Beruflich Dokumente
Kultur Dokumente
Editor: Mark Rapson
Prodos Games would also like to thank: Kim Rapson, Te 532, Jay Zetterberg, Richard
Richard Howkins,
om Haswell, Leamington Gaming Club, Warwickshire Wargamers,
Modiphius Games, Paradox Entertainmen
Entertainmentt
(c) 2013 Mutant Chronicles International Inc. MUAN CHRONICLES and related
logos, characters, names, and distinctive likenesses are trademarks or
registered trademarks o Mutant Chronicles International Inc. Used with
Prodos Games would also like to thank: Kim Rapson, Te 532, Jay Zetterberg, Richard
Richard Howkins,
om Haswell, Leamington Gaming Club, Warwickshire Wargamers,
Modiphius Games, Paradox Entertainmen
Entertainmentt
(c) 2013 Mutant Chronicles International Inc. MUAN CHRONICLES and related
logos, characters, names, and distinctive likenesses are trademarks or
registered trademarks o Mutant Chronicles International Inc. Used with
3
introduction
Well hello to you and thank you or helping Tis PDF is a very much cut down version
to make Warzone Resurrection a reality. You the Kick o the Warzone Resurrection Rule and Background
Starter Pledgers have made this project possible and book. Te book has been a real labour o love which
or that we thank you. Tis document contains all the includes over 230 pages o ull and lushly coloured
Rules needed to play a basic game o Mutant Chronicles pages, over 100000 words o background, prose and
Warzone Resurrection, including a sheet o Resource character descriptions and over 80 newly commis-
Cards to cut out. It will be complemented by six action sioned artworks, to complement the back catalogue o
documents that we will release over the next ten days. Art we all know and love. Te book will include the
rules and fluff or 9 new units, at least 1 or each action.
4
Warzone Resurrection has over 200 new min- Gear Cards. And the starter sets have everything you
iatures rom over 50 different squads and 6 actions, all need to get your orce up and running, all in one box.
made using cutting edge 21st Century techniques. Each I you want to learn more and or join the ‘Official War-
box o models contains all you need to play the models in zone Resurrection Forum’ come and see us at www.
the Advanced Games, including Strategy, actical and warzonegame.com and join the Facebook Like page.
Te planets o the Solar System have been ‘Mutant Chronicles’. In Warzone Resurrection, players
ravaged by inter-corporate war and the dreaded take to the battlefield all manner o well-known He-
hordes o the Dark Legion lay waste to humanity roes, Squads and Vehicles rom the ‘Mutant Chroni-
wherever their oul touch can reach. All the while, cles’ universe. Te game is ast, energetic and designed
the Brotherhood preaches a message o unity to with balance in mind. Tis section o the rulebook
humanity, determined to drive out the Darkness. explains what you need to play a game o ‘Warzone
Resurrection’ and how to play this exciting game.
Welcome to the next chapter o the Mutant
Chronicles. Welcome to Warzone Resurrection.
Warzone Resurrection is a table-top skirmish war-
game, set in the techno-antasy universe o the
5
Turns and Phases
Te game starts with the first Game urn. Due ‘Control Phase’ which is superseded by a number o
to the nature o Warzone Resurrection, all players ‘Activation Phases’. Te number o Activation Phases
play in each Game urn, thereore, each Game urn is dependent on the total number o squads in play.
is split into a number o Phases. Te first Phase is the
6
starting game
1. Decide whether a Basic or Advanced Game a randomly chosen player. Agree the ootprint, AV
is to be played - We would recommend a ‘Basic’ and SP (i required) and Cover Effect o each errain
Game or your first Game Piece.
2. What offensive organisation chart is being used 7. Roll or Initiative
– We would recommend using the Standard Chart 8. Roll or Missions
3. Te Point Level o the Game. - We would rec- 9. Place Objective Markers as ascribed in the appro-
ommend 500 Points priate Mission
4. Build your Army 10. Place the Resource Cards and Deck (or the Ad-
5. Decide what board (battlefield) size will be vanced Game) on the able
used. - For a standard game we recommend a 4’x4’ 11. Te Players orces are set-up on the table in Unit
board. Coherency, as ascribed by their Squad types and the
6. Add terrain - as Warzone Resurrection is a skir- Mission Rules.
mish game and terrain is important we would rec- 12. Te Player with the Initiative starts the first
ommend at least 25% coverage o terrain, take it in Game urn by Activating his first Squad. Tis is the
turns to place errain onto the board, starting with first stage o the Battle Section
Resource Cards
Each player places a number o Resource Cards choice o Warlord and how many roop Squad Com-
into play. Te number placed depends on the Player’s manders they have.
7
Card Deck for Advanced Play
I the Game is being played with Advanced the ‘discard pile’, beore the First Game urn starts and
Rules. Each Player draws 5 cards rom their deck. replace it with a resh hand rom the top o their deck.
Each player may discard their entire initial hand to Tey must keep their second hand.
Initiative
Each player rolls a D20 or Initial Initiative. Te player who set-up first must keep initia-
Te highest roll wins. Te winner may choose to give tive in the first Game urn. Te ‘Battle Section’
initiative to the opponent (or the player o their choice, o the first Game urn begins when the play-
i there are more than two players). Te player that has er with the Initiative activates their first Squad.
the initiative sets-up first ollowing the mission rules.
battle section
Te player with the initiative or this turn has the first Activation Phase:
Activate a Squad ing with the Model which needs to move the urthest.
Complete a ‘Closing Action’ or each. Once all Models
Check if the Squad is Pinned or Broken. I the Acti-
in the Squad are in Squad Coherency, Models not yet
vated squad is pinned or broken, then it must pass a activated rom the same Squad can be activated in any
morale test to become unpinned or unbroken (as de- order. Models that begin their activation Engaged in
scribed in the Morale test section) beore making any close combat ignore the ‘Closing Action’ rule but su-
other Actions. er a Modifier to their CC value which reduces it by
hal, rounded up.
Check or Squad Coherency. Determine the Squad
Coherency range by taking the squad’s LD value di- Note, it may be easier to move the Squad Commander or
vided by 2 (rounding up). All Models must be within Acting Squad Commander to bring the squad back into
this value in inches rom the Squad Commander or Squad Coherency.
Acting Squad Commander. I any Model is out o
Squad Coherency, it must be the first Model in the
Squad activated and must complete a Closing Action
to return to Squad Coherency. I more than 1 Model is
out o Squad Coherency, activate all o these Models in
urn and beore any other Models in the Squad, start-
8
9
Te Chasseur Squad Commander has a Squad Coherency Value o 8
10
urn ends. Start a new Game urn with the Control owning player, they cannot be used and must be im-
Phase. mediately placed into the discard pile.
Control Phase
11
2. General Warzone Resurrection
Rules
Dice Rolls may take no urther Actions in the Game urn. Tey
also cannot ‘urn to Burn’ any urther resource cards
In Warzone Resurrection, dice allow the element o
this Game urn.
chance to be represented, which is key to a un, excit-
ing and tactically challenging table top game. Skill Tests
Warzone Resurrection uses 20 sided dice, reerred to In order to pass a ‘Skill est’ the controlling player
as ‘D20’ throughout the Warzone Resurrection rules. must roll equal to or less than the relevant skill value
I there is a number in ront o ‘D20’, then that is the o the Model.
number o 20-sided dice that should be rolled (i.e. For Example: i the Controlling Player’s Model has a
‘2D20’ = Roll 2 20-sided dice). All tests, rolls and re- ‘Range Skill’ o 12 afer any Modifiers, a roll o 12 or less
rolls in the game are made by rolling D20 dice. on the D20 is needed to successully pass the Skill est.
Modifiers ollow the mathematical principle: first multi-
Reroll – A player may only reroll once (one may not ply then divide, add then subtract (i.e. 3x2+2= 8).
reroll a reroll). I the player is able to reroll and choos-
es to do so, they must stick with the second result, Dividing
even i it is worse than the first.
I a skill test requires any mathematical division (or
Off the able! - D20 rolls count only i they land on Example: ‘modiy by 50%’) always round up.
the gaming table. I a D20 happens to roll off o the For Example: or squad coherency, the Leadership (LD)
table, it must be rolled again, the result only counts i value is divided by 2. I the LD value is 17, divide 17 by
it lands on the table. (Tis is the only exception to the 2 which equals 8.5, which is rounded up to 9.
no rerolling a reroll rule; i.e. rerolls that land off o the
table must be rolled again). Measurement
12
Shooting and Squad Models base, to the targeted Models base, in a straight
Coherency at Various line.
Elevations
When measuring or squad coherency at different El-
When a Model is making a Shooting Action evations measure the shortest distance rom base to
and its target is at a different elevation, simply measure base, in the same manner as shooting a Model at a
the shortest distance between them rom the shooting different elevation.
A Model’s Stat line represents the skills and abilities o the Model. Each ‘skill’ can be temporarily or
permanently affected as the game progresses. Most are used as the starting point or calculating the number
needed to roll on a D20:
13
CC – Close Combat. Te number required to roll on many actors.
a D20 or a Close Combat est. Tis number can be
affected by many actors. W – Wounds. Tis is a way o tracking how much
damage a Model can receive. I a Model’s wound value
RS – Range Skill. Te number required to roll on a is reduced to ‘0’ or less by Wound Effect, it is removed
D20 or a Range Skill est. Tis number can be affect- rom the board as a casualty.
ed by Line o Sight and other actors too.
