.
Models which Engage from height gain an additional
Modifer to the normal Engage Modifer, dependent
on their base size:
Small Bases: +1 St for each 1 of Vertical distance (i.e.
Engage from 2 inches = +2St)
Medium Bases: +2 St for each 1 of vertical distance
(i.e. Engage from 2 inches = +4St)
Large Bases: +3 St for each full 1 of verti-
cal distance (i.e. Engage from 2 inches = +6St)
Afer the Engage Action, but before any further Ac-
tions can be made, the Engaging Model must com-
plete a Falling from Height Test. If this is failed the
Model loses any remaining Action Points. Modifers
for Free Jump are not used when a Model Engages
from Height.
24
Te 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 Modifer to his frst 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 classifed as a Ru-
ined Structure. Each piece of Ruined Structure Ter-
rain counts as Heavy Terrain.
For Example: A Chasseur is attempting to make a
Shooting Action targeted at a Brotherhood trooper,
which is within the footprint of a ruin which obscures
more than 25% of the Trooper. Tere 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 Modifer to
its RS (-2x4 = -8) value.
25
Intact Structures
Such as Bunkers or Buildings with an intact roof.
Intact structures can be garrisoned as long as the
Models can be physically placed inside the building
via, for Example: a removable roof or wall or through
other access points such as doors, windows or cracks
in the building structure.
Structures which do not have any access points for
Models to be physically placed cannot be garrisoned.
In such cases consider the terrain piece as a ruin or
as impassable terrain, depending on its nature. (Te
doors may be sealed, but by climbing the structure the
Models may get a much better vantage point over the
warzone)
Models garrisoning or attacking an intact structure
can shoot through widows or any other Access Point
as long as they can draw LOS to the target Model. In
intact structures these points are described as Shoot-
ing Points.
Models on Small or Medium bases may Garrison any
Structure in which they can be placed. When consid-
ering the details of the Terrain Pieces and whether a
model can ft through a small hole or door for Exam-
ple: ignore the Models base. Players should agree be-
fore the game starts which sized models can enter a
particular building door or window (e.g. only human
sized, up to Nepharite sized, etc.). Models on Large
Bases or without a Base cannot Garrison any Struc-
tures.
Designers Note: Small windows or low doors can be
climbed through and ofen are, especially if your enemy
is trying to kill you! As such, rather than suggesting Ter-
rain is made with exceedingly large doors and windows,
instead the Base should be ignored in this situation.
Shooting at Structures
Players can decide to shoot at Intact Structures fol-
lowing the normal shooting rules. Models targeting
an Intact Structure always hit the structure on roll of
1-16 regardless of Modifers or Statline.
Structure Points and Armour Values of Intact Struc-
tures
Each Intact Structure in the game has a Structures
Point value and AV (Armour Value):
If not specifed, players must agree before game starts
the Structures AV and SP. Explosion Template Weap-
ons have no efect on Structures (the explosion force
is absorbed by the structure) If the template scatters
onto a Structure, consider the hit an inefectual rico-
chet.
Collapsing Intact
Structures
An Intact Structure collapses when its SP is reduced
to 0 or less. Replace the Structure with the same (or
similar) footprint Ruined Structure. All Models with-
in the footprint of the structure takes an Autohit at a
Strength equal to Intact Structures AV. Models within
2 inches of a Collapsing Intact Structure take an Auto-
hit at a Strength equal to Intact Structures AV divided
by two. Heal Rolls cannot be used for Wound Efects
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 with-
in a game of Warzone Resurrection. Morale checks
are made by rolling a D20 and comparing the result
against the LD value of the Squad with appropriate
Modifers.
For Example: a Squad needs to take a Morale Check. It
has a LD value of 15 but has already lost its Squad Com-
mander, which results in a -2 Modifer to LD, hence the
squad has a LD value of 15-2=13 for the Morale Check.
If the D20 roll is equal to or less than the Squad Com-
mander or Acting Squad Commander modifed 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 sufer a negative efect
dependant on the kind of Morale check being taken.
Pinning
When a Squad loses 50% or more of the squad mem-
bers (100% equals the number of Models in the squad
at the start of the Game Turn) in one Game Turn, a
Pinning Test must be taken. If the test is failed, the
squad is Pinned. Pinned squads have a positive
Modifer 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 Modifer. Tis attempt costs all Models
in the squad one Action Point. Tis Action must be
repeated if failed the frst time. If both attempts fail
the squad is deactivated and stays Pinned. All Spe-
cial and Basic Close Combat Actions made against a
Pinned Model have a +4 Modifer to hit.
26
27
Broken
If a Squad loses 75% of its squad members in one turn
it must pass a Morale Check, (100% equals the num-
ber of Models in the squad at the start of the turn).
If failed the squad is Broken. Broken squads MUST
immediately Run (x2 Movement Value) towards their
deployment board edge. Tis counts as a free move
and happens immediately the Break Test is failed. If
the Squad does not have a deployment board edge
they move directly away from the enemy Squad which
caused the Broken Squad to Break. If this is not pos-
sible, the Broken Squad will move towards the near-
est Board Edge Point in LoS. Subsequent LD tests to
Rally are additionally modifed 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 frst Action Point afer activa-
tion to attempt to Regroup from Broken. Tis is done
by rolling a LD Test with an additional -6 Modifer.
Tis attempt costs all in the squad one Action Point.
Tis Action must be repeated if failed the frst 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. Te squad is no
longer Broken and may continue as normal for the re-
mainder of the Game Turn onwards. All Special and
Basic Close Combat Actions made against a Broken
Model will hit automatically. Engaged Models from a
Broken Squad do not lose an Action Point for their
1st attempt of Regroup from Broken. Broken Models
cannot complete a CC Action.
6. Cards in the Basic and Advance
Game
Warzone Resurrection is a game that involves not only dice, but also cards. Before playing a game of Warzone
Resurrection, the players should decide whether they will play a Basic Game, where they use only Resource
Cards, or whether they will play an Advanced Game. Te Advanced Game includes the use of Resource Cards
and also a deck of cards which add an element of character and realism to the game.
Basic Game Rules
When playing the Basic Game Rules, the use of cards
is limited to Resource Cards. No other cards are re-
quired for this version of the game. Te number of re-
source cards that each player starts with is dependent
on the relevant players Warlord choice and how many
Troop Squad Commanders are in their control.
28
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 Necro-
mutant Squad commander. Each Necromutant Squad
Commander will allocate 1 additional Resource card.
Tis means that Alakhais army will have 5 Resource
Cards, 3 from Alakhai and 1 from each Necromutant
Squad Leader. Tere 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.
Warlords and Resource
Cards
Warlords are the conduit between their force and
the higher echelons of the command structure they
work for. As such they have access to the Resourc-
es of their corporation (or the Legion or Brother-
hood). Depending on the Warlord Type they have
access Resource Cards as allocated:
Each Troop Squad Commander also provides 1 Re-
source Card. Although the Resource cards are allocat-
ed to the Warlord or Troop Squad Commander, they
can be Turned to Burn for any model in the 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. Tis 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
if a Warlord or Troop Squad Commander is removed
from play, the appropriate number of Resource cards
are also lost. It is the controlling players choice which
resource cards they remove (i.e. a used Resource
Card may be removed). Under no circumstances, can
a removed Resource Card be returned to the game
once it has been removed.
For Example: Player 1s Ronin squad has just lost its
Squad Commander. Te Model is removed from play
and with it, a Resource Card. Te Controlling player
chooses to remove a Resource Card they had already
Turned to Burn this turn. Whereas Player 2 loses his
Commander Dr. Diana. Commander Dianan is a Tech
Warlord so Player 2 must instantly discard any 4 Re-
source Cards.
29
Turn To Burn (Basic Game)
A Player can Turn to Burn a Resource Card in any of
the following ways:
A. To give the selected Model a third Action Point;
can only be used once per Model per Turn.
B. Add Heal (3) to the selected Model; can only be
used once per Wound Efect.
C. Activate a Squad Special Skill if applicable or re-
quired.
D. To Increase the RoF or RoA value of a single Model
(or its wargear) by +1. Turn to Burn and declare be-
fore making a Shooting or Close Combat Action. Tis
cannot be used to increase the RoA or RoF during
Special Actions. Only 1 Resource Card per Model per
Game Turn can be used in this way.
For Example: Player 1 Turns to Burn one Resource
Card, thus giving one Model a third Action. Player
1 also gives the same Model Heal (3) by Turning to
Burn another Resource Card. Player 1 cannot Turn
to Burn a third Resource Card to give a 3rd Action or
second Heal Action; although they may Turn to Burn
a third Resource Card to increase the Models RoA by
+1.
Advanced Game Rules
Card deck: Each player creates a deck with a mini-
mum of 35 cards including Strategy, Tactical and Gear
cards (but not Resource Cards). It is up to the player
how many of each card they wish to put into their
deck. All decks must be shufed by the controlling
player and then cut before start of the game by a ran-
domly determined opponent, before being returned
to their owner for use in the game. A maximum of 5
cards may be in a players hand at any time (although
some Special Skills or Cards may change this). Each
player may draw up to 1 card every turn in the control
phase, starting with the player with the initiative, and
must add this card to their hand. If a player has more
than fve cards in their hand at any time they must im-
mediately discard cards until they have 5 cards or less.
Cards discarded for any reason are placed in the Card
Discard Pile. Continuation of play is unafected if any
Player depletes their Card deck and/or hand. Obvi-
ously though they will have no more Cards.
Utilisation of Cards
- Only 1 Strategy Card can be in play during the course
of a Game Turn (regardless of how many players there
are).
- Only 1 Tactical Card can be in play per squad per
Game Turn.
- Only 3 Gear Cards can be in play per player.
- Te number of resource cards you start with is de-
pendent on the Warlord choice and how many Troop
squad commanders are in their control.
Deck Construction
A deck must consist of at least 35 cards and must fol-
low the following construction rules:
Tere can be no more than 3 of the same Strategy
Cards in the deck
Tere can be no more than of 5 of the same Tactical
Cards in the deck.
Tere can be no more than of 3 of the same Gear
Cards in the deck.
30
Turn to Burn
(Advanced Game Rules)
In an Advanced Game Resource cards can be Turned
to Burn in any of the following ways:
A. To use a Strategy, Tactical or Gear Card from the
players hand
B. To give the selected Model a third Action Point; can
only be used once per Model per Activation.
C. Add Heal (3) to the selected Model; can only be
used once per Wound Efect.
D. Activate a Squad Special Skill if applicable or re-
quired.
E. To Increase the RoF or RoA value of a single Mod-
el (or the Models Wargear) by 1. Turn to Burn and
declare before making a Shooting or Close Combat
Action. Tis 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. Tis 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. Tis
Action can only be completed between phases.
Types of cards
Squad Reference card On these cards the Stat lines
and Squad Special Skills can be found.
Resource Cards (res.) All players start the game
with a number of Resource cards in play, the number
is dependent on the type of Warlord being played and
the number of Troop Squad Commanders. Te Re-
source Cards represent your resources. Strategy, Tac-
tical and Gear cards, as well as Squad Special Skills,
generally need Resource Cards to be utilised. To use
a Resource Card the player must Turn to burn the
Resource Card (an Action which is represented by lit-
erally turning the resource card upside down). Unless
otherwise specifed, each Resource Card represents 1
Resource. In the Control Phase all used (Turned to
Burn) Resource Cards are reset to face the owning
player and can then be Turned to Burn in the follow-
ing Game Turn.
Strategy Cards Tese cards mainly afect the bat-
tlefeld. Tey 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 specifed, Strat-
egy Cards are removed from play in the Control Phase
and added to the owning Players Discard Pile.
Tactical Cards Tese cards afect squads or single
Models: Tey can only be issued between individual
Model activations. Only one card can be in play for
each squad. You can choose to discard a Tactical Card
from play at any point in a Game Turn.
For Example: Player One activates a Squad, now
Player One or Two can play Tactical Cards before the
1st Model gets activated; once the Model is activated
none of players can put any Tactical Cards into play
until the Model is deactivated. Once the Model has
been deactivated, and before Player One activates the
2nd Model, either player may put a Tactical card into
play.
Gear Cards Tese cards are not normally removable
(unless specifed otherwise) and can afect a Squad,
battlefeld feature, individual Model and/or Resource
Card. Each player may have up to three Gear Cards
31
in play. Te active cards should be placed next to the
relevant Squad Reference Card.
7. Actions
In Warzone Resurrection, each Model is an individual.
As such, these individuals are capable of making their
own decisions (Actions). Whilst one squad member
may choose to advance on their opponent, spending
all of their energy on running as fast as they can, an-
other in the same squad might take a moment to take
aim and then fre with pin-point accuracy.
General
If more than one Action requires an immediate reac-
tion, the player with the Initiative decides the order
that they are completed. No Action can be instigated
more than once per Model per Turn (unless stated
otherwise). Move and Run both count as Movement
Actions and Shoot, Rapid Fire and Focus Fire all count
as Shooting Actions. Only one Movement Action may
be instigated per Model per Game Turn. Only one
Shooting Action may be instigated per Model per
Game Turn.
Target priority
Any Basic, Advanced or Squad Special Actions
made against another Model (i.e. Shooting, Engage)
must be directed at the nearest enemy Model within
12 and within LOS. Engaged Models are ignored for
Target Priority. If there are no enemy Models within
12 from the Activated Model, then the Action may be
directed at any other Model on the board and in range
of the attacker.
Models can ignore the Target Priority rule if they
have the Target Sense Special Skill. Models without
the Target Sense Special Skill gain it by passing a LD
test with the appropriate Modifers for each Action.
If the test is failed, the Action Point is lost, although
a second Shooting Action can be made. If a Model
with Target Sense is participating in a Squad Special
Action attack, all Models participating in this Action
gain Target Sense. When there is more than one en-
emy Model at the same and nearest distance, either
can be targeted as the Primary Target without need for
a Target Sense Test.
32
Te Armoured Chasseurs are closing on the Razide and are within 12 inches of it. As such the Razide
must Target Prioritise Armoured Chasseur B as he is the nearest to the Razide, unless the Razide
passes a Target Priority Test to get Target Sense
Basic Actions (1 Action Point)
Requiring only a short burst of energy, Basic Actions
are the most common of all Actions in Warzone Res-
urrection. Te Basic Actions in Warzone Resurrection
are as follows:
Move Action
Models can move up to their Movement (M) value in
inches. Te Movement Value is their M Stat plus any
Modifers. Tis measurement is made from the base
edge of the Model, (or footprint of a Model which
has no base). Pivoting is classifed as a Move Action
and therefore, the Model must spend an Action Point
in order to complete a Pivot (even if it doesnt move
in any other way). Note: no Model may travel more
than twice its Movement Value per turn in total. Te
Move and Run Action are mutually exclusive and so
cannot both be completed by a Model in one Activa-
tion Phase.
Engage Action
Counts as a Move Action with Movement Value x2,
an Engage Action can only be instigated if a CCWR
(close combat weapon range- see the Close Combat
section) is reached. If the distance moved is reduced
and a CCWR cannot therefore be reached, the Engage
Action fails. Te model loses its remaining Action
Points and moves in the same direction as the failed
Engage to its Movement Value. Models cannot move
more than their Movement Value x2 in any combi-
nation of Movement Actions (e.g. Move + Failed En-
gage, Move + Engage or Run + Engage), under any
circumstances.
For Example: A Model with an M value of 6, uses one
Action Point to makes a Move Action, traveling 3; then
its second Action Point making an Engage Action. In
the Engage Action it may only move 9 (6x2 3=9).
33
Unless otherwise specifed, the Engage Action must
always be made in a straight line and with LoS; while
the Engage move is being made the Controlling Player
may change the facing of their Model as appropriate.
Models cannot be Engaged through terrain gaps (ex-
cept for doors) narrower than the Engaging 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 au-
tomatically). If a counter charge is successful the En-
gaging Model is stopped in the CCWR of the Coun-
ter Charging Model. Engaged Models cannot Counter
Charge.
Models gain a Modifer 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
Te Engage bonus is only applied to the 1st Dice Roll
of a Close Combat Action completed in the same
Game Turn, (even if the RoA of the Wargear is more
than 1). A Model must move at least its unmodifed
Movement (M) Value when completing an Engage
Action to claim the Engage bonus.
If not otherwise stated by the Models weapon(s),
CCWR is dependant of size of the bases:
Small Bases CCWR is Base to Base (B2B)
Medium Bases CCWR is 1. All
Heroes on Medium Bases CCWR is 1.5
Large Bases CCWR is 2
Te CCWR may be afected by the Gear Cards or Up-
grades applied to the Model.
For Example. A small based Model equipped with Two
Handed Sword has a 1.0 CCWR due to its wargear.
Aim Action
A Model can spend one Action Point to gain a +2
Modifer to Range Skill (RS) and +2 to the Ranged
Weapons Strength (St) for the subsequent shoot-
ing Action (which must occur in the same activation
phase). Te bonus is added only to their frst 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 Modifer (see
Terrain Section)) to Heavy (-4 cover Modifer (see
Terrain Section)). Tis Action cannot modify Heavy
Cover to beyond a -4 Cover Modifer. Te Hide Ac-
tion cover bonus is lost once a Model perform an-
other Action (except for a Pass Action). Place a hide
token next to the Model to indicate that this Action is
in efect.
Shooting Action
A Model can spend one Action Point to open fre at an
enemy target. When shooting, the Model will make a
number of Ranged Fire Tests equal to the RoF of the
weapon they are fring. Targeted Model(s) must be in
LOS and within the Front Facing of the Model in or-
34
der to be a viable target for a Shooting Action.
Close Combat Action
An Engaged Model can spend one Action Point to
perform a close combat attack. When fghting in
close combat, the Model will make a number of Close
Combat Skill tests equal to their weapons RoA char-
acteristic. An Engaged Model receives a free Closing
Action if it is out of its CCWR.
Morale Test to Recover
from Pinning
As described in the Morale Test Section. Note if this
Test is failed on the frst Action Point it must be repeat-
ed using remaining Action Points until it is passed. All
Models in the Squad must use 1 Action Point per at-
tempt to Regroup from Pinning.
Morale Test to Regroup
from Broken
As described in the Morale Test Section. Note if this
Test is failed on the frst Action Point it must be repeat-
ed using remaining Action Points until it is passed. All
Models in the Squad must use 1 Action Point per at-
tempt to Regroup from Broken.
Pass Action
Te Model may spend one Action Point to do noth-
ing. No further Action Points can be used by this
Model this Game Turn
35
Advanced Actions (2 Action Points)
Sometimes, it is worthwhile taking some time on the
battlefeld, to ensure that a task is done correctly with
a signifcant and lasting efect. Advanced Actions do
just this.
Rapid Fire
A Model completing a Rapid Fire Shooting Action
gains a +1 Modifer to their Ranged Weapons RoF and
a -2 Modifer to their RS for this Action. Te weapons
Range is halved during this Action. Template and Ex-
plosion Blast weapons cannot Rapid Fire.
Sentry Action
By spending 2 Action Points per Model to enter Sen-
try, the Controlling Player can place up to TWO Mod-
els per 5 Models in a squad (to a minimum of 2 Mod-
els) into Sentry mode. Models in Sentry mode can
use ONE Action (cannot be increased by any means)
during the enemys activation phase. Te following
Sentry Actions are allowed: Shooting, Close Combat,
Move or Dive for Cover.
For Example: Player 1 has a squad of ten Capitol Free
Marines. As the squad numbers 10 Models, he is al-
lowed to put up to 4 Models into Sentry Mode. He
decides to send 6 squad members forward by making
a Run Action with each and then puts the remaining
four into Sentry. Te 4 Models on Sentry can give cov-
ering fre 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 frst.
Example: Player 2 activates the 1st Model in her squad.
Player 1 can now use a Model in Sentry mode before
Player 2 can use any Action Points
Example 2: Player 2 activates their 3rd Model, Player
1 decides not to use their Model(s)in Sentry mode, so
Player 2 issues an Engage Action, engaging a Model in
Sentry mode. Player 1 can choose to use the Models
Sentry Action at this point, afer successfully passing
a LD test.
If a Model in Sentry mode is targeted by a Ranged
attack it may make a Dive for Cover Move Action au-
tomatically to enter a piece of cover, gaining an addi-
tional +1 Moving Target Cover Modifer. A Dive for
Cover ReAction cannot be attempted if no cover is in
M range of the Model on Sentry (this can be afected
by applicable Modifers (cards, terrain) as normal).
If the model ends up out of Line of Sight it instead
receives a +6 Moving Target Cover Modifer. Note:
Dive for Cover is the only Sentry Action that can oc-
cur during a models Activation and only if targeted.

For Example: A Capitol Sea Lion in Sentry mode pass-
es his LD test when targeted by a Ranged attack from a
Cybertronic Chasseur and chooses to move into nearby
Light Terrain (thus claiming the Terrain). Te Cyber-
tronic Chasseur was shooting through the volume of
another Model (-4 Modifer to RS) and, as a result of
the Capitol Sea Lions Sentry reAction, receives an ad-
ditional -2 Modifer for light cover and -1 for Moving
Target (so -7 RS Modifer in total).
36
Run Action
Te Model may move up to Movement (M) x2. Tis
is afected by applicable Movement Modifers as
normal.