A – Armour value. Te number required to roll on a
St - Strength. Te strength o a Model and/or its weap- D20 or an Armour est. Tis number can be affected
on will affect the A (Armour) o its target. by many actors. Occasionally a A value may include
a second number in brackets 9e.g. A:18(12), this is the
Con – Constitution. Constitution represents the Mod- Impenetrable Armour value. Impenetrable Armour
els ability to resist actors such as alling rom height. cannot be reduced below this second number.
WP– Will Power. Used to activate Special Skills, Art Pts - Points Value. Tis number represents how much
Powers, Dark Symmetry Powers, Ki Powers, etc. the Model is worth and is used by the players to pro-
duce balanced opposing army lists. For Example:
Ld – Leadership. Te number required to roll on a each player will write an army list to the value o a set
D20 or a Morale est. Tis number can be affected by amount o ‘points’.
Each Model in the game has 2 Action Points (unless o the Game urn. Activated Models that begin their
stated otherwise). For simplicity this value is not in- activation already ‘Engaged’ have only 1 Action Point
cluded on the Stat lines. Once a Model uses both o to spend.
its Action Points it counts as deactivated or the rest
Miniature definitions
Body- Te body o a Model includes the legs, torso, the body o the Model or gaming purposes.
arms, head, backpack and weapons. Any other details
on the Model are not classified as part o Models body. Designer Note: Tis rule is intended to allow awesome
Any conversion additions to a Model that extend be- conversions in the game while limiting their adverse e-
yond the base circumerence do not count as part o ect on game play.
14
Bases
Small Bases are 30mm in diameter and used or basic Large Bases are 50mm or more in diameter and used
inantry Models. or large monsters and mid-sized vehicles
Medium Bases are 40mm in diameter and are used Heavy Vehicles ofen do not have a base or have a spe-
or Warlords and Lords, and larger Models. cial base (e.g. heavy flyers)
Facing Area
All Models in Warzone Resurrection have a ‘Facing Small Bases: minimum Facing Area Height : 1”
Area’. Tis is used specifically to calculate the Cover Medium Bases: minimum Facing Area Height: 1.5”
Modifier or intervening Models. Te Facing Area is Large Bases: minimum Facing Area Height: 2”
defined by the diameter o the Models base (or in the Heavy Vehicles: Use the height to the top o the hull
case o Models that do not have a base the ‘ootprint’ or turret, whichever is higher.
o the Model).
For Example: the minimum ‘Facing Area’ o an inantry
Te minimum ‘Facing Area’ (to take into account Model mounted on a small base is :
some Models may be kneeling etc.) is: diameter o base x 1”.
15
Models Facing
Squads
A ‘Squad’ can consist o one Model, (or Example the unless the Lord has the same special deployment rules.
Warlord or a Walker), or a number o Models. When a Te Lord becomes the Squad Commander. Lords can-
squad is activated, each Model within the squad has 2 not leave the squad and count as part o it or activa-
Action Points. Each squad is activated once per Game tion purposes.
urn. Every Model in the squad must be activated, be-
ore play moves to the next Player.
16
Examples o ypes o Squads. In Warzone Resurrection each fighting unit is
defined as a Squad. A Squad can consist o many models or just one.
Squad Commanders
Each squad must have a designated Squad Com- er is nominated only or squad coherency purposes. I
mander which is nominated beore the game starts; this Model is lost, a new Acting Squad Commander
the designated Model is a heroic individual, a veter- is allocated. I any Acting Squad Commander is re-
an o many battles or the most senior in the chain o moved rom the game, the squad does not take any
command. Any Model in the squad (unless otherwise urther -2 Modifiers to Leadership or losing a Squad
specified), regardless o armament, may be allocated Commander.
as the Squad Commander. Neither the Squad Commander nor the Acting Squad
Te Model in a one Model squad is considered the Commander can ‘Get the Gun’, although a Model with
Squad Commander. a heavy or special gun can be allocated the Acting
I the Squad Commander is removed rom play, an Squad Commander. Any special gear on the Squad
Acting Squad Commander must be allocated and the Commander or Acting Squad Commander is lost
Squad receives a -2 Modifier to their Leadership Value when he is removed rom play (including his Gun).
or the rest o the game. Te Acting Squad Command-
17
Squad Coherency
Squads have to stick together, otherwise individual inches o the Acting Squad Commander or the rest
Models become scattered and the squad loses its abil- o the game.
ity to work as an effective fighting orce. All Models During the course o a game, it is possible that a squad
in a squad must stay in Squad Coherency, which is member will find themselves out o Coherency. When
defined in inches by the Leadership (LD) Value o the this occurs, Models out o Squad Coherency must
Squad Commander or Acting Squad Commander di- make Run Action (spend 2 Action Points) to move
vided by two. Squad Coherency is measured rom the back into to Squad Coherency. Te player can choose
Squad Commander or Acting Squad Commander’s to ‘urn to Burn’ a resource card to give the Model a
base. third Action.
For Example: A Squad Commander has a LD value A player can choose the take a model out o Squad
o 16, so every Model in the squad must be within Coherency at any point, but it should be remembered
8 inches o the Squad Commander. I he is removed that a Model out o Coherency at the beginning o its
rom play, the squad suffers a Squad Commander Lost next Activation must spend its Action Points return-
Modifier o -2. Te squad thereore has to be within 7 ing to Coherency.
3. Terrain
Warzone Resurrection takes place in rugged and hostile locations throughout the Solar System, be that in the
depths o space or on an alien planet. Te deployed orce might be surprised by a Martian earthquake or a
Mercurian solar flare. Te Venusian jungles can be just as dangerous as the enemy and an apparently benign
city ruin provides the perect cover, but could collapse at any time. A warzone is rarely predictable, especially
when it located on the planets, planetoids and asteroids o the solar system.
terrain area
Every eature o rough terrain occupies a specific area For the purposes o movement, i the base or hull o
on the battlefield; this is reerred to as its ‘ootprint’. a Model touches or is partially or wholly within the
Sometimes a terrain eature has a clearly defined oot- ootprint o a terrain eature it is considered ‘within’
print, or Example a crater, bunker or building, others the terrain. Models that start or end their movement
however, might be less defined; such as a woodland, within terrain or enter terrain during a Movement Ac-
ruined building or scrubland. o avoid conusion and tion count as ‘moving through terrain’ and are there-
argument, the players must determine the exact oot- ore affected by the appropriate Movement Modifiers.
print o each piece o terrain beore the game starts.
18
When LOS (Line o Sight) is affected by a claimed or shooting Model is modified by the cover as appropri-
intervening terrain piece the RS (Range Skill) o the ate. Cover does not modiy the Armour (A) roll.
Tere are 4 types o terrain in Warzone Resurrection. Players should agree what their scenery represents beore
the game starts.
19
Engaging and Different
Elevations For Example: An Enhanced Machinator has an M val-
ue o 6 and is in a ruin, 3 inches above the ground. It
I the vertical distance between any Models is larger starts a Run Action. It moves 4 inches in the ruin beore
than 1” (measured rom Base to Base) then the Mod- it ‘Free Jumps’ out o the terrain. As such it receives a
els are considered to be at Different Elevations. When -3 Modifier or the movement in terrain, but does not
attempting to Engage a Model on a Different Eleva- count the vertical distance saving 3 inches o its M val-
tion, there are a ew considerations to be made. At the ue, allowing it to use the remaining 5 inches o Move-
end o an Engage Action both Models must be on the ment in the open terrain.
same Elevation and within the CCWR o the Engag-
ing Model. I there is no room or both Models on the I a Model chooses to move urther downwards than
same level the target Model cannot be Engaged. Mod- its ‘Free Jump’ distance, it must use its Movement to
els which are vertically urther apart than 1” do not make the additional distance. Additionally, i a Mod-
count as Engaged, regardless o their CCWR. el chooses to jump urther downwards than its ‘Free
Jump’ distance (i.e. i a Small Based Model jumped
Falling from height
urther than 1”), apply the rules or ‘Falling rom
A Model which alls rom height takes an Autohit with Height’, but as this has happened as part o a ‘Jump’,
St equal to the Vertical distance in inches (rounded the Controlling Player should reduce the ‘distance
up) that the Model has allen with an additional +6 allen’ Modifier by an amount equal to their ‘Free
Strength Modifier. Any Model which alls rom height Jump’ distance.
is always placed in B2B (base to base) with the piece o For Example: A chasseur (Movement:5) choos-
terrain it has allen rom. es to jump down a building to the ground floor,
jumping 1”. Te 1” ‘Jump’ that the Chasseur
Jumping from height made is ree, so once it reaches the Ground Floor,
it may now move its ull Movement value o 5”.
As part o a Move or Run Action a Model may jump
downwards rom height. Models on Small Bases may However, i the Chasseur had jumped down 2”, his
jump 1” downwards, Medium bases may jump 2” Movement value would be reduced by 1” or the extra
downwards and Large Based Models may jump 3” distance jumped and he would suffer a St7, Piercing
downwards without suffering the penalties allocated Autohit (1” extra distance allen beyond ‘Free Jump’
or ‘Falling rom Height’. Tis is reerred to as ‘Free distance +6 or ‘Falling rom Height’).
Jump’. When a Model uses ‘Free Jump’ it does not
count the vertical distance as part o its Movement.
When the ‘Free Jump’ is completed place the model at
its new elevation as i it is in base contact with its last
position beore it jumped.