Squad Special Actions
Occasionally the sum has more value than the parts; if
a team work together they can focus fre on an enemy
vehicle or monster or swarm a Warlord. Squad Special
Actions are a team approach.
Squad Special Actions can only be issued at the be-
ginning of the target squads activation; each Squad
Special Action costs 1 Action Point for every Model
in the squad (even if some of the Models cannot or
do not participate in the Squad Special Action). Only
one Special Squad Action can be issued in a Game
Turn per Squad. Afer declaration, but before a Squad
Special Action takes place, the Models can use their
remaining Action Point(s).
For Example: If no Model has LoS to a target enemy
Model, the Controlling Player can still issue the Focus
Fire Squad Special Action against the target enemy
Model, and then he must spend Models remaining Ac-
tions in order to bring the enemy Model into LOS. Once
the last participating Model is deactivated, the Control-
ling Player rolls for Focus Fire.
For Example 2: Te Controlling Player declares the
Swarm Squad Special Action against an enemy Mod-
el, then uses any remaining Action Points in order to
Engage the target Model with as many Models from the
squad partaking in a Swarm Squad Special Action.
When all remaining Actions have been made, the Con-
trolling Player then rolls for the Swarm Squad Special
Action.
Focus Fire
A minimum of 3 Models from the same squad must
be selected in order to issue the Focus Fire Squad
Special Action.
Te Models partaking in a Focus Fire must be in
range and in LoS of the target at the end of their Ac-
tivation.
Te Models completing the Focus Fire Squad Special
Action cannot make any other Shooting Actions in
the same Game Turn.
Te Controlling player rolls to hit only once (ignoring
wargears RoF value) with a +6 Modifer to RS (using
the highest RS value of any one Squad Member par-
taking in the Focus Fire).
Te St of the weapon during this Squad Special Action
is equal to the lowest St Value of ranged weapons par-
ticipating in the Focus Fire plus the sum of the RoF
of all Models participating in the Focus Fire.
Te 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).
37
Models hit by Focus Fire cannot use the Heal ability.
Focus Fire cannot be used against Engaged Models.
Weapon Special Rules or temporary weapon Modif-
ers (Skills, Strategy Cards etc.) of participating Models
are not in efect during the Focus Fire Squad Special
Action.
For Example: A squad of 6 Models with RS 12 Focus
Fire on an enemy Razide. First, they must make a sin-
gle RS test using RS12 (the highest RS in the Squad)
with a +6 Modifer due to the Focus Fire Squad Special
Action Rules. Te 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
Special Action)) = St18 and AVV 1+2. Tis attack
therefore gains Critical Force (3) and an AVV value of
3 (as it is AVV 1 and St18 and there are 6 participants).
Cover Modifer: For each Model participating in a
Focus Fire Squad Special Action with an obscured
LoS to the target (regardless of whether it is Light or
Heavy terrain),a -1 Modifer to the Focus Fire RS is
applied.
For Example: A squad of 6 Models with RS 12 focus
fres on a Razide; so would have RS12+6, St 12 (lowest
St Value of participating range weapon) + (6x RoF1) =
St18. Tree of the shooting Models have obscured LoS
to the Razide as more than 25% of the Razide is behind
cover. Terefore the RS of 18 is modifed by -3 (due to 3
of the participants having an obscured LoS) to 15.
Swarm
A minimum of 3 Models must be engaged in an En-
gaged Action to be able to complete a Swarm Squad
Special Action.
Roll once to hit with a +4 Modifer to CC (using the
highest CC value of any single squad member of the
Models partaking in a Swarm Squad Special Action)
and the Strength of the weapon is equal to the lowest
St Value or AVV of any close combat weapon partici-
pating in the Swarm plus the sum of the RoA (when
making a Swarm Squad Special Action, the weapon
type always counts as Piercing). Swarming Models do
not receive an Engage bonus.
For every 3 Models participating in the Swarm the
Swarm attack gains Critical Force (+1) and AVV
(+1).
Models hit by a Swarm Squad Special Action cannot
use the Heal ability.
Weapons Special Rules or temporary weapons Modi-
fers (Skills, Strategy Cards etc.) of the participating
Models do not count towards the Swarm Squad Spe-
cial Action.
For Example: A squad of 6 Models engaged with a
Razide perform a Swarm attack; so have CC12+4 (+4
due to the attack being a Swarm attack), St 12 (lowest
St Value of any participating close combat weapon) and
(6x RoF1 (the sum of participants in the Swarm Squad
Special Action)) = St18. Tis attack if targeted against
a vehicle is AVV1 (use the lowest AVV value of any par-
ticipating Model). Tis attack gains Critical Force (3)
(due to being St 18 and there being 6 participants) and
AVV is increased to 3 (1 being the standard level, but re-
ceiving a +2 Modifer due to there being 6 participants).
8. Shooting
Wherever theres a battle, frearms are never far away. Shooting is a valuable Action to take in Warzone Resur-
rection, for quite ofen ones life depends upon it.
Shooting and Line of Sight
A Models ability to shoot is defned by the Models
Range Skill (RS). Terrain, intervening Models and
Line of Sight (LoS) afect the ability of the shooting
Model to hit the target Model.
If the target Model is partially covered (minimum
25% coverage) by terrain or the Facing Area of an
Intervening Model, the fring Models RS receives a
Cover Modifer as appropriate:
Light Cover (Light Terrain): -2 to RS. Examples of this
type of cover include barbed wire, low-lying scrub
and bushes.
Heavy Cover (Heavy Terrain, intervening Models,
Impassable terrain): -4 to RS. Examples of this type
of cover include walls, trees, ruins and intervening
squad members.
Cover Modifers are cumulative. As such, if a target
Model is behind heavy cover and there are interven-
ing Models in the way, it will be very difcult to hit.

Designer note: Imagine shooting through people whilst
at a busy market, attempting to fre at a target 40 feet
away and behind a brick wall.
Using Cover
To take advantage of cover, the Model must be at least
25% covered by it.
If the shooting Model is inside or within 1 of a piece
of cover it does not sufer the cover Modifer to shoot
through or over the cover.
Te shooting Model cannot shoot at a target Model
which is behind more than 3 pieces of cover (includ-
ing intervening Models), unless a Lucky Shot attempt
is declared. On a D20 roll of natural 1 a Lucky Shot
attempt has hit the target.
If the Facing Area of a Model is completely obscured,
it cannot be targeted.
Intervening Models (except vehicles) cannot com-
pletely obscure a target, as both are constantly moving
(it is a battlefeld afer all!).
38
39
Using Cover: In the First Picture the Undead Legionnaire receives Cover from the Wall,
therefore the Armoured Chasseur receives a -4 Modifer 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 Modifer.
Shooting
To shoot, the Controlling Player must select a Pri-
mary Target, following the Target Priority Rule. Te
target must be in weapon range and in Line Of Sight
of the Model which is attempting to shoot. Remember
that pre-measuring is allowed. Calculate the cumula-
tive cover Modifers. Take a RS skill test by rolling a
D20. If the RS test is passed, a Wound Efect is ap-
plied on the targeted Model, the Model which has suf-
fered a Wound Efect must take an Armour(A) test. If
this is failed, 1 wound is removed from the targeted
Model. Note that a RS D20 roll of 1 to hit automati-
cally wounds and no Armour (A) or Heal test can be
made. Tis rule applies to all shooting attacks, includ-
ing Lucky Shot shooting attacks.
Shooting at Engaged
Models
A Model may shoot at an Engaged Model. If it does,
it receives a -8 Modifer to its RS. Any shots which
miss automatically hit the nearest friendly Model in
LoS that is involved in the targeted Close Combat.
Te friendly Model may take Armour (A) and Heal
Tests as normal, using all of the usual Modifers. If the
friendly Model is removed from play, its squad must
immediately take a Break Test (this is referred to as
the What the Hell!? rule). Only basic Shooting Ac-
tions can be made against Engaged Models (i.e. no
Squad Special Actions).
Shooting at Friendly
Models
Te Controlling Player can choose to shoot at a friend-
ly Model in LoS. If a Wound Efect is applied (afer
40
normal armour saves), the squad it belongs to takes an
immediate (What the Hell) Break Test. Squad Spe-
cial Actions and Advanced Actions cannot be targeted
against friendly Models.
Multiple Cover
If there is more than one type of cover within 1 of
the Target Model (i.e. the Target Model has claimed
multiple pieces of Cover within 1 and is obscured by
more than 25%), only the highest cover value is used
to modify the shooters RS.
For Example: A Voltigeur is being targeted with a
Shooting Action made by a Necromutant. Te Volti-
geur has claimed Light Terrain Cover (-2 Modifer to
the Necromutants RS) behind a low-lying bush and has
also claimed Heavy Terrain behind a ruined brick wall
(-4 Modifer to the Necromutants RS).Both of which are
within 1. As such, the Necromutant sufers a -4 Modi-
fer 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 Modifer (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 frst
there is only 2 pieces of Cover (the Yellow Line).
9. Armour tests
It is rare that a character enters the Warzone with
naught but the shirt on its back. To represent this, eve-
ry Model in Warzone Resurrection has an Armour
Value.
Te Armour Test depends on four factors:
1. Te Armour Value (A) of the Model
2. Te type of weapon that has hit the Model.
3. Te 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.
Te Armour Value (A) represents the strength of the
wearers Armour. Te higher the A value, the better
the Armour is. Some A values have a second num-
ber in brackets. Tis bracketed number represents the
minimum number an A value can be modifed to (this
is referred to as Impenetrable Armour).
For Example: Te Everassur A value is 16 (12) mean-
ing that if the Everassur needed to take an unmodifed
armour save a D20 roll of 16 or less would be needed.
If there were A Modifers 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 Pierc-
ing, or Blast, or Plasma. Ofen the weapon may be
better or worse at penetrating an armour type. To rep-
resent this, the Stat line of each squad will ofen in-
clude Modifer information which needs to be applied
if the squad is targeted by a particular weapon type.
For Example: Chasseurs are stated as wearing Tita-
nium plates (Blast-3),meaning if they are targeted by
a Blast weapon they receive an additional -3 Modifer.
Occasionally an armour type may receive a positive
Modifer against a particular weapon type (e.g. Piercing
+2), in this case the squad would receive a +2 Armour
Modifer if targeted by a Piercing weapon.
Weapon strenght
Te strength (St) of the weapon also modifes the A value as shown in the following table:
41
Some weapons are naturally so powerful that they
have what is referred to as Critical Force. Other weap-
ons can have their strength increased to Critical Force
level (e.g. by Focus Fire or by the use of particular
Gear Cards). If a Wound Efect is caused with a hit of
St18 or more, Critical Force (X) is caused. Te Criti-
cal Force level is dependant of the St of the hit
St 18 has Critical Force (2) inficts 2 Wounds
per Wound Efect.
St 19 has Critical Force (3) inficts 3 Wounds
per Wound Efect.
St 20 has Critical Force (4) inficts 4 Wounds
per Wound Efect.
10. Close Combat.
In Warzone Resurrection, there is every opportunity
for a character to engage in mortal combat; ofen with
equally devastating efects for their victim as shooting
them from afar. In fact, many squads and characters
specialise in Close Combat.
All close combat weapons are classifed 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 Modifers for movement. A Model
can only Engage if it ends its Engage move with a tar-
get Model within its CCWR. CCWR is only viable in
the Front Facing. Models cannot be Engaged through
terrain which is blocking line of sight or through small
terrain gaps wider than the Engaging Models base.
Attacking from behind
A Model can be Engaged in its rear-facing. Tis 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
Modifer to their CC skill test. Tis bonus is not ap-
plicable if a Model is making a Close Combat Squad
Special Action.
If the Model is able to Engage (Movement x2 plus
close combat weapon range (CCWR)), move in a
straight line towards the target.
If there is more than one enemy in the CCWR of the
Engaging Model, one Enemy Model should be al-
located as the Primary Target. All other Models are
classed as secondary. Te primary target must take the
frst attack. Only one attack can be allocated to each
secondary Model in your CCWR, any remaining at-
tacks must be allocated to the primary target.
Activated Models that are already engaged have only
1 Action Point to spend. Tis 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 acti-
vated Model must perform a Close Combat Closing
Action to bring itself into CCWR.
Te Close Combat Closing Action can only be done
42
Te CCWR of the Atilla is 1 inch so the nearest two Undead Legionnaires are En-
gaged. But when it comes to fghting 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.
43
Free Slash
Models which leave Close Combat (Disengage) take
an automatic hit. Tis happens even if the Disen-
gaging Model is out of CCWR of the opponent. Te
strength of this hit is equal to the opponents Strength
(S) plus their weapon strength (St) x2. Models making
a Close Combat Closing Action are not afected by
Free Slash.
Making an Attack
Te Controlling Player must select a primary target
in their activated Models Front Facing. Te Control-
ling Player then applies Modifers 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. Te strength of the attack is equal
to the attacking Models Strength, plus its weapons
Strength Value and anyother Modifers. If the target
Model passed its A test, the target Model is unafected
by the attack. If failed, the target Model takes a Wound
Efect. 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 great-
er than 1, the Controlling Player may then choose to
attack the primary target again, or attack a nominated
secondary target in their CCWR. Remember that sec-
ondary targets can only be attacked once per attacker
activation, regardless of the attackers RoA.
within an enemy Models Front Facing and does not
cost any Action Points.
A Close Combat Closing Action must be made
against the closest Model, if more than one Model is
in the same range, the Controlling Player can select
which Model to close into.
44
Special Close Combat Actions
Any Model can use a Special Close Combat Action
instead of the normal Close Combat Action. If a Spe-
cial Close Combat Action is used, the 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 is-
sue only one Special Close Combat Action per Game
Turn.
Special Close Combat
Actions for Models on
small bases (30mm)
Back Stab If a Model is engaged and in the rear fac-
ing of an enemy Model, a Back Stab Action can be
initiated with this Model. To do this, the Controlling
player must frst roll to hit, if successful the Armour
(A) plus Modifers of the enemy Model is modifed
by -50% (rounding up). Tis 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.
Te Model attempting Hold him down! must be in
B2B with the target and in the targets Rear Facing.
Te 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. Tis Action can only be used against Models
on Small or Medium bases.
Special Close Combat
Actions for Models on Me-
dium bases (40mm)
Grab - Models on Medium Bases automatically have
the Grab Special Rule. If a Model on a Small or Me-
dium base attempts to disengage from a Model with
Grab they must frst 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 Modifers). If you are in range, move
the charging Model into B2B contact with the target.
Te 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.
45
Brutal attack Te 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 Modifer to LD immediately.
Swing - If the Controlling Player declares a Swing,
all Models (friendly or foe) in CCWR of the attack-
ing Model and within the Front Facing of the Model
completing the Swing attack are hit once at the base
strength of the Model completing the Swing attack
(with no other Modifers). Allocate a single D20 per
Model in the Swinging Models CCWR and within its
Front Facing, roll to hit against each Model individu-
ally and then roll for damage against any Models hit.
Trow A Trow Action can be declared against
Models on small bases only. Te player controlling the
Model which is making a Trow 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. Te thrown Model can be thrown over oth-
er Models, but cannot be placed on top of any other
Model or in Impassable terrain. Te thrown Model
takes an automatic hit at throwers St with a +4 Modi-
fer. Models that become disengaged by a Trow
Close Combat Special Action are not afected by Free
Slash. If a Model is thrown from height, add +1 St for
each 1 the Model travels to lower level, measuring
from the bottom of the characters base, and always
rounding up to the next full inch.
For example: A Model is thrown 3.2 down, we must
round up to the next full inch, which although it isnt
the nearest full inch, is 4. Te thrown Model will sufer
a St(x)+4+4 hit.
Hold him down! If a Model is in a multiple com-
bat or Engages in a multiple combat which includes
at least one more friendly Model, a Hold him down!
Action can be attempted. Te Model attempting to
Hold him down! must be in B2B contact with the
target and in the targets Rear Facing. Te Controlling
Player must then roll to hit with the Model that is at-
tempting the Hold him down!. If the hit is successful,
then the target Model is held (no damage is taken
by enemy Model). Any other unsuccessful Special or
Normal Close Combat Actions can be rerolled against
the targeted Model, which has been held. Te ef-
fects of Hold him down! end at the end of the Game
Turn in which the Hold him down! Special Action
was performed. Tis Action can only be used against
Models on a small or medium bases.
Special Close Combat
Actions for Models on
Large bases (50mm+)
Seize - Models on Large Bases automatically have the
Seize Special Skill. If a Model on a Small, Medium or
Large base attempts to disengage from a Model with
Seize they must frst 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
from play, the squad of the squashed Model must take
a pinning test with -4 Modifer to LD immediately.
Trow A Trow Action can be declared against
Models on small bases only. Te Controlling Player
must select one Model within the CCWR of the Mod-
el which will perform a Trow Action. If a success-
ful CC test is made, the target Model is placed by the
player controlling the Model performing the Trow
Action up to 6 away from the Model performing a
Trow Action in the throwers front facing (this can
be on the same level or below the Model performing a
Trow Action). Te thrown Model can be thrown
over other Models, but cannot be placed on top of any
other Model or in Impassable terrain. Te thrown
Model takes an automatic hit at the Model perform-
ing the Trow Actions St with a +4 Modifer. Models
that become disengaged by a Trow Special Action
are not afected by Free Slash. If the targeted Model is
dropped from height, add +1 St for each 1 the Model
travels to lower level, measuring from the bottom of
the characters base, and always rounding up to the
next full inch.
For example: A Model is thrown 3.2 down, we must
round up to the next full inch, which although it isnt
the nearest full inch, is 4. Te thrown Model will sufer
a St(x)+4+4 hit.
Charge A Charge Action can be made instead of an
Engage Action. A Charge must be made in a straight
line and the target mode must have a small base or
medium base. Nominate a Primary Target (this Ac-
tion ignores the Target Priority rule) and check the
range (Mx2 with appropriate Modifers). If you are
in range, move the charging Model into B2B contact
with the target. Te 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 contin-
ues the remainder of its movement in a straight line
(continuing in a straight line from the previous direc-
tion). If this move brings it into CCWR with any other
Models with small or medium, the Models that are in
CCWR receives an automatic hit at the chargers base
strength value. Continue this process until the max-
imum movement has been made, a target is not re-
moved, the charging Model is killed or a Model with a
large base is met. If the Model which made a Charge
Action comes into CCWR with a Model that has a
large base, it will make no further attacks and counts
as Engaged. As a Charge requires some momentum,
this Close Combat Special Action cannot be made us-
ing a Model that is already Engaged.
11. Psychic Fight
Te most efectual weapon in the arsenal of many is
their mind itself. In Warzone Resurrection there are
three types of Psychic powers.
Use of each of the Psychic Power types costs 1 Action
Point. Models may only use each Psychic Action once
per Game Turn.
Shooting (S)
Shooting Psychic Power Actions follow same rules as
Basic Shooting Actions, but instead of using RS, the
Models WP value is used. Cover Modifers are applied
as normal. If a model receives a Wound Efect from a
Shooting Psychic Power it must use its WP value for
its Armour Test
46
For Example: Psychic power Blast:
Booster (B) - Booster Psychic Powers Actions can
only be targeted on friendly Models. A WP test must
be passed. Te efect of the Booster Psychic Power
dissipates at the end of the Game Turn. Booster Psy-
chic Power Actions can be completed by Engaged
models and can be targeted at Engaged Models. Tere
are no modifers 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.
Te efect 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. Tere are no modi-
fers for any Deboofs WP Tests, but LOS is required.
Example: Te Slow
Slow - all models in the afected squad receive a -2 Mod-
ifer to their Movement Value.
47
12. Armoury
Ranged Weapons
Pistols (P)
A pistol can be used in Close Combat instead of a nor-
mal Close Combat weapon. Models using a pistol in
close combat cannot claim an Engage Action bonus.
Use the RoF (translate this to RoA for the purposes of
Close Combat), Type and St from the pistols stat line.
Te Range of the pistol in close combat is reduced to
the CCWR defned 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, regard-
less of any Modifers applied (Cards, Special Rules).
Example of Auto weapon:
Sherman Model 7 Enforcer Revolver
Special Rules:
Passive: Head Shot: If the Controlling Player rolls a
natural 1 when making a RS test with this weapon, the
attack gains Critical Force (2).
If used in close combat, R is dependent on type of base,
St is equal to 12, RoA is 2, type Piercing and Head
Shot special rule is in play.
Auto (A)
Auto weapons cannot be used in close combat.
Example of Auto weapon:
Car-24 SMG
Grenade Luncher
*SE (Small Explosion Template)
Special Rules:Turn to Burn one Resource Card so that
the nominated Model can use the Grenade Launcher.
Up to 2 Models per Squad can use this Special Rule
each Game Turn.
Special (S)
Special weapons cannot be used in close combat
Example of Auto weapon:
Chthonic Transfuser
Special Rules: Models removed from game by this weap-
on explode, spreading the Dark Symmetry from their
ichor. Centre the small explosion blast template over the
exploding Model, each enemy Model under the template
takes St8 Blast Damage. Enemy Squads taking casual-
ties from the Chthonic Transfuser (including explosion
48
49
damage) must pass a Pinning test with a -3 Modifer to
LD immediately.