20
Jumping Across Gaps the bottom o the gap in base to base contact with the
errain it was attempting to jump in to. Te Model
As part o a Move Action, Engage Action or Run Ac- then must take an A test with the usual Modifiers or
tion, Models can attempt to ‘Jump Across Gaps’ be- ‘Falling rom height’. Models on medium bases cannot
tween two pieces o terrain. Tis cannot be perormed cross gaps larger than 2 inches. ‘Free Jump’ is not in
i the gap is across impassable terrain or i the Model effect in this situation.
cannot be placed under the gap or any reason. I this
is the case, the Model must use an alternative route. Large Bases: Te maximum gap distance a Model on
a large base can jump across is 3 inches. I the gap is
When attempting to ‘Jump Across Gaps’ the ollow- less than 2 inches, the Model moves across it as nor-
ing distance restrictions are in place depending on mal. I the gap is between 2 and 3 inches, apply an
the base size o the Model: additional light terrain Modifier to movement and
cross the gap. At the end o the movement Action, the
Small Bases: Te maximum gap distance a Model on Model must immediately make a Con est. I this is
a small base can jump across is 1 inch. I the gap is ailed, the Controlling Player must place the Model at
less than 0.5 inch, the Model moves across it as nor- the bottom o the gap in base to base contact with the
mal. I the gap is between 0.5 and 1 inch, apply an errain it was attempting to jump in to. Te Model
additional light terrain Modifier to movement and then must take an A test with the usual Modifiers or
cross the gap. At the end o the movement Action, the ‘Falling rom height’. Models on large bases cannot
Model must immediately make a Con est. I this is cross gaps larger than 3 inches. ‘Free Jump’ is not in
ailed, the Controlling Player must place the Model at effect in this situation.
the bottom o the gap in base to base contact with the
errain it was attempting to jump in to. Te Model
then must take an A test with the usual Modifiers or
‘Falling rom height’. Models on small bases cannot
cross gaps larger than 1 inch. ‘Free Jump’ is not in e-
ect in this situation.
21
Te Atilla being on a Medium Base can ‘Jump across Gaps’ o up to 2 inches. In this case the Gap is only 1
inch so he jumps it easily.
Climbing
22
Te Armoured Chasseur climbs a cliff ace o 4 inches Level o a Structure, using a ladder. Te vertical dis-
in height and Moves an Additional 4 inches. In total he tance required is 4”, but must travel 3” to the edge
has moved 8 inches, so must Run to complete the dis- o the ladder to begin its ascension. Te distance re-
tance. As such he must take a Con est with a -2 Modi- quired is thereore 3”+4”+1” (the latter number or the
fier or ‘Climbing a Cliff’ and addition -3 Modifier or Action o Climbing). Te Movement value required Is
‘Running’. His Con Value is Modified by a total o -5. 8”, but the Chasseur only has Movement: 5. Te Con-
trolling Player decides to make a ‘Run Action’ with the
Con Tests for Changing El- Chasseur, risking a Con est. Te Con est ails, so the
evation Chasseur alls 4”, making the strength o the Autohit
received St10 (4”+6 or alling rom height) and the
I a Model has completed a Run or Engage Action to Chasseur is placed in Base to Base contact with the
change Elevation it must automatically take a Con test. base o the ladder.
Equally, i a Model changes Elevation without using a
ladder or other climbing device it must take a Con test Engage Actions made rom Height
at the end o the move with the ollowing Modifiers: Surprising an enemy rom above, jumping on them
rom where they least expect it can be a sound and
Using a Ladder or similar climbing apparatus on an quick method to dispatch one’s oe. In Warzone Res-
intact structure: +1 urrection Models can declare an Engage Action rom
Using a Ladder or similar climbing apparatus in a Ru- height, jumping on their poor victim rom a high van-
ined Structure: -2 tage point.
Climbing an Intact Structure without a climbing ap- Models which Engage rom height gain an additional
paratus: -2 Modifier to the normal ‘Engage’ Modifier, dependent
Climbing a Ruined Structure without a climbing ap- on their base size:
paratus: -3
Climbing a Cliff or other natural ormation: -3 Small Bases: +1 St or each 1” o Vertical distance (i.e.
Running or Engaging: -2 Engage rom 2 inches = +2St)
Medium Bases: +2 St or each 1” o vertical distance
I the test is passed, there is no urther effect, but i (i.e. Engage rom 2 inches = +4St)
the test is ailed, the Model alls to the lowest possible Large Bases: +3 St or each ull 1” o verti-
point o the elevation, ollowing the rules or ‘Falling cal distance (i.e. Engage rom 2 inches = +6St)
rom height’ and may take no urther Actions in that
activation. Place the Model at the bottom o the verti- Afer the Engage Action, but beore any urther Ac-
cal elevation. Free Jump is not in effect in this situa- tions can be made, the Engaging Model must com-
tion. plete a ‘Falling rom Height’ est. I this is ailed the
Model loses any remaining Action Points. Modifiers
For Example: A Chasseur is moving to the Second or ‘Free Jump’ are not used when a Model ‘Engages
rom Height’.
23
Te Atilla Engages the Undead Legionnaire rom a height o 2 inches, as such he gets a ree jump o the
2 inches. He does not get an Engage bonus (because he has not moved his M value), but he does get a
+4 Strength Modifier to his first Close Combat Hit or ‘Engage rom Height’.
4. Structures.
24
Intact Structures
model can fit through a small hole or door or Exam-
Such as Bunkers or Buildings with an intact roo. ple: ignore the Models base. Players should agree be-
Intact structures can be garrisoned as long as the ore the game starts which sized models can enter a
Models can be physically placed inside the building particular building door or window (e.g. only human
via, or Example: a removable roo or wall or through sized, up to Nepharite sized, etc.). Models on Large
other access points such as doors, windows or cracks Bases or without a Base cannot Garrison any Struc-
in the building structure. tures.
Structures which do not have any access points or Designers Note: Small windows or low doors can be
Models to be physically placed cannot be garrisoned. climbed through and ofen are, especially i your enemy
In such cases consider the terrain piece as a ruin or is trying to kill you! As such, rather than suggesting er-
as impassable terrain, depending on its nature. (Te rain is made with exceedingly large doors and windows,
doors may be sealed, but by climbing the structure the instead the Base should be ignored in this situation.
Models may get a much better vantage point over the
warzone) Shooting at Structures
Models garrisoning or attacking an intact structure Players can decide to shoot at Intact Structures ol-
can shoot through widows or any other Access Point lowing the normal shooting rules. Models targeting
as long as they can draw LOS to the target Model. In an Intact Structure always hit the structure on roll o
intact structures these points are described as Shoot- 1-16 regardless o Modifiers or Statline.
ing Points.
Structure Points and Armour Values o Intact Struc-
Models on Small or Medium bases may Garrison any tures
Structure in which they can be placed. When consid- Each Intact Structure in the game has a Structures
ering the details o the errain Pieces and whether a Point value and AV (Armour Value):
25
I not specified, players must agree beore game starts similar) ootprint Ruined Structure. All Models with-
the Structure’s AV and SP. Explosion emplate Weap- in the ootprint o the structure takes an Autohit at a
ons have no effect on Structures (the explosion orce Strength equal to Intact Structure’s AV. Models within
is absorbed by the structure) I the template scatters 2 inches o a Collapsing Intact Structure take an Auto-
onto a Structure, consider the hit an ineffectual rico- hit at a Strength equal to Intact Structure’s AV divided
chet. by two. Heal Rolls cannot be used or Wound Effects
caused by a collapsing structure. Place any surviving
Collapsing Intact Models that were within the ootprint o the collapsed
Structures structure within ootprint o the Ruin. All Models
placed within the Ruin count as Pinned.
An Intact Structure collapses when its SP is reduced
to 0 or less. Replace the Structure with the same (or
5. Morale Checks
Morale checks are required at certain points with- at the start o the Game urn) in one Game urn, a
in a game o Warzone Resurrection. Morale checks ‘Pinning est’ must be taken. I the test is ailed, the
are made by rolling a D20 and comparing the result squad is ‘Pinned’. ‘Pinned’ squads have a positive
against the LD value o the Squad with appropriate Modifier o +2 to Armour (A) against Range Attacks,
Modifiers. but cannot complete any Actions apart rom ‘Recover
For Example: a Squad needs to take a Morale Check. It rom Pinning’ until they have successully ‘Recovered
has a LD value o 15 but has already lost its Squad Com- rom Pinning’. Only one Pinning est is made per
mander, which results in a -2 Modifier to LD, hence the Game urn/Squad.
squad has a LD value o 15-2=13 or the Morale Check.
I the D20 roll is equal to or less than the Squad Com- Morale est to ‘Recover from Pinning’: o recover
mander or Acting Squad Commander modified LD rom pinning, the squad must spend one Action Point
value, the test is passed and the squad continues as at the beginning o the squad’s activation to attempt to
beore the test was taken. I the D20 roll is higher, the ‘Recover rom Pinning’ by rolling against LD with an
test is ailed and the squad will suffer a negative effect additional -2 Modifier. Tis attempt costs all Models
dependant on the kind o Morale check being taken. in the squad one Action Point. Tis Action must be
repeated i ailed the first time. I both attempts ail
Pinning the squad is deactivated and stays Pinned. All Spe-
cial and Basic Close Combat Actions made against a
When a Squad loses 50% or more o the squad mem- Pinned Model have a +4 Modifier to hit.
bers (100% equals the number o Models in the squad
26
Broken
Morale est to ‘Regroup from Broken’: ‘Broken’
I a Squad loses 75% o its squad members in one turn squads must use their first Action Point afer activa-
it must pass a Morale Check, (100% equals the num- tion to attempt to ‘Regroup rom Broken’. Tis is done
ber o Models in the squad at the start o the turn). by rolling a LD est with an additional -6 Modifier.