Heavy (H)
Models equipped with Heavy Weapons never gain
Engage bonuses and the RoA is always equal to 1
(unless stated otherwise).
Example of Heavy weapon:
Charger HMG
Template Weapons
Tere 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. Tem-
plate Weapons cannot be used in any form of Special
Action.
RoF for Small Explosion and Large Explosion tem-
plate Weapons.
Te RoF for Small Explosion and Large Explosion
Template weapons is worked out in the same way as
normal shooting. If the template weapon has RoF2
(or more), the Controlling Player places the tem-
plate twice (or more, if appropriate). As the multiple
shots are simultaneous, the Explosion Templates may
be placed upon the same location (thus hitting each
Model (including its base) touched by the template
twice); Or the subsequent templates may be scattered
3 from the frst 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 Efects equal to the number of templates they
have been hit by. Template Weapons cannot be used in
any form of Special Action.
Scattering of an Explosion
Template
If a RS Test with an Explosion Template weapon is
failed place the template with its centre over the nomi-
nated target point with the number 1 on the template
nearest the shooting Model. Roll a D20 and divide the
result by two, refer to the template to see which di-
rection the template will scatter. Next, roll a D20 and
divide the result by two; move the template a number
of inches equal to the result.
Flamers (F)
In order to use a Flamer, the Model must use a Shoot-
ing Action. Te smallest end of the Flamer template
is placed in base contact with the shooting Model
in any direction, ensuring that no part of template
crosses the Front Facing of the Model using it. Any
Model which has its base either fully or partially un-
der the template, takes an automatic Wound Efect at
the Flamer Weapons St. Flamers are unafected by any
Range Modifers. Te RoF of a famer weapon cannot
be increased by any means.
50
Flamers and Cover
Flamers are particularly efectual at clearing enemies
from cover, as the heat is intensifed in confned spaces
and ofen the cover itself catches fre. If a Model takes
a Wound Efect from a famer and is in terrain that
would give them cover from a non-template weapon,
their Armour (A) value is modifed by -50%.
For Example: An Etoiles Mortant fres her Gehenna
Puker at an Armoured Chasseur claiming cover in
the ruins of a Brotherhood Ruined Structure. If she
was fring her Punisher Handgun at the Armoured
Chasseur she would have received a RS Modifer of
-4 because the Armoured Chasseur is claiming Heavy
Cover, but instead the Stalkers Armour (A) is halved
from 14 to 7.
Flamers and Garrisoned
squads.
Flamers can be used efectively against garrisoned
squads in Closed Structures. Place the template as
normal; if any part of the template reaches any Shoot-
ing Point on the structure, roll a D20 for each garri-
soned Model in the structure regardless of their foor
level, on roll of 1-10, the Model takes an automatic
Wound Efect and their Armour (A) is modifed by
-50%.
Flamers can be used to shoot out of a Structure by
those garrisoning it. Place a template in contact with
any Shooting Point on the building, then use the nor-
mal rules of using a famer.
Special Action for
weapons which use
Flamer Templates
Wall of Fire: During the activation of a Model with
a famer, the Controlling Player Turns to Burn 2 Re-
source cards, they may place two 30mm round to-
kens onto the battlefeld, within 8 of a Model with
the famer. Tis Special Action costs 1 Action Point
and counts as a Shooting Action. Te distance be-
tween the two tokens must not exceed 8. Any Models
which move through the space between the two to-
kens, but not the tokens themselves, take an Autohit
from the Wall of Fire at the unmodifed Weapon St of
the famer weapon that the Model is using at the end
of the activation of the Model which moved through
the Wall of Fire. Remove the tokens in the subsequent
Control Phase. Ignore Flamer and Cover Rules for
any terrain touched by this attack.
Shotgun (S)
Shotguns can be used in close combat and follow the
same rules for using a Pistol in Close Combat.
Example of Shotgun weapon:
Mandible Autoshotgun
Solid Bullet
*ST (Shotgun Template)
Shotgun Template
weapons
Place the narrow end of the Shotgun template in base
contact with a shooting Model in any direction as long
as no part of template crosses the Front Facing of the
shooting Model.
Roll to hit as normal with 1D20 for each Model fully
or partially under the template. Shotguns ignore cov-
er bonuses, although Armour (A) tests are taken as
normal. Shotguns cannot be modifed by any Range
Modifers whatsoever. Te RoF of a Shotgun weapon
cannot be increased by any means.
Shotgun vs Closed
Structure
Place the shotgun template as normal. If any part of
template is in contact with a Shooting Point all Mod-
els within 1 of the Shooting Point takes an automatic
Wound Efect 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). Te Controlling Player must
nominate a point on battlefeld within LoS and range
of the shooting Model. To complete a throw, the Con-
trolling Player must make a RS test using any of the
usual Modifers (Range, Card, etc). Treat the nomi-
nated point as a target Model. . If the point is behind
cover it is treated as an obscured target, therefore apply
the appropriate Cover Modifers (as if shooting). If the
RS test is passed, centre a Small Explosion template
51
on the nominated point. Every Model touched by the
Small Explosion template takes a Wound Efect with
the grenades St. If a natural 20 is rolled, the grenade
blows up in shooting Models hand, so the Controlling
Player must centre the Small Explosion template over
the throwing Model. Small Explosion Templates do
not scatter in this situation. A roll of natural 1 for RS
with a Grenade does not have any extra efects in the
game, the hit Model can still take Armour (A) Tests
as normal.
If the Trow test is failed, follow the normal rules of
template Scattering. Grenades only scatter up to 5
(roll D20 and divide score by 4). It is possible for the
Grenade to scatter out of LOS.
Type of Grenades:
Anti-Infantry Grenades
Anti-Vehicle/Monster Grenades
Special Rules: Can only be used in Close Combat if the
Model is Engaged and costs one Action Point. It creates
a localised explosion on its target, so does not use any
kind of Template. A Model using an Anti-Vehicle/Mon-
ster grenade instead of normal close combat weapon
does not receive an Engage Bonus.
Flash-bang Grenades
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Passive: Stun- Every Model partially or fully under
the Small Explosion Template automatically receives a
Stun Efect. Tis does not afect Models with the Re-
lentless 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 Specifc. Generic are seen in many squads across all the fActions of
Warzone Resurrection, whereas Squad Specifc 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 Efect.
Get the Gun- When a Model with a heavy or a special
weapon is removed from play a squad member within
3 can attempt utilise the weapon. Roll a D20, on a roll
of 1-10 the weapon is saved (swap the special/heavy
Model for the normal trooper), on an 11+ the weapon
is damaged and unusable. A Squad Commander or
Lord attached to a squad cannot attempt this roll.
Guarded - Tis special skill can only be used if a Mod-
el is in a squad of more than 1 Model. If the Guarded
Model must take an Armour Test from a ranged at-
tack, the controlling player can choose to allocate the
Armour Test to a second Model within 3. If the sec-
ond Model fails the Armour Test it takes the Wound
Efect.
Heal (X) - Models ofen have the ability to make a
Heal Test, which is in efect a second attempt to save
a Wound Efect if the Armour A Test has been failed
(X) is the D20 roll needed. Heal cannot be used if a
Wound efect is inficted with a roll of a natural 1. Te
maximum Heal that Model can have is Heal (8) re-
gardless of Modifers.
For Example: A Model with Heal (4) needs, afer un-
successful Armour Test, to pass a Heal test on 4 (1-4)
on D20.
Impenetrable Armour If an Armour Value includes
values in brackets (e.g. A15 (10)), the minimum this
armour can be modifed down to is the bracketed
number.
Shielded - Tis special rule can only be used if Lord or
Warlord Models are within of 3 of a friendly Model.
53
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. Te second Model takes the
Wound Efect if it fails the Armour Test.
Spray Weapons with RoF higher than 1 automati-
cally have the Spray special rule. Nominate a Primary
Target and Secondary Targets which must be within
3 of the Primary Target. Allocate the number of D20
equal to the RoF value of the weapon. Te frst must
be allocated to the primary target. Cover Modifers
are calculated before the weapon is fred and all shots
are made at the same time; therefore removal of one
Model will not afect the cover Modifers of another
target.
Wound Efect Te Model loses 1 Wound.
Squad Specific Special Skills
Tere are two types of Squad Specifc 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 ofen use
Action Points.
Generic Special Skills
Beserk - When a Model with the Beserk Special
Skill makes its frst 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
Modifers: +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 infuence of Berserk also
gain the Fearless special rule. Models stop being Ber-
serk as soon as they receive a Wound Efect.
Blind Fighting - Models with this Special Skill ignore
the efects of fghting under the cover of darkness.
Brutal - When a Model from a squad is killed (W re-
duced to 0 or below) by a Model with the Brutal Spe-
cial Skill in Close Combat, the remaining squad must
immediately take a Pinning Test. Te 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.
Camoufage (X) - When a Model with the Camou-
fage Special Skill is in cover it is harder to hit. When
the camoufaged Model is targeted by a ranged attack
and they are in light or heavy cover the shooter re-
ceives an additional RS Modifer of (X).
Contempt (X) - Once per activation, Models
with this Special Skill may re-roll a single failed
Close Combat test when the attack is aimed at (X).
For Example: Cardinal Dominic has the Contempt:
Dark legion Special Skill, Dominic may always re-
roll a single failed Close Combat Skill test against any
member of the Dark legion fAction, in each of his ac-
tivations.
54
Crackshot - When a Model with the Crackshot Spe-
cial Skill takes an Aim Action, they gain an additional
+2 RS.
Dispersible - Models with this Special Skill can use
their full LD value for Squad Coherency.
Dissention - Any enemy Squad Commanders and
Acting Squad Commanders within 12 of a Model
with Dissention sufer a -2 Modifer to their squads
LD value.
Disposable - A squad with the Disposable Special
Skill always passes Break Tests.
Doomtrooper - Models with the Doomtrooper Spe-
cial Skill may be paired. Te paired Doomtroopers
count as a Squad for the entire game. A Doomtroop-
er pair use one Lord and one Special Slot on the Of-
fensive Organisation Chart. Only one Doomtrooper
team can be taken per army. Doomtrooper pairs can
only be played within a Brotherhood force or their
own faction (unless stated otherwise). If a Model is
the Warlord it loses the Doomtrooper special skill.
Duelist - Once per activation, Models with
this Special Skill may re-roll a single failed
Close Combat test when the attack is aimed
at Models with the same base size or smaller.
For Example: Max Steiner has the Duellist Special
Skill, Steiner may always re-roll a single failed Close
Combat Skill test against any Model with a 40mm
base or smaller, in each of his activations.
Espionage - A Model with the Espionage Special Skill
can use 1 Action Point once per Game to complete
an Espionage Action. Select an opposing player who
must announce which squad they will activate next.
Execution
WARLORD/LORD: By taking a Pass Action, Warlords
and Lords with the Execution Special Skill can choose
to execute a Model from a friendly squad within 6,
reducing the Model to 0 wounds immediately. By do-
ing this, any friendly broken or pinned Squads with at
least 1 model within 6 inches of the executed model
immediately Recover from Pinning or Recover from
Broken. Any Squad that is rallied this way act as nor-
mal in their subsequent Activation.
SQUAD LEADER: By taking a Pass Action, Squad
Leaders with the Execution Special Skill can choose
to execute a Model from their squad, reducing the
Model to 0 wounds immediately. By doing this, the
squad immediately rallies.
Fear (X) If a Model starts its activation Engaged,
or Engages a Model, with the Fear (X) Special Skill,
they must take an immediate LD test with a Modifer
equal to X. If the test is failed, the Models CC value
is reduced by half (rounded up), if the test is passed
there is no efect. Models only take a Fear tests once
per Game Turn, although if they are Engaged or En-
gage a Model with a higher Fear (X) number in the
same Game Turn, they must test again with the higher
Fear Modifer.
Fearless - Models with this Special Skill always pass
Fear, Pinning and Break tests.
Ferocity - On the turn that a Model with Ferocity
successfully makes an Engage Action it gains a further
+1 St Modifer to its Engage Bonus.
55
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 Modifer to its Armour (A) against Flam-
er Weapons attacks.
Gunslinger - A Model with this Special Skill can com-
plete Shooting Actions in both its front and rear fac-
ing.
Infltrate - Once both forces have been deployed, but
before the frst Game Turn starts, the Controlling Play-
er places the Infltrating Squad within Light or Heavy
terrain. Te Infltrators cannot be deployed within 12
of any enemy Models. If there is more than one Squad
to be deployed with the infltrate Special Skill, deploy
the Squads in turn, starting with the player with the
Initiative. If it is impossible to deploy a Squad with the
Infltrate 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
efects of Light and Heavy Terrain. However, if the
Model lands in terrain, it must pass a Con Test. If it
fails it receives an immediate St 10 (Piercing) Autohit.
Additionally, when using the Leap Special Skill, Mod-
els can Leap over friendly Models that are mounted
upon bases that are equal in size to the Model com-
pleting the Leap Action.
Medic (X) - For 1 Action Point, a Model with the
Medic Special Skill can be put into Medic mode. If
any Model within 3 of the Medic Turn to Burn 1 or
more Resource Cards to Heal, they receive an addi-
tional Modifer of (X). Medic (X) Modifers are cu-
mulative.
Pathfnder - Models with the Pathfnder Special Skill
move through Light Cover as if it was open Terrain,
but are still entitled to claim the cover as usual.
Predator Senses - A Model with the Predator Senses
Special Skill does not need LoS to make an Engage
Action, nor does it need to Engage in a straight line.
However, if the Model with Predator Senses com-
pletes an Engage Action without LOS and/or not in a
straight line it loses the Engage bonus.
Rage Models or squads with the Rage special skill
automatically pass any LD tests they need to take and
gain a +2 Modifer to both M and A.
Ranger- Models with the Ranger Special Skill ignore
the movement Modifers incurred by Light and Heavy
Terrain.
Relentless Models with the Relentless Special Skill
ignore the efect of the Stun special rule.
Slippery Close Combat Attacks targeted at Models
with the Slippery Special Skill sufer a -2 Modifer to
their CC Value. Tis is not a cumulative Special Skill.
Sniper Models with this Special Skill can ignore
ONE cover Modifer. Tis must be closest cover Mod-
ifer to the shooting Model. Tis may allow the Model
to shoot through 3 Pieces of Cover, without using the
Lucky Shot Special Rule. However, for Snipers they
56
must still use the Lucky Shot Special Rules if they at-
tempt to shoot through 4 pieces of terrain.
For Example: your squad gains the Sniper rule from
a Tactical Card; Models shooting at an enemy behind
(in order) Heavy cover and Light cover, can ignore the
Heavy cover Modifer.
Stalk - If an enemy wishes to fre at this Model from
further than 12 away, the enemy must make a spot-
ting test by rolling an unmodifed RS Test. If the spot-
ting test has been passed, the enemy Model can then
attempt to shoot as usual, rolling a RS Test as normal.
Stay Frosty - A Model with the Stay Frosty Special
Skill is unafected by the efects of losing the Squad
Commander.
Stun Efect Weapons with the Stun Efect Special
Rule cause Stun Efects. Models which receive a Stun
Efect must spend their frst Action Point afer re-
ceiving a Stun Efect recovering from it. Stun Efects
are not cumulative. If a Model under Stun Efect is
forced to move by any means from his location (ex-
cluding a Closing Action in Close Combat/Engage)
or if they become Pinned or Broken, the Stun Efect
is automatically negated. Models which are sufering
a Stun Efect are hit automatically in Close Combat.
Suppression Fire Tis Special Skill is regarded as
a Squad Special Action that can only be carried out
by Squads with this Special Skill. A minimum of 3
Models from the same squad must be selected in or-
der to issue the Suppression Fire Squad Special Ac-
tion. At least one Model from fring squad must be in
range and have LoS of the target Models. Te Models
completing a Suppression Fire Squad Special Action
cannot make any other shooting Actions in the same
turn. If an enemy Model under Suppression Fire
moves more than 2 (in the same Turn) it must take
Con Test. If the test is failed, the Model takes an auto-
matic St14 hit (piercing).
Target Identifer - Models with the Target Identifer
Special Skill automatically positively identify the ob-
jective when called to roll a Target Identifed test.
Target Sense Models with the Target Sense Special
Rule ignore the Target Priority Rule.
57
14. Levels of Heroes
Squad Commanders
Quite simply, their job is to command squads. Before
the game starts each player must nominate one Model
from each squad to be the squad commander. Tey
must then inform each other about their choices.
Unless otherwise specifed, all Squad Commanders
have the Guarded special rule.
Lords
Lords are individuals that can join other squads or act
as an independent squad of their own. Te Control-
ling Player must nominate if the Lord is attached to
another squad before the game starts. Tey cannot
leave this squad or join any other during the game.
All Lords have the Shielded special rule.
Warlord
Tis is your General; the ultimate communication
link with HQ. All squads can use the warlords lead-
ership (LD) if at least one Model from the squad is
within 10 of him. Warlords always act independently
and so cannot join Squads.
Afer all, why would they lower themselves to leading
a squad, thats what the squad commanders are for!?
All Warlords have the Shielded Special Rule
15. Building your Offensive Force
When planning a game of Warzone Resurrection, players should agree on a point level and the Ofensive Or-
ganisation Chart they wish to use. We recommend using the Standard Game on a 4x4 foot board with a 500
Point Ofensive Organisation List
Points
Each Model has a Points Value. A Models Points Value
depends on the efectiveness of the Model in the game.
Building you skirmish force using the points system is
a key part of the fun of Warzone Resurrection. It is
not unusual for a squad to be given additional gear
as part of their initial cost in the form of a variety of
upgrades. Once paid for in points, this gear is a con-
stant part of the squads characteristics. Gear cards in
the decks represent special orders, gear found on the
battlefeld and parachuted in as the battle progresses.
Offensive Organisation
Chart
To ensure balance in the game, Warzone Resurrection
follows an Ofensive Organisation Chart approach.
Tere are four levels of game available depending on
size of game wanted. Tese game levels are described
as Standard, Heavy, Mega and Gargantuan.
58
59
16. Rapid Deployment
Some squads in Warzone Resurrection are capable of
dropping into the battlefeld using parachutes, or dig-
ging up from underground, shocking their opponents
with a rapidly deployed assault.
Any Squad with the Rapid Deployment Special Skill
can begin the Game in the Controlling Players re-
serves. During the course of any Game Turn, the con-
trolling player may choose to activate a squad with
the Rapid Deployment Special Skill during their nor-
mal Squad activation step. To do this, the Controlling
Player must nominate a point on the battlefeld as the
Deployment Point. Te Deployment Point must be
placed in unoccupied Open Terrain. Roll a D20 us-
ing the Squad Commanders unmodifed Leadership
(LD) divided by two, this is referred to as the Rapid
Deployment Test. If the test is passed, then the Squad
successively lands on the Deployment Point; place the
Squad Commander on the Deployment Point, and
then deploy the rest of the relevant squad within 3 of
the Squad Commander. All deployed Models must be
placed in unoccupied and non-impassable terrain. If
for some reason there is no room to place any Mod-
els in this manner, they are removed as casualties and
count towards Body Count Value.
Te diameter of the Deployment Point is equal to that
of the base of the relevant Squad Commander. Rap-
id Deployment is classifed as a Basic Move Action
costing 1 Action Point for all Models in the Squad. If
an unmodifed D20 roll of 20 is made for the Rapid
Deployment Test, then something goes very wrong;
the squad cannot be placed and is automatically de-
stroyed. If a D20 roll of 1 is made, then the Rapid De-
ployment does not cost an Action Point (although it
still counts as Basic Move Action, so Models cannot
make a Move Action when they hit the ground)
It the test is failed, the Deployment Point scatters
using the rules for throwing a Grenade, although the
scatter value is D20/2 (not D20/4 as for grenades). If
the Deployment Point scatters onto impassable ter-
rain, of of the board or onto an enemy Model, then
roll D20 and refer to the following:
1-5: Te squad is not deployed this turn.
6-10: Reduce the Scatter distance as much as neces-
sary to place the Deployment Point in any other form
of terrain (Open, Light or Heavy), ensuring this is the
nearest point to the impossible Deployment Point, al-
though still within the original orientation of the Scat-
ter. Te Squad is then automatically deactivated.
11-15: Reduce the scatter distance as much as neces-
sary to place Deployment Point in any other form of
terrain (Open, Light or Heavy), ensuring this is the
nearest point to the impossible Deployment Point,
although still within the original orientation of the
Scatter. All Models in the squad are Stunned and the
Squad is automatically deactivated.
16-20: Reduce the scatter distance as m
uch as necessary to place the Deployment Point in any
other form of terrain (Open, Light or Heavy), ensur-
ing this is the nearest point to the impossible Deploy-
ment Point, although still within the original orien-
tation of the Scatter. Every Model in the squad takes
a S10 (piercing) Autohit. Te squad is automatically
60
deactivated.
If the Deployment Point scatters onto Heavy or Light
terrain, place the Rapid Deploying Models as normal.
Each Model in the squad must take a Constitution
(CON) test. Any Model which fails the test must im-
mediately take a S10 piercing Autohit. If they pass the
test, they deploy as normal, using the Rapid Deploy-
ment rules.