I ailed the squad is ‘Broken’. ‘Broken’ squads MUS Tis attempt costs all in the squad one Action Point.
immediately Run (x2 Movement Value) towards their Tis Action must be repeated i ailed the first time.
deployment board edge. Tis counts as a ree move I both attempts are ailed the squad then continues
and happens immediately the Break est is ailed. I its ‘Run Action’ towards its target board edge and is
the Squad does not have a deployment board edge then deactivated and remains ‘Broken’. I the est is
they move directly away rom the enemy Squad which passed the squad may complete only basic Actions
caused the ‘Broken’ Squad to ‘Break’. I this is not pos- i it has the Action Points available. Te squad is no
sible, the ‘Broken’ Squad will move towards the near- longer Broken and may continue as normal or the re-
est Board Edge Point in LoS. Subsequent LD tests to mainder o the Game urn onwards. All Special and
‘Rally’ are additionally modified by -6 (LD). When a Basic Close Combat Actions made against a ‘Broken’
Model rom the broken squad touches the board edge Model will hit automatically. Engaged Models rom a
the whole squad is removed rom the game and counts ‘Broken’ Squad do not lose an Action Point or their
towards ‘Body Count Value’. Only one Broken est is 1st attempt o ‘Regroup rom Broken’. ‘Broken’ Models
made per Game urn/Squad. cannot complete a CC Action.
When playing the ‘Basic Game Rules’, the use o cards source cards that each player starts with is dependent
is limited to Resource Cards. No other cards are re- on the relevant player’s Warlord choice and how many
quired or this version o the game. Te number o re- roop Squad Commanders are in their control.
27
For Example: Alakhai is a close combat hero, so starts ed to the Warlord or roop Squad Commander, they
with 3 resource cards, whereas Dr. Diana is a tech hero can be ‘urned to Burn’ or any model in the Player’s
and as such, starts with 4. Alakhai’s army also contains orce.
2 squads o Undead Legionnaires, each led by a Necro-
mutant Squad commander. Each Necromutant Squad For Example: Alakhai is a close combat Warlord, so
Commander will allocate 1 additional Resource card. starts with 3 resource cards, whereas Commander Dr.
Tis means that Alakhai’s army will have 5 Resource Diana is a tech Warlord, so starts with 4. Alakhai’s army
Cards, 3 rom Alakhai and 1 rom each Necromutant also contains 2 squads o Undead Legionnaires, each
Squad Leader. Tere is also a Squad o 3 Razides in led by a Necromutant. Each Necromutant will allocate
Alakhai’s army, however as this is a Support Squad, a urther 1 Resource card. Tis means that Alakhai’s
Alakhai does not gain any Resource Cards or having army will have 5 Resource Cards, 3 rom Alakhai and 1
them in his army. rom each Necromutant Squad Leader, creating a total
o 5 Resource Cards which can be used by any Model in
Warlords and Resource Alakhai’s army.
Cards
Resource cards are not normally removable, however
W arlords are the conduit between their force and i a Warlord or roop Squad Commander is removed
the higher echelons of the command structure they rom play, the appropriate number o Resource cards
work for. As such they have access to the Resourc- are also lost. It is the controlling player’s choice which
es of their corporation (or the Legion or Brother- resource cards they remove (i.e. a ‘used’ Resource
hood). Depending on the Warlord ype they have Card may be removed). Under no circumstances, can
access Resource Cards as allocated: a removed ‘Resource Card’ be returned to the game
once it has been removed.
For Example: Player 1’s Ronin squad has just lost its
Squad Commander. Te Model is removed rom play
and with it, a Resource Card. Te Controlling player
chooses to remove a Resource Card they had already
‘urned to Burn’ this turn. Whereas Player 2 loses his
Commander Dr. Diana. Commander Dianan is a ‘ech’
Warlord so Player 2 must instantly discard any 4 Re-
Each roop Squad Commander also provides 1 Re- source Cards.
source Card. Although the Resource cards are allocat-
28
Turn To Burn (Basic Game) ore making a Shooting or Close Combat Action. Tis
cannot be used to increase the RoA or RoF during
A Player can ‘urn to Burn’ a Resource Card in any o Special Actions. Only 1 Resource Card per Model per
the ollowing ways: Game urn can be used in this way.
A. o give the selected Model a third Action Point; For Example: Player 1 ‘urns to Burn’ one Resource
can only be used once per Model per urn. Card, thus giving one Model a third Action. Player
B. Add Heal (3) to the selected Model; can only be 1 also gives the same Model Heal (3) by ‘urning to
used once per Wound Effect. Burn’ another Resource Card. Player 1 cannot ‘urn
C. Activate a Squad Special Skill i applicable or re- to Burn’ a third Resource Card to give a 3rd Action or
quired. second Heal Action; although they may ‘urn to Burn’
D. o Increase the RoF or RoA value o a single Model a third Resource Card to increase the Models RoA by
(or its wargear) by +1. ‘urn to Burn’ and declare be- +1.
Card deck: Each player creates a deck with a mini- Utilisation of Cards
mum o 35 cards including Strategy, actical and Gear
cards (but not Resource Cards). It is up to the player - Only 1 Strategy Card can be in play during the course
how many o each card they wish to put into their o a Game urn (regardless o how many players there
deck. All decks must be shuffled by the controlling are).
player and then cut beore start o the game by a ran- - Only 1 actical Card can be in play per squad per
domly determined opponent, beore being returned Game urn.
to their owner or use in the game. A maximum o 5 - Only 3 Gear Cards can be in play per player.
cards may be in a players hand at any time (although - Te number o resource cards you start with is de-
some Special Skills or Cards may change this). Each pendent on the Warlord choice and how many roop
player may draw up to 1 card every turn in the control squad commanders are in their control.
phase, starting with the player with the initiative, and
must add this card to their hand. I a player has more Deck Construction
than five cards in their hand at any time they must im- A deck must consist o at least 35 cards and must ol-
mediately discard cards until they have 5 cards or less. low the ollowing construction rules:
Cards discarded or any reason are placed in the Card Tere can be no more than 3 o the same Strategy
Discard Pile. Continuation o play is unaffected i any Cards in the deck
Player depletes their Card deck and/or hand. Obvi- Tere can be no more than o 5 o the same actical
ously though they will have no more Cards. Cards in the deck.
Tere can be no more than o 3 o the same Gear
Cards in the deck.
29
Turn to Burn generally need Resource Cards to be utilised. o use
(Advanced Game Rules) a Resource Card the player must ‘urn to burn’ the
Resource Card (an Action which is represented by lit-
In an Advanced Game Resource cards can be ‘urned erally turning the resource card upside down). Unless
to Burn’ in any o the ollowing ways: otherwise specified, each Resource Card represents 1
A. o use a Strategy, actical or Gear Card rom the Resource. In the Control Phase all used (‘urned to
players hand Burn’) Resource Cards are reset to ace the owning
B. o give the selected Model a third Action Point; can player and can then be ‘urned to Burn’ in the ollow-
only be used once per Model per Activation. ing Game urn.
C. Add Heal (3) to the selected Model; can only be
used once per Wound Effect. Strategy Cards – Tese cards mainly affect the bat-
D. Activate a Squad Special Skill i applicable or re- tlefield. Tey can only be issued in the Control Phase
quired. by the Player with the Initiative or between Activation
E. o Increase the RoF or RoA value o a single Mod- Phases by any Player. Only one Strategy card can be
el (or the Model’s Wargear) by 1. ‘urn to Burn’ and in play at any time. Unless otherwise specified, Strat-
declare beore making a Shooting or Close Combat egy Cards are removed rom play in the Control Phase
Action. Tis cannot be used to increase the RoA or and added to the owning Player’s Discard Pile.
RoF during Special Actions. Only 1 Resource card per
Model per Game urn can be used in this way. actical Cards – Tese cards affect squads or single
F. Draw an extra card rom the deck. Tis Action can Models: Tey can only be issued between individual
only be completed between phases and only i the Model activations. Only one card can be in play or
player has less than 5 cards in their hand. each squad. You can choose to discard a actical Card
G. o discard one card rom the players hand. Tis rom play at any point in a Game urn.
Action can only be completed between phases. For Example: Player One activates a Squad, now
Player One or wo can play actical Cards beore the
Types of cards 1st Model gets activated; once the Model is activated
none o players can put any actical Cards into play
Squad Reference card – On these cards the Stat lines until the Model is deactivated. Once the Model has
and Squad Special Skills can be ound. been deactivated, and beore Player One activates the
2nd Model, either player may put a actical card into
Resource Cards (res.) – All players start the game play.
with a number o Resource cards in play, the number
is dependent on the type o Warlord being played and Gear Cards – Tese cards are not normally removable
the number o roop Squad Commanders. Te Re- (unless specified otherwise) and can affect a Squad,
source Cards represent your resources. Strategy, ac- battlefield eature, individual Model and/or Resource
tical and Gear cards, as well as Squad Special Skills, Card. Each player may have up to three Gear Cards
30
in play. Te active cards should be placed next to the
relevant Squad Reerence Card.
7. Actions
In Warzone Resurrection, each Model is an individual. all o their energy on running as ast as they can, an-
As such, these individuals are capable o making their other in the same squad might take a moment to take
own decisions (Actions). Whilst one squad member aim and then fire with pin-point accuracy.
may choose to advance on their opponent, spending
General
I more than one Action requires an immediate reac- Actions and Shoot, Rapid Fire and Focus Fire all count
tion, the player with the Initiative decides the order as Shooting Actions. Only one Movement Action may
that they are completed. No Action can be instigated be instigated per Model per Game urn. Only one
more than once per Model per urn (unless stated Shooting Action may be instigated per Model per
otherwise). Move and Run both count as Movement Game urn.
Target priority
Any ‘Basic’, ‘Advanced’ or ‘Squad Special’ Actions the ‘arget Sense’ Special Skill gain it by passing a LD
made against another Model (i.e. Shooting, Engage) test with the appropriate Modifiers or each Action.
must be directed at the nearest enemy Model within I the test is ailed, the Action Point is lost, although
12” and within LOS. Engaged Models are ignored or a second Shooting Action can be made. I a Model
arget Priority. I there are no enemy Models within with ‘arget Sense’ is participating in a Squad Special
12” rom the Activated Model, then the Action may be Action attack, all Models participating in this Action
directed at any other Model on the board and in range gain ‘arget Sense’. When there is more than one en-
o the attacker. emy Model at the same and nearest distance, either
Models can ignore the arget Priority rule i they can be targeted as the Primary arget without need or
have the ‘arget Sense’ Special Skill. Models without a arget Sense est.
31
Te Armoured Chasseurs are closing on the Razide and are within 12 inches o it. As such the Razide
must ‘arget Prioritise Armoured Chasseur B as he is the nearest to the Razide, unless the Razide
passes a ‘arget Priority’ est to get ‘arget Sense’
32
Unless otherwise specified, the Engage Action must Large Bases – CCWR is 2”
always be made in a straight line and with LoS; while Te CCWR may be affected by the Gear Cards or Up-
the Engage move is being made the Controlling Player grades applied to the Model.
may change the acing o their Model as appropriate. For Example. A small based Model equipped with wo
Models cannot be Engaged through terrain gaps (ex- Handed Sword has a 1.0” CCWR due to its wargear.
cept or doors) narrower than the Engaging Model’s
base Aim Action
I a Model passes through the CCWR o an enemy A Model can spend one Action Point to gain a +2
Model as it moves to engage, a Counter Charge can Modifier to Range Skill (RS) and +2 to the Ranged
occur. A Counter Charge is completed on a successul Weapon’s Strength (St) or the subsequent shoot-
LD test by the counter charger (i counter charging ing Action (which must occur in the same activation
Model is in a ‘Sentry Action’ the LD test is passed au- phase). Te bonus is added only to their first shot in
tomatically). I a counter charge is successul the ‘En- the case o Models with a RoF higher than 1. I an Aim
gaging’ Model is stopped in the CCWR o the Coun- Action is used to shoot at a Vehicle, the Player can use
ter Charging Model. Engaged Models cannot Counter this Action to select the location o the hit instead o
Charge. rolling dice or a randomly determined location.
33
der to be a viable target or a Shooting Action.
Pass Action
34
Advanced Actions (2 Action Points)
Sometimes, it is worthwhile taking some time on the a significant and lasting effect. Advanced Actions do
battlefield, to ensure that a task is done correctly with just this.
Rapid Fire Example: Player 2 activates the 1st Model in her squad.
Player 1 can now use a Model in ‘Sentry’ mode beore
A Model completing a Rapid Fire Shooting Action Player 2 can use any Action Points
gains a +1 Modifier to their Ranged Weapon’s RoF and
a -2 Modifier to their RS or this Action. Te weapon’s Example 2: Player 2 activates their 3rd Model, Player
Range is halved during this Action. emplate and Ex- 1 decides not to use their Model(s)in ‘Sentry’ mode, so
plosion Blast weapons cannot Rapid Fire. Player 2 issues an Engage Action, engaging a Model in
‘Sentry’ mode. Player 1 can choose to use the Model’s
Sentry Action ‘Sentry’ Action at this point, afer successully passing
a LD test.
By spending 2 Action Points per Model to enter Sen-
try, the Controlling Player can place up to WO Mod- I a Model in ‘Sentry’ mode is targeted by a Ranged
els per 5 Models in a squad (to a minimum o 2 Mod- attack it may make a ‘Dive or Cover’ Move Action au-
els) into ‘Sentry’ mode. Models in ‘Sentry’ mode can tomatically to enter a piece o cover, gaining an addi-
use ONE Action (cannot be increased by any means) tional +1 ‘Moving arget’ Cover Modifier. A ‘Dive or
during the enemy’s activation phase. Te ollowing Cover’ ReAction cannot be attempted i no cover is in
‘Sentry’ Actions are allowed: Shooting, Close Combat, M range o the Model on ‘Sentry’ (this can be affected
Move or Dive or Cover. by applicable Modifiers (cards, terrain) as normal).
I the model ends up out o Line o Sight it instead
For Example: Player 1 has a squad o ten Capitol Free receives a +6 ‘Moving arget’ Cover Modifier. Note:
Marines. As the squad numbers 10 Models, he is al- ‘Dive or Cover is the only Sentry Action that can oc-
lowed to put up to 4 Models into ‘Sentry Mode’. He cur during a models Activation and only i targeted.
decides to send 6 squad members orward by making
a ‘Run’ Action with each and then puts the remaining For Example: A Capitol Sea Lion in ‘Sentry’ mode pass-
our into ‘Sentry’. Te 4 Models on ‘Sentry’ can give cov- es his LD test when targeted by a Ranged attack rom a
ering fire to the rest o the squad during the opponent’s Cybertronic Chasseur and chooses to move into nearby
activation. Light errain (thus claiming the errain). Te Cyber-
tronic Chasseur was shooting through the volume o
Sentry reActions can be used between the Actions o another Model (-4 Modifier to RS) and, as a result o
enemy Models, but require the Model on Sentry to the Capitol Sea Lion’s ‘Sentry’ reAction, receives an ad-
pass a Leadership (LD) test first. ditional -2 Modifier or light cover and -1 or Moving
arget (so -7 RS Modifier in total).
35
Run Action is affected by applicable Movement Modifiers as
normal.
Te Model may move up to Movement (M) x2. Tis
Occasionally the sum has more value than the parts; i Focus Fire
a team work together they can ocus fire on an enemy
vehicle or monster or swarm a Warlord. Squad Special A minimum o 3 Models rom the same squad must
Actions are a team approach. be selected in order to issue the ‘Focus Fire’ Squad
Special Action.
‘Squad Special Actions’ can only be issued at the be-
ginning o the target squads activation; each ‘Squad Te Models partaking in a ‘Focus Fire’ must be in
Special Action’ costs 1 Action Point or every Model range and in LoS o the target at the end o their Ac-
in the squad (even i some o the Models cannot or tivation.
do not participate in the ‘Squad Special Action’). Only
one ‘Special Squad Action’ can be issued in a Game Te Models completing the ‘Focus Fire’ Squad Special
urn per Squad. Afer declaration, but beore a ‘Squad Action cannot make any other Shooting Actions in
Special Action’ takes place, the Models can use their the same Game urn.
remaining Action Point(s).
Te Controlling player rolls to hit only once (ignoring
For Example: I no Model has LoS to a target enemy wargear’s RoF value) with a +6 Modifier to RS (using
Model, the Controlling Player can still issue the ‘Focus the highest RS value o any one Squad Member par-
Fire’ ‘Squad Special Action’ against the target enemy taking in the ‘Focus Fire’).
Model, and then he must spend Model’s remaining Ac-
tions in order to bring the enemy Model into LOS. Once Te St o the weapon during this Squad Special Action
the last participating Model is deactivated, the Control- is equal to the lowest St Value o ranged weapons par-
ling Player rolls or Focus Fire. ticipating in the ‘Focus Fire’ plus the sum o the RoF
o all Models participating in the ‘Focus Fire’.
For Example 2: Te Controlling Player declares the
‘Swarm’ ‘Squad Special Action’ against an enemy Mod- Te weapon type is always counted as Piercing in a
el, then uses any remaining Action Points in order to ‘Focus Fire’ Squad Special Action.
Engage the target Model with as many Models rom the
squad partaking in a ‘Swarm’ ‘Squad Special Action’. For every 3 Models participating in the ‘Focus Fire’,
When all remaining Actions have been made, the Con- the ‘Focus Fire’ attack gains Critical Force (+1) and
trolling Player then rolls or the ‘Swarm’ ‘Squad Special AVV (+1).
Action’.
36
Models hit by ‘Focus Fire’ cannot use the ‘Heal’ ability. Swarm
‘Focus Fire’ cannot be used against Engaged Models. A minimum o 3 Models must be engaged in an En-
gaged Action to be able to complete a ‘Swarm’ ‘Squad
Weapon Special Rules or temporary weapon Modifi- Special Action’.
ers (Skills, Strategy Cards etc.) o participating Models
are not in effect during the ‘Focus Fire’
Fire’ ‘Squad Special Roll once to hit with a +4 Modifier to CC (using the
Action’. highest CC value o any single squad member o the
Models partaking in a ‘Swarm’
‘Swarm’ Squad Special Action)
For Example: A squad o 6 Models with RS 12 ‘Focus and the Strength o the weapon is equal to the lowest
Fire’ on an enemy Razide. First, they must make a sin- St Value or AVV o any close combat weapon partici-
highestt RS in the Squad) pating in the ‘Swarm’ plus the sum o the RoA (when
gle RS test using RS12 (the highes
with a +6 Modifier due to the ‘Focus Fire’ Squad Special making a ‘Swarm’ ‘Squad Special Action’, the weapon
Action
Actio n Rules. Te attack’ AVV is worked type always counts as Piercing). Swarming Models do
attack’s strength and AVV
out as ollows; St 12 (lowest St or AVV Value o any not receive an Engage bonus.
participating
participating range
ranged
d weapon)
weapon) and
and (6x RoF1 (the
(the sum o
weapons RoF o participants in the ‘Focus Fire’ ‘Squad For every 3 Models participating in the ‘Swarm’ the
Special Action’)) = St18 and AVV 1+2. Tis attack ‘Swarm’ attack gains Critical Force (+1) and AVV
thereore gains Critical Force (3) and an AVV value o (+1).
3 (as it is AVV 1 and St18 and there are 6 participants).
Models hit by a ‘Swarm’ Squad Special Action cannot
Cover Modifier: For each Model participating in a use the ‘Heal’ ability.
‘Focus Fire’ ‘Squad Special Action’ with an obscured
LoS to the target (regardless o whether it is Light or Weapons Special Rules or temporary weapons Modi-
Heavy terrain),a -1 Modifier to the ‘Focus Fire’ RS is fiers (Skills, Strategy Cards etc.) o the participating
applied. Models do not count towards the ‘Swarm’ ‘Squad Spe-
cial Action’.
For Example: A squad o 6 Models with RS 12 ocus
fires on a Razide; so would have
have RS12+6, St 12 (lowest For Example: A squad o 6 Models engaged with a
St Value o participating range weapon) + (6x RoF1) = Razide perorm a ‘Swarm’ attack; so have CC12+4 (+4
St18. Tree o the shooting Models have obscured LoS due to the attack being a ‘Swarm’ attack), St 12 (lowest
to the Razide as more than 25% o the Razide is behind St Value
Value o any participating close combat weapon)
weap on) and
cover. Tereore the RS o 18 is modified by -3 (due to 3 (6x RoF1 (the sum o participants
par ticipants in the ‘Swarm’
‘Swarm’ ‘Squad
o the participants having an obscured LoS) to 15. Special Action’)) = St18. Tis attack i targeted against
a vehicle is AVV1 (use the lowest AVV
AVV value o any par-
ticipating Model). Tis attack gains Critical Force (3)
37
(due to being St 18 and there being 6 participants) and ceiving a +2 Modifier due to there being 6 participants).
AVV
AVV is increased
increased to 3 (1 being the stand
standard
ard level, but re-
8. Shooting
Wherever there’s a battle, firearms are never ar away. Shooting is a valuable Action to take in Warzone Resur-
rection, or quite ofen one’s lie depends upon it.
A Model’s ability to shoot is defined by the Model’s Heavy Cover (Heavy errain, intervening Models,
Range Skill (RS). errain, intervening Models and Impassable terrain): -4 to RS. Examples o this type
Line o Sight (LoS) affect the ability o the shooting o cover include walls, trees, ruins and intervening
Model to hit the target Model. squad members.
I the target Model is partially covered (minimum Cover Modifiers are cumulative. As such, i a target
25% coverage) by terrain or the Facing Area o an Model is behind heavy cover and there are interven-
Intervening Model, the firing Model’s RS receives a ing Models in the way,
way, it will be very difficult
difficu lt to hit.
‘Cover Modifier’ as appropriate:
Designer note: Imagine shooting through people whilst
Light Cover (Light errain):
errain): -2 to RS. Examples o this at a busy market, attempting to fire at a target 40 eet
type o cover include barbed wire, low-lying scrub away and behind a brick wall.
and bushes.
Using Cover
o take advantage o cover, the Model must be at least ing intervening Models), unless a ‘Lucky Shot’
Shot’ attempt
25% covered by it. is declared. On a D20 roll o natural 1 a ‘Lucky Shot
’attempt has hit the target.
I the shooting Model is inside or within 1” o a piece I the ‘Facing Area’ o a Model is completely obscured,
o ‘cover’
‘cover’ it does not suffer
su ffer the cover Modifier to shoot it cannot be targeted.
through or over the cover. Intervening Models (except vehicles) cannot com-
Te shooting Model cannot shoot at a target Model pletely obscure a target, as both are constantly moving
which is behind more than 3 pieces o cover (includ- (it is a battlefield
b attlefield afer all!).
38
Using Cover: In the First Picture the Undead Legionnaire receives Cover rom the Wall,
thereore the Armoured Chasseur receives a -4 Modifier to its RS est. In the second picture
the Undead Legionnaire receives no cover rom the wall and so the Armoured Chasseur
takes its RS est without a Cover Modifier.
Shooting
o shoot, the Controlling Player must select a Pri- A Model may shoot at an Engaged Model. I it does,
mary arget, ollowing the arget Priority Rule. Te it receives a -8 Modifier to its RS. Any shots which
target must be in weapon range and in Line O Sight miss automatically hit the nearest riendly Model in
o the Model which
w hich is attempting to shoot. Remember LoS that is involved in the targeted Close Combat.
that pre-measuring is allowed. Calculate the cumula- Te riendly Model may take Armour (A) and ‘Heal’
tive cover Modifiers. ake a RS skill test by rolling a ests as normal, using all o the usual Modifiers. I the
D20. I the RS test is passed, a Wound Effect is ap- riendly Model is removed rom play, its squad must
plied on the targeted Model, the Model which has su- immediately take a Break est (this is reerred to as
ered a Wound Effect must take an Armour(A) test. I the ‘What the Hell!?’ rule). Only basic Shooting Ac-
this is ailed, 1 wound is removed rom the targeted tions can be made against Engaged Models (i.e. no
Model. Note that a RS D20 roll o 1 to hit automati- ‘Squad Special Actions
Actions’).
’).
cally wounds and no Armour (A) or ‘Heal’ test can be
made. Tis rule applies to all shooting attacks, includ- Shooting
Shootin g at Friendl
F riendly
y
ing ‘Lucky Shot’ shooting attacks. Models
Shooting
Shootin g at Engaged
En gaged
Te Controlling Player can choose to shoot at a riend-
Models
ly Model in LoS. I a Wound Effect is applied (afer
39
normal armour saves), the squad it belongs to takes an cial Actions and Advanced Actions cannot be targeted
immediate (‘What the Hell’) Break est. Squad Spe- against riendly Models.
Multiple Cover
I there is more than one type o cover within 1” o also claimed Heavy errain behind a ruined brick wall
the arget Model (i.e. the arget Model has claimed (-4 Modifier to the Necromutant’s RS).Both o which are
multiple pieces o Cover within 1” and is obscured by within 1”. As such, the Necromutant suffers a -4 Modi-
more than 25%), only the highest cover value is used fier to its RS.
to modiy the shooter’s RS. Example 2: wo Chasseurs are in light cover, they are
in B2B contact, one behind the other. A Necromutant
For Example: A Voltigeur is being targeted with a decides to shoot at the urther one, but only receives a
Shooting Action made by a Necromutant. Te Volti- -4 Modifier (the light cover is negated) as his target has
geur has claimed Light errain Cover (-2 Modifier to claimed two types o cover.
the Necromutant’s RS) behind a low-lying bush and has
I the Razide tries to shoot without Moving (the White Line) there are 3 pieces o Cover in
his way. o hit the Atilla he will need to get a Natural 1 on his D20 Roll. I he moves first
there is only 2 pieces o Cover (the Yellow Line).
40
9. Armour tests
It is rare that a character enters the Warzone with Te Armour Value (A) represents the strength o the
naught but the shirt on its back. o represent this, eve- wearer’s Armour. Te higher the A value, the better
ry Model in Warzone Resurrection has an ‘Armour’ the Armour is. Some A values have a second num-
Value. ber in brackets. Tis bracketed number represents the
minimum number an A value can be modified to (this
Te Armour est depends on our actors: is reerred to as Impenetrable Armour).
For Example: Te Everassur A value is 16 (12) mean-
1. Te Armour Value (A) o the Model ing that i the Everassur needed to take an unmodified
2. Te type o weapon that has hit the Model. armour save a D20 roll o 16 or less would be needed.
3. Te strength o the weapon that has hit the I there were A Modifiers their cumulative value can
Model never reduce the Everassur’s are to below a A value o
4. Any actical, Strategy or Gear Cards that are 12.
in play which may modiy Armour Value (A) and/or
Model and/or Weapon Strength.
Weapon Type
All Weapons have a characteristic to represent their For Example: Chasseurs are stated as wearing ‘ita-
nature. Some, or example, may be described as ‘Pierc- nium plates (Blast-3)’,meaning i they are targeted by
ing’, or ‘Blast’, or ‘Plasma’. Ofen the weapon may be a ‘Blast’ weapon they receive an additional -3 Modifier.
better or worse at penetrating an armour type. o rep- Occasionally an armour type may receive a positive
resent this, the Stat line o each squad will ofen in- Modifier against a particular weapon type (e.g. Piercing
clude Modifier inormation which needs to be applied +2), in this case the squad would receive a +2 Armour
i the squad is targeted by a particular weapon type. Modifier i targeted by a Piercing weapon.
Weapon strenght
Te strength (St) o the weapon also modifies the A value as shown in the ollowing table:
41
Some weapons are naturally so powerul that they • St 18 has Critical Force (2) – inflicts 2 Wounds
have what is reerred to as ‘Critical Force’. Other weap- per Wound Effect.
ons can have their strength increased to Critical Force • St 19 has Critical Force (3) – inflicts 3 Wounds
level (e.g. by ‘Focus Fire’ or by the use o particular per Wound Effect.
Gear Cards). I a Wound Effect is caused with a hit o • St 20 has Critical Force (4) – inflicts 4 Wounds
St18 or more, ‘Critical Force (X)’ is caused. Te ‘Criti- per Wound Effect.
cal Force’ level is dependant o the St o the hit
In Warzone Resurrection, there is every opportunity plicable i a Model is making a Close Combat ‘Squad
or a character to engage in mortal combat; ofen with Special Action’.
equally devastating effects or their victim as shooting I the Model is able to ’Engage’ (Movement x2 plus
them rom aar. In act, many squads and characters close combat weapon range (CCWR)), move in a
specialise in Close Combat. straight line towards the target.
All close combat weapons are classified as Piercing I there is more than one enemy in the CCWR o the
(unless stated otherwise). Engaging Model, one Enemy Model should be al-
located as the Primary arget. All other Models are
Engaging classed as secondary. Te primary target must take the
first attack. Only one attack can be allocated to each
Select an enemy Model within LoS to ‘Engage’ in close secondary Model in your CCWR, any remaining at-
combat. Pre-measure the distance, remembering to tacks must be allocated to the primary target.
incorporate any Modifiers or movement. A Model
can only Engage i it ends its Engage move with a tar- Activated Models that are already engaged have only
get Model within its CCWR. CCWR is only viable in 1 Action Point to spend. Tis point can only be spent
the Front Facing. Models cannot be Engaged through on a Special or Basic Close Combat Action or a Move
terrain which is blocking line o sight or through small Action.
terrain gaps wider than the Engaging Models base.
Models in at least one Close Combat weapon range
Attacking from behind (CCWR) always count as Engaged.
A Model can be ‘Engaged’ in its rear-acing. Tis only I an activated Model is engaged due to an enemy
applies i the engaging Model is completely within the Model’s CCWR, but the activated Model is not in
Rear Facing o the engaged Model. Models attacking range o its own close combat weapon, then the acti-
in the Rear Facing o an enemy gain an additional +4 vated Model must perorm a Close Combat ‘Closing’
Modifier to their CC skill test. Tis bonus is not ap- Action to bring itsel into CCWR.
Te Close Combat ‘Closing’ Action can only be done
42
within an enemy Model’s Front Facing and does not against the closest Model, i more than one Model is
cost any Action Points. in the same range, the Controlling Player can select
A Close Combat ‘Closing’ Action must be made which Model to close into.
Te CCWR o the Atilla is 1 inch so the nearest two Undead Legionnaires are En-
gaged. But when it comes to fighting back only the nearest is in its CCWR (B2B),
the second will need to make a ree ‘Closing Action’ to get into B2B contact with
the Atilla beore it can attempt to hit it.
Making an Attack
Te Controlling Player must select a primary target by the attack. I ailed, the target Model takes a Wound
in their activated Model’s Front Facing. Te Control- Effect. I the Model’s wounds are reduced to zero or
ling Player then applies Modifiers to their Model’s CC less, the target Model is removed rom play.
value and rolls a D20 to hit. I the Controlling Player’s I the attacking Model uses a weapon with a RoA great-
Model hits the target, the targeted Model must pass er than 1, the Controlling Player may then choose to
an Armour (A) test. Te strength o the attack is equal attack the primary target again, or attack a nominated
to the attacking Model’s Strength, plus its weapon’s secondary target in their CCWR. Remember that sec-
Strength Value and anyother Modifiers. I the target ondary targets can only be attacked once per attacker
Model passed its ‘A’ test, the target Model is unaffected activation, regardless o the attacker’s RoA.
43
Special Close Combat Actions
Any Model can use a ‘Special Close Combat Action’ Special Close Combat
instead o the normal ‘Close Combat Action’. I a ‘Spe- Actions for Models on Me-
cial Close Combat Action’ is used, the Model’s RoA is dium bases (40mm)
reduced to 1 (this cannot be increased by any means).
All ‘Special Close Combat Actions’ are regarded as Grab - Models on Medium Bases automatically have
Piercing (unless stated otherwise and regardless o the ‘Grab Special Rule’. I a Model on a Small or Me-
the attacking Model’s weapon type). A Model can is- dium base attempts to disengage rom a Model with
sue only one ‘Special Close Combat Action’ per Game ‘Grab’ they must first pass a St test. Ignore this rule i
urn. the ‘Disengage’ is orced.
44
Brutal attack – Te Controlling Player must roll to a St(x)+4+4 hit.
hit with the Activated Model as normal, i an enemy
Model is removed rom play, the enemy squad that the Hold him down! – I a Model is in a multiple com-
removed Model was a member o must instantly take bat or Engages in a multiple combat which includes
a pinning test with a -4 Modifier to LD immediately. at least one more riendly Model, a ‘Hold him down!’
Action can be attempted. Te Model attempting to
Swing - I the Controlling Player declares a ‘Swing’, ‘Hold him down!’ must be in B2B contact with the
all Models (riendly or oe) in CCWR o the attack- target and in the target’s Rear Facing. Te Controlling
ing Model and within the Front Facing o the Model Player must then roll to hit with the Model that is at-
completing the ‘Swing’ attack are hit once at the base tempting the ‘Hold him down!’. I the hit is successul,
strength o the Model completing the ‘Swing’ attack then the target Model is ‘held’ (no damage is taken
(with no other Modifiers). Allocate a single D20 per by enemy Model). Any other unsuccessul Special or
Model in the ‘Swinging’ Model’s CCWR and within its Normal Close Combat Actions can be rerolled against
Front Facing, roll to hit against each Model individu- the targeted Model, which has been ‘held’. Te e-
ally and then roll or damage against any Models hit. ects o ‘Hold him down!’ end at the end o the Game
urn in which the ‘Hold him down!’ Special Action
Trow – A ‘Trow’ Action can be declared against was perormed. Tis Action can only be used against
Models on small bases only. Te player controlling the Models on a small or medium bases.
Model which is making a ‘Trow’ Action must select
one enemy Model within the CCWR o the ‘thrower’. Special Close Combat
Actions for Models on
I a successul CC test is made, the target is placed by
Large bases (50mm+)
the ‘thrower’ upto 4” away on the same level o terrain
or below rom the thrower and in the thrower’s ront Seize - Models on Large Bases automatically have the
acing. Te ‘thrown’ Model can be ‘thrown’ over oth- ‘Seize’ Special Skill. I a Model on a Small, Medium or
er Models, but cannot be placed on top o any other Large base attempts to disengage rom a Model with
Model or in Impassable terrain. Te ‘thrown’ Model ‘Seize’ they must first pass a St test. Ignore this rule i
takes an automatic hit at thrower’s St with a +4 Modi- the ‘Disengage’ is orced.
fier. Models that become disengaged by a ‘Trow’
Close Combat Special Action are not affected by ‘Free Squash – A ‘Squash’ Action can be declared on any
Slash’. I a Model is thrown rom height, add +1 St or Model with a Medium or Small base within the large
each 1” the Model travels to lower level, measuring based Model’s CCWR. Roll to hit as normal, i the hit
rom the bottom o the characters base, and always is successul, the target Model takes a hit equal to the
rounding up to the next ull inch. St o the Model which perormed a ‘Squash’ Action at
Critical Force (3). I the targeted Model is removed
For example: A Model is thrown 3.2” down, we must rom play, the squad o the squashed Model must take
round up to the next ull inch, which although it isn’t a pinning test with -4 Modifier to LD immediately.
the nearest ull inch, is 4”. Te thrown Model will suffer
45
Trow – A ‘Trow’ Action can be declared against Charge – A ‘Charge’ Action can be made instead o an
Models on small bases only. Te Controlling Player ‘Engage’ Action. A Charge must be made in a straight
must select one Model within the CCWR o the Mod- line and the target mode must have a small base or
el which will perorm a ‘Trow’ Action. I a success- medium base. Nominate a Primary arget (this Ac-
ul CC test is made, the target Model is placed by the tion ignores the arget Priority rule) and check the
player controlling the Model perorming the ‘Trow’ range (Mx2 with appropriate Modifiers). I you are
Action up to 6” away rom the Model perorming a in range, move the charging Model into B2B contact
‘Trow’ Action in the thrower’s ront acing (this can with the target. Te target takes an automatic hit o
be on the same level or below the Model perorming a the charger’s St in addition to the engage bonus (+4
‘Trow’ Action). Te ‘thrown’ Model can be ‘thrown’ to St). I the target Model is removed rom play, the
over other Models, but cannot be placed on top o any Model which made a ‘Charge’ Special Action contin-
other Model or in Impassable terrain. Te ‘thrown’ ues the remainder o its movement in a straight line
Model takes an automatic hit at the Model perorm- (continuing in a straight line rom the previous direc-
ing the ‘Trow’ Action’s St with a +4 Modifier. Models tion). I this move brings it into CCWR with any other
that become disengaged by a ‘Trow’ Special Action Models with small or medium, the Models that are in
are not affected by ‘Free Slash’. I the targeted Model is CCWR receives an automatic hit at the charger’s base
dropped rom height, add +1 St or each 1” the Model strength value. Continue this process until the max-
travels to lower level, measuring rom the bottom o imum movement has been made, a target is not re-
the characters base, and always rounding up to the moved, the charging Model is killed or a Model with a
next ull inch. large base is met. I the Model which made a ‘Charge’
Action comes into CCWR with a Model that has a
For example: A Model is thrown 3.2” down, we must large base, it will make no urther attacks and counts
round up to the next ull inch, which although it isn’t as Engaged. As a ‘Charge’ requires some momentum,
the nearest ull inch, is 4”. Te thrown Model will suffer this Close Combat Special Action cannot be made us-
a St(x)+4+4 hit. ing a Model that is already Engaged.
46
For Example: Psychic power – Blast:
Example: Te Slow
47
12. Armoury
Ranged Weapons
Car-24 SMG
A pistol can be used in Close Combat instead o 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 or the purposes o
Grenade Luncher
Close Combat), ype and St rom the pistols stat line.
Te Range o the pistol in close combat is reduced to
the CCWR defined by the Models base size. Dual-stats
– I a weapon has multiple statistics, always use the
higher St and RoF Value. When being used in Close *SE (Small Explosion emplate)
Combat, always use the pistol’s base statistics, regard- Special Rules:‘urn to Burn’ one Resource Card so that
less o any Modifiers applied (Cards, Special Rules). the nominated Model can use the Grenade Launcher.
Example o Auto weapon: Up to 2 Models per Squad can use this Special Rule
each Game urn.
Sherman Model 7 “Enforcer” Revolver
Special (S)
48
damage) must pass a Pinning test with a -3 Modifier to shots are simultaneous, the Explosion emplates may
LD immediately. be placed upon the same location (thus hitting each
Model (including its base) touched by the template
Heavy (H) twice); Or the subsequent templates may be scattered
Models equipped with Heavy Weapons never gain 3” rom the first emplate. Measure the 3 inches rom
‘Engage’ bonuses and the RoA is always equal to 1 the centre o each template. Models can be hit by
(unless stated otherwise). more than one template and receive hits or automatic
Example o Heavy weapon: Wound Effects equal to the number o templates they
have been hit by. emplate Weapons cannot be used in
Charger HMG any orm o Special Action.
Scattering of an Explosion
Template
49
Flamers and Cover
Wall of Fire: During the activation o a Model with
Flamers are particularly effectual at clearing enemies a flamer, the Controlling Player ‘urns to Burn’ 2 Re-
rom cover, as the heat is intensified in confined spaces source cards, they may place two 30mm round to-
and ofen the cover itsel catches fire. I a Model takes kens onto the battlefield, within 8” o a Model with
a Wound Effect rom a flamer and is in terrain that the flamer. Tis Special Action costs 1 Action Point
would give them cover rom a non-template weapon, and counts as a ‘Shooting’ Action. Te distance be-
their Armour (A) value is modified by -50%. tween the two tokens must not exceed 8”. Any Models
For Example: An Etoiles Mortant fires her Gehenna which move through the space between the two to-
Puker at an Armoured Chasseur claiming cover in kens, but not the tokens themselves, take an Autohit
the ruins o a Brotherhood Ruined Structure. I she rom the ‘Wall o Fire’ at the unmodified Weapon St o
was firing her Punisher Handgun at the Armoured the ‘flamer’ weapon that the Model is using at the end
Chasseur she would have received a RS Modifier o o the activation o the Model which moved through
-4 because the Armoured Chasseur is claiming Heavy the ‘Wall o Fire’. Remove the tokens in the subsequent
Cover, but instead the Stalker’s Armour (A) is halved Control Phase. Ignore ‘Flamer’ and ‘Cover’ Rules or
rom 14 to 7. any terrain touched by this attack.
50
Shotgun Template on the nominated point. Every Model touched by the
weapons Small Explosion template takes a Wound Effect with
the grenades St. I a natural 20 is rolled, the grenade
Place the narrow end o the Shotgun template in base blows up in shooting Model’s hand, so the Controlling
contact with a shooting Model in any direction as long Player must centre the Small Explosion template over
as no part o template crosses the Front Facing o the the throwing Model. Small Explosion emplates do
shooting Model. not scatter in this situation. A roll o natural 1 or RS
Roll to hit as normal with 1D20 or each Model ully with a Grenade does not have any extra effects in the
or partially under the template. Shotguns ignore cov- game, the hit Model can still take Armour (A) ests
er bonuses, although Armour (A) tests are taken as as normal.
normal. Shotguns cannot be modified by any Range
Modifiers whatsoever. Te RoF o a Shotgun weapon I the Trow test is ailed, ollow the normal rules o
cannot be increased by any means. template Scattering. Grenades only scatter up to 5”
(roll D20 and divide score by 4). It is possible or the
Shotgun vs Closed Grenade to scatter out o LOS.
Structure ype o Grenades:
51
Passive: Stun- Every Model partially or ully under Fire Grenades
the Small Explosion emplate automatically receives a
‘Stun Effect’. Tis does not affect Models with the ‘Re-
lentless’ Special Skill.
Passive: Models behind cover rom the Shooter’s point o
view have their Armour (A) halved with attacks made
with Fire Grenades.
Special Skills are either Generic or Squad Specific. Generic are seen in many squads across all the Actions o
Warzone Resurrection, whereas Squad Specific are characteristic to the Squad or Squads that have them.
Critical Force (X) – For each ailed Armour est Heal (X) - Models ofen have the ability to make a
against attacks with the ‘Critical Force’ Special Skill, a
‘Heal est’, which is in effect a second attempt to save
Model takes (X) Wounds per Wound Effect. a Wound Effect i the Armour A est has been ailed
(X) is the D20 roll needed. Heal cannot be used i a
Get the Gun’- When a Model with a heavy or a special Wound effect is inflicted with a roll o a natural 1. Te
weapon is removed rom play a squad member within maximum Heal that Model can have is Heal (8) re-
3” can attempt utilise the weapon. Roll a D20, on a roll gardless o Modifiers.
o 1-10 the weapon is saved (swap the special/heavy
Model or the normal trooper), on an 11+ the weapon For Example: A Model with Heal (4) needs, afer un-
is damaged and unusable. A Squad Commander or successul Armour est, to pass a Heal test on 4 (1-4)
Lord attached to a squad cannot attempt this roll. on D20.
Guarded - Tis special skill can only be used i a Mod- Impenetrable Armour – I an Armour Value includes
el is in a squad o more than 1 Model. I the Guarded values in brackets (e.g. A15 (10)), the minimum this
Model must take an Armour est rom a ranged at- armour can be modified down to is the bracketed
tack, the controlling player can choose to allocate the number.
Armour est to a second Model within 3”. I the sec-
ond Model ails the Armour est it takes the Wound Shielded - Tis special rule can only be used i Lord or
Effect. Warlord Models are within o 3” o a riendly Model.
52
I the Shielded Model must take an Armour est rom 3” o the Primary arget. Allocate the number o D20
a ranged attack, the Controlling Player can choose to equal to the RoF value o the weapon. Te first must
allocate the Armour est to another Model within 3” be allocated to the primary target. Cover Modifiers
o the Shielded Model. Te second Model takes the are calculated beore the weapon is fired and all shots
Wound Effect i it ails the Armour est. are made at the same time; thereore removal o one
Model will not affect the cover Modifiers o another
Spray – Weapons with RoF higher than 1 automati- target.
cally have the ‘Spray’ special rule. Nominate a Primary
arget and Secondary argets which must be within Wound Effect – Te Model loses 1 Wound.
Tere are two types o Squad Specific Special Skills: Passive and Active. Passive Special Skills cost 1 Action
Point, whereas to use an Active Special skill the player will have to urn to Burn Resource cards and ofen use
Action Points.
53
Crackshot - When a Model with the ‘Crackshot’ Spe- must announce which squad they will activate next.
cial Skill takes an Aim Action, they gain an additional
+2 RS. Execution
Dispersible - Models with this Special Skill can use WARLORD/LORD: By taking a Pass Action, Warlords
their ull LD value or Squad Coherency. and Lords with the ‘Execution’ Special Skill can choose
to execute a Model rom a riendly squad within 6”,
Dissention - Any enemy Squad Commanders and reducing the Model to 0 wounds immediately. By do-
Acting Squad Commanders within 12’‘ o a Model ing this, any riendly broken or pinned Squads with at
with ‘Dissention’ suffer a -2 Modifier to their squad’s least 1 model within 6 inches o the executed model
LD value. immediately ‘Recover rom Pinning’ or ‘Recover rom
Broken’. Any Squad that is rallied this way act as nor-
Disposable - A squad with the ‘Disposable’ Special mal in their subsequent Activation.
Skill always passes Break ests.
SQUAD LEADER: By taking a Pass Action, Squad
Doomtrooper - Models with the Doomtrooper Spe- Leaders with the ‘Execution’ Special Skill can choose
cial Skill may be paired. Te paired Doomtroopers to execute a Model rom their squad, reducing the
count as a Squad or the entire game. A ‘Doomtroop- Model to 0 wounds immediately. By doing this, the
er pair’ use one Lord and one Special Slot on the O- squad immediately rallies.
ensive Organisation Chart. Only one ‘Doomtrooper’
team can be taken per army. Doomtrooper pairs can Fear (X) – I a Model starts its activation Engaged,
only be played within a Brotherhood orce or their or Engages a Model, with the Fear (X) Special Skill,
own action (unless stated otherwise). I a Model is they must take an immediate LD test with a Modifier
the Warlord it loses the Doomtrooper special skill. equal to X. I the test is ailed, the Model’s CC value
is reduced by hal (rounded up), i the test is passed
Duelist - Once per activation, Models with there is no effect. Models only take a Fear tests once
this Special Skill may re-roll a single ailed per Game urn, although i they are Engaged or En-
Close Combat test when the attack is aimed gage a Model with a higher Fear (X) number in the
at Models with the same base size or smaller. same Game urn, they must test again with the higher
For Example: Max Steiner has the ‘Duellist’ Special Fear Modifier.
Skill