17. Vehicle Rules
Type of Vehicles
Walkers Te 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 Te 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 - Te 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 - Te 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
Te following are vehicle subtypes:
Flying
Ground
Underground
Sky
Transport
Facing
Each Vehicle has 2 Facings Front and Back.
Vehicle Action Points
Each vehicle has an allocated number of Action
Points. Tis number can be found on the Vehicle Stat
Card. Each Action can only be used once per Turn.
Moving Actions
Tactical move: Use 1 Action Point to move the Move-
ment Value of the vehicle in inches. Te vehicle can
pivot up to 45 Degrees for free.
Combat move: Use 2 Action Points to move the
Movement Value of the vehicle in inches x2. Te ve-
hicle can pivot up to 90 Degrees for free.
Fast Move: Use 3 Action Points to move the Move-
ment Value of the vehicle in inches x3. Te vehicle
can pivot up to 180 Degrees for free.
61
Shooting Actions
Fire: Use 1 Action Point to fre 1 weapon.
Torrent of Fire: Use 2 Action Points to use Torrent,
Torrent allows all weapons to be fred once.
Use Special Vehicle equipment: Use Action Points
as described on the card.
Vehicle Special Actions
Ram: 3 AP -Tanks and Heavy Walkers only.
Ramming non-vehicle Models: Non-vehicle Models
in the Vehicles path must pass a Con Test to avoid
being rammed. If the test is passed the Model succes-
sively dodges the ramming vehicle; move it the mini-
mum distance needed to avoid the path of the vehicle.
If the test is failed then the Model takes a Piercing Au-
tohit at a St equal to the distance moved by the vehicle
before it rammed the Model.
Ramming Engaged Models: If multiple Engaged
Models survive a ramming, move the Models the
minimum distance required away from the vehicles
ramming path. Te Models must stay Engaged if pos-
sible, if there is no space to place both Models so that
they stay Engaged, dis-engage the Models and place
them within the minimum distance required from the
vehicles ramming path. Models which are forced to
disengage do not take any penalties for leaving com-
bat.
Ramming other vehicles: Both the rammed and ram-
ming vehicles take one Autohit for each 6 travelled by
ramming vehicle. Te AVV is equal to distance moved
by ramming vehicle divided by 2 (rounded up). Te
Ramming vehicle takes AVV Autohits equal to dis-
tance moved divided by 3 (rounded up). Location of
damage needs to be rolled of as normal. Only Ground
Vehicles can Ram or be Rammed. All Autohits against
vehicles are allocated to the relevant Facing.
Full Trottle 3 AP: Tis Action allows the Model to
move an extra 6, but at the risk of damaging the en-
gines.
Take Autohit AVV 0 on the Tracks (for tanks), the
Legs (for Walkers) or Body for other type of vehicles.
If test is failed one Structure Point is removed as ap-
propriate. Vehicles may perform a Full Trottle Ac-
tion even if there is no Structure points lef on the
Tracks or Legs, but instead the Vehicle takes an AVV
10 Autohit on the Body. All autohits due to Full Trot-
tle are allocated to Front Facing.
Engage Action: 2 AP. Walkers and Heavy Walkers,
Bikes and Jet Bikes only.
Te vehicle moves its full Movement Value in inches.
An Engage Action can only be completed if a CCWR
(close combat weapon range) is reached.
Te Engage Action must always be made in a straight
line. Before the engage move is made, change the fac-
ing of the Model as appropriate for free. If the Model
passes through the CCWR of an enemy Model as it
moves to engage a counter charge can occur. A coun-
ter-charge is completed on a successful LD test, (if
counter charging Model is in a Watch Action the
LD test is passed automatically). If a counter charge
62
is successful the Engaging Model is stopped in the
CCWR of the Counter Charging Model. Models al-
ready engaged cannot Counter Charge.
Te Engaging Model gains a bonus to St depending on
its type on the completion of an Engage Action:
Te Engage Bonus is only applied to 1st attack. A
Model must move at least its Movement (M) Value
when completing an Engage Action to claim the En-
gage bonus. All other Close Combat rules apply as
normal.
Moving through terrain
All Autohits cause by moving through terrain are allocated to the Front Facing of the Vehicle.
Walkers
Walkers are not slowed down by moving through
Light Terrain, but must take an AV Test at AVV2 on
their Leg location.
Te Movement of Walkers is reduced by 2 if they
move through Heavy Terrain and they must take an
AV test at AVV4 on their Leg location.
Walkers cannot move through impassable terrain.
Heavy Walkers
Heavy Walkers are not slowed down by Light or Heavy
Terrain, but if they move through Heavy Terrain an
AV test must be taken at AVV4.
Heavy Walkers cannot move through impassable ter-
rain.
Tanks
Tanks are not slowed down by Light or Heavy Terrain,
but if they move through Heavy Terrain take an AV
test on AVV4.
Tanks cannot move through impassable terrain.
Hoverers
Hoverers are not slowed by moving through Light
Terrain.
Te Movement of Hoverers is reduced by 2 if they
move through Heavy Terrain
Hoverers cannot move through impassable terrain.
Bikes
Bikes are not slowed down by moving through Light
Terrain, but they must take AV Test on AVV2.
Te Movement of bikes is reduced by 2 if they move
through Heavy Terrain and they must take an AV test
at AVV4.
Bikes cannot move through impassable terrain.
Jet Bikes
Jet Bikes are not slowed down by moving through
Light Terrain.
Te Movement of Jetbikes is reduced by 2 if they
move through Heavy Terrain. (Tey need to slow
down to dodge between trees etc.).
63
Jet Bikes cannot move through impossible terrain.
Jet Bikes must move at least of their Movement Val-
ue every turn if they are not engaged. If for some rea-
son a non-Engaged Jet Bike cannot move a minimum
of its Movement Value it takes an Autohit with AVV
0 on its Body Location.
Sub Types and terrain effect
Flyers
Can move over impossible terrain, but cannot fnish
their move on it. If for any reason they are forced to
end their movement on impossible they are removed
from play as a casualty.
Ground Vehicles
Can reroll Failed AV Tests when moving through
Light or Heavy Terrain.
Sky
Models with the Sky rule can be removed from game
table (cost of 3 AP). Te Model must return to the ta-
ble in the next turn and may be placed anywhere on
battlefeld.
Transport
No extra efect to move.
Pivoting
Walkers
Walkers can pivot 90 Degree without spending any
Action Points once per turn. A Walker can pivot at
any point during its movement.
Heavy Walkers
Heavy Walkers can pivot 45 Degree without spending
any Action Points once per turn. Heavy Walkers can
pivot at any point during its movement up to Degree
Value Described in Moving Action.
Tanks
Tanks may only pivot as part of a Movement Action.
A Tank can pivot at any point during its movement.
Hoverers
Hoverers may only pivot as part of a Movement Ac-
tion. Hoverers can only pivot at the beginning and or
end of their movement.
64
Bikes
Bikes must move at least 1 as part of a Movement Ac-
tion in order to pivot.
Jet Bikes
Can pivot at any time but must make a Movement Ac-
tion of at least 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 diferent target, but must follow Target Priority rules for each
diferent target.
If a LD test to bypass Target Priority is failed all shots are lost from the specifc Ranged weapon(s) that the at-
tempt was made for.
Line of Sight and Weapons range
Walkers
Te Line of Sight is checked from the fring weapon.
If the weapon is hidden from the point of view of the
target enemy Model, the weapon cannot target this
enemy. Range is measured from base to base.
Heavy Walkers
Te Line of Sight is checked from the fring weapon.
If the weapon is hidden from the point of view of the
target enemy Model, the weapon cannot target this
enemy. Range is measured from base to base.
Tanks
Te Line of Sight is checked from the fring 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
Te Line of Sight is checked from the fring weapon.
If the weapon is hidden from the point of view of the
target enemy Model, the weapon cannot target this
enemy. Range is measured from base to base or in the
case of Hoverers without a base, from/to hull. Hover-
ers always ignore Light Cover Modifers.
Bikes
Te Line of sight is measured as per the LOS rules.
Range is measured from base to base.
65
Jet Bikes
Line of sight is measured as per the LOS rules. Range
is measured from base to base. Jetbikes always ignore
Light Cover Modifers.
Shooting at Vehicles
When shooting at a Vehicle, follow the normal shoot-
ing rules described in shooting section.
Once a vehicle is hit, roll a D20 and check on the ve-
hicles stat-card to determine which part of the vehicle
is hit.
Saves are made as normal, but Weapon Strength does
not afect the AV of vehicle. Only the AVV of the at-
tacking weapon is used.
For Example: A Walker is hit in his right arm, with
AVV weapon of 3, the Walkers AV is 16 and therefore,
the AV test is made at 13.
Vehicles can reroll an unsuccessful AV test if the AVV
of the weapon in equal to 0. If the AV roll is failed, one
Structure point is removed from section of the Vehicle
that received the hit.
If any Structure Point value is reduced to 0 or below,
the section in question and any weapon or gear it has
is classifed as destroyed unless it is repaired. If the
destroyed section gets hit again, allocate this hit to
the Vehicles Body section with an AV equal to the de-
stroyed section.
For Example: A Walker is hit in its already destroyed
right arm with AVV weapon of 3. Te AV of the Walk-
er in the arm section is 16 and 19 in the body. Tere-
fore the Walker is hit in the Body using an AV of 16.
66
Cover Modifiers
Cover Modifers follow the normal rules as described in Cover section. Te Vehicle must be at least 25% cov-
ered in order to claim the cover. Vehicles provide cover as per Vehicle Area description.
18. Missions
To add an extra dimension to Warzone Resurrection a novel three level approach to the Missions has been
designed and incorporated. Tere are three types of missions: Priority, Secondary and Corporate Agenda Mis-
sions. Te number and type of missions played in the game are dependent on the battle level chosen.
Battle Levels
In the Advanced Rules, found in the Warzone Resurrection Rulebook (available at www.warzonegame.com)
there are 25 diferent Missions.
Once the players have chosen their army and the scenery has been setup and Initiative has been determined
the player with Initiative should roll a D20 to determine Battle level (or in friendly games the players can de-
cide this without the use of a D20), the opposite player should then roll a D20 to determine the Priority Level
Mission:

Alpha Level: Priority Mission only (D20: 1-5)
Beta Level: Priority and Secondary Missions (D20: 6-10)
Delta Level: Priority and Corporate Agenda Missions (D20: 11-15)
Epsilon Level: Priority, Secondary and Corporate Agenda Missions (D20: 16-20)
Mission Types
Priority Mission
Before deployment the player with the Initiative rolls
a D20 to defne the Priority Mission. Te Priority Mis-
sion is worth up to 10 Mission Points for each player.
Secondary Missions
If playing a Beta or Epsilon battle level game and afer
Deployment, each player must roll for their Second-
ary Mission. If the result of the D20 roll is a 1 or a 2
the player may choose which mission they play. Each
Player should make a note of their mission and tar-
get Model (if appropriate) on a piece of paper to be
revealed at the end of the Game. Secondary Missions
are worth 5 Mission Points when completed and may
have some value if partially completed. Check the Sec-
ondary Mission description to confrm.
Designer note: If playing for fun or narrative we strong-
ly suggest each player roll their Secondary Mission se-
cretly. It will add so much more narrative to the Game.
Corporate Agenda
Missions
If playing a Delta or Epsilon battle level game and afer
Deployment, each player must roll for their Corporate
Agenda Mission. If the result of the D20 roll is a 1 or
67
a 2 the player may choose which mission they play.
Each Player should make a note of their mission and
target Model (if appropriate) on a piece of paper to
be revealed at the end of the Game. Te value of each
mission varies and is listed in the Corporate Agenda
Mission description.
Designer note: If playing for fun or narrative we strong-
ly suggest each player roll their Corporate Agenda Mis-
sion secretly. It will add so much more narrative to the
Game.
Victory Conditions
On the War torn battlefelds of Warzone Resurrection
the margins of success or failure can very subtle to de-
termine. For each Mission completed the player earns
the following Mission Points:
Te player with the most Mission Points at the con-
clusion of the game wins. In case of a draw the player
with the lowest body count value receives an addi-
tional Mission Point. If still a draw the player who lost
his Warlord frst loses the game. If both Warlords are
alive the player who has lost the most Troop Squad
Commanders loses the Game. If, in the very unlikely
situation that everything is still drawn, the Warlords
enter a Duel. Players roll for Initiative as normal
and the Warlords are placed in B2B contact in their
front facing. Te Warlords start their Duel with all the
Modifers they had when the Game ended (including
remaining Wounds). Te duel begins with the play-
er with the Initiative and continues when one of the
Warlords is dead (reduced to zero or less wounds).
No other models can take part or afect the Duel and
Players may only Turn to Burn Resource Cards to use
the Warlords Special Skills.
68
Deployment
Deployment is dependent on Priority Mission being
played. Tere are fve possible deployment set-ups in
Warzone Resurrection:

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

In Battle line missions the player with the initiative
chooses a long table edge the opposing player take the
opposite table edge. Te player with Initiative deploys
frst, entirely within 6 inches from their table edge.
Once the frst 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.
69
Escalation
In Escalation missions all Models begin the game of
of the table. Te player with the Initiative chooses
their primary table edge, the opponent takes the op-
posite table edge. At the beginning of each Turn, roll
individually for each squad in an army. Tat 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 lef 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 of the table and will roll again in the fol-
lowing Turn. Te squad may be placed up to 6 inches
from the board edge and can be activated as normal in
this and subsequent Turns.
Ambush
In missions where a player is using Ambush deploy-
ment they must allocate 1 squad to each table edge
and deploy within 5 inches of it. Extra squads above
the frst four squads are then deployed within 5 inches
of any table edge.
The Convergence
Te Convergence is defned 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.
Te Convergence is also counted as a table zone for
some objectives.
In missions that require the use of Convergence de-
ployment, each squad in the army must have at least 2
Models (in Coherency with the Squad Commander)
deployed within the diameter of the Convergence.
Squads consisting of only 1 Model must be deployed
in the Convergence
70
Objective Markers
Afer the table has been set up and deployment decid-
ed, place three objective markers on the table as fol-
lows: One marker will always be situated in the centre
of the table, in the middle of the Convergence. Te
remaining two markers are placed an equal distance
from the Convergence marker and the table edge
along a central axis measured through the remain-
ing no-mans land (diagonally in a quarters deploy-
ment or across the centre line in halves deployment).
Markers cannot be placed in impossible terrain nor in
terrain where there is no physical access for ground
troops; in such cases move the marker to the nearest
appropriate position closest to intended position.
For Example: if Battle Line deployment is being used,
place one marker in the centre of the Convergence, then
place the centre of the other two markers equidistant
between the table edge and the frst 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.
Ofen the Warlords objective may be small or hard to
fnd, or Control may not have seen it prudent to in-
form him of its nature. As such and to represent this,
the Target Identifed rule is used. When a Model is in
base contact with an objective marker a D20 must be
rolled. If this is the frst marker reached by the force a
roll of 1-10 identifes 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 fnal marker is the Target.
Note: If an objective marker must be destroyed to ful-
fl 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 frst player that destroys the marker may claim
that mission a success.
objectives
Many objectives require a Model to be in control of
them. A Model counts as in control if it is within the
designated distance from the objective marker (or
in some cases completely within the table zone). If
there is an enemy Model within 3 inches the objec-
tive counts as contested. Heavy Vehicles cannot hold
or contest Objectives
Some objectives may need to be picked up and car-
ried; the holding Model counts as controlling the ob-
jective. Such objectives cannot be contested. Models
that fll Light Vehicles/Monsters and Heavy Vehicles
slots in the Ofensive Organisation Chart cannot car-
ry Objectives
Every Model, including Vehicles, has a Body Count
Value equal to its points value. Add the points value
together for all Models from an army that have been
removed from play. Tis is the Body Count Value.
Models that have fed the table count towards the
Body Count Value. Te 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 fve mod-
els which with all upgrades cost 100 points. So each
Model is worth 20 points (100/5=20) for Body Count
purposes.
body count
Tere are three possible ways to end a standard game
of Warzone Resurrection:
Te Spoils of War: At the conclusion of Turn 5 the
game will end if one player has achieved their Priority
Mission objectives. If the game does not end on Turn
5 it may end at the conclusion of any subsequent Turn
as long as a Priority Mission has been achieved.
Disengage: Te game will end automatically at the
end of Turn 8.
Target Achieved: Some Missions result in ending of
the game at the end of any Game Turn from Game
Turn 2 onwards. Tis uncertainty adds another level
of excitement to the Game, but means the players re-
ally need to pay attention to their opponents Actions.
A good Warlord doesnt get blinded by the fog of war!
ending the game
71
Priority Missions
1. Kill Them All (D20: 1-5)
Deployment: Quarters (D20: 1-10) or Battle Line
(D20: 11-20).

Both players must destroy all the enemy forces in the
area.
At the end of the Game each player should work out
the percentage of their Point Value that is still in play.
A player that reduces the enemy force to below one
quarter its original Point Value successfully com-
pletes this mission. Partial completion occurs when
a Player reduces the enemy to below one half its
original Point Value.
For Example: Steve and Rich are playing a 1000 point
game. At the end of it Rich has lost 249 points of his
Army (24.9%) and Steve 480 points (48%). As such
Steve has completed his Mission as he has reduced
Richs force by more than 75%, where as Rich has
partially completed his Mission as Steve has lost
more than half (50%).
2. Supply Run
Coming Soon in Card Form or Available in the
Hardback Rule and Background Book
3. Seize Ground
Coming Soon in Card Form or Available in the
Hardback Rule and Background Book
4. Reconnaissance
Coming Soon in Card Form or Available in the
Hardback Rule and Background Book
5. Fighting Withdrawal
(D20: 6-10)
Deployment: Quarters (D20: 1-10) or Battle Line
(D20: 11-20).
Te 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
7. Take and Hold
Coming Soon in Card Form or Available in the
Hardback Rule and Background Book
72
73
8. Ambush (D20: 11-15)
Deployment: Ambush, Convergence
Te enemy is right where the Warlord wants them;
bivouacked just over the hill and their sentries are
lacking. Te enemy will be the perfect prey for the
Ambush!
Te player with the Initiative chooses whether to be
the attacker or defender. Te Attacker sets-up using
Ambush deployment and will go frst. Te Defending
player deploys next, using Convergence deployment.
Te attacker must reduce the enemy to a quarter or
less of its starting Point Value by the end of Turn 5.
Te Defending player must end the game with above
a half of its starting Point Value to achieve their
objective. If the defending player is above a third (but
below a half) of their starting Point Value at the end
of Turn 5 they win a partial victory. If the defending
player is below a third (but above a quarter) of their
starting Point Value at the end of Turn 5 the attack-
ing player win a partial victory.
9. Search and Destroy

Coming Soon in Card Form or Available in the
Hardback Rule and Background Book
10. Free for All (D20: 16-20)
Deployment: Escalation
Te 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. Te only hitch is
that the enemy has chosen the same rendezvous loca-
tion.
Objective Markers are set up as normal. At the be-
ginning of the Game each Player secretly and notes
down an objective marker to be their rendezvous
point. Both Players then reveal their choice before
the game starts. To win the game a player must have
all their surviving Models within 12 inches of their
marker and no enemy Models within 15 inches. If the
game ends with Disengage, a partial victory is won
if a player ends the game with all surviving Models
with 12 inches of their objective zone, independent
of the location of enemy Models.
secondary 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
74
Form or Available in the Hardback Rule and Back-
ground Book
5. Inspiring Leadership (D20: 1-10)
Tere 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, unquanti-
fable boost. It is time to inspire the troops.
Te Warlord must survive the game, infict at least
two wounds on the enemy and end each Game Turn
closer to an enemy Model than any friendly Model in
order to successfully complete this mission objective.
6. R&D (D20: 11-20)
Secretly identify and record one enemy Squad Com-
mander or Lord Model. Command has issued orders
to recover a piece of their Gear for the Research and
Development bofns to examine.
Te identifed Model must be killed in Close Combat
to successfully complete this mission objective.
Corporate Agenda Missions
1. Te Lamb - Coming Soon in Card Form or Avail-
able in the Hardback Rule and Background Book
2. Corporate Insider (D20: 1-10)
Secretly identify and record one enemy Squad Com-
mander, this Model is the Corporate Insider; he is an
extremely important sleeper agent within the enemys
ranks, and must be kept him alive at all costs.
Te Corporate Insider must survive the game in order
to successfully complete this mission objective.
3. Glory Hunter - Coming Soon in Card Form or
Available in the Hardback Rule and Background Book
4. Blood Feud - Coming Soon in Card Form or Avail-
able in the Hardback Rule and Background Book
5. Sabotage - Coming Soon in Card Form or Avail-
able in the Hardback Rule and Background Book
6. Corporate Honour - Coming Soon in Card Form
or Available in the Hardback Rule and Background
Book
7. Rookies (D20: 11-20)
Secretly mark one squad from your army, this is a
Rookie squad.
More than 50% of this squad must survive the battle
to successfully complete this mission.
8. Prisoner Grab - Coming Soon in Card Form or
Available in the Hardback Rule and Background Book
9. Te Rising Star - Coming Soon in Card Form or
Available in the Hardback Rule and Background Book
75
76

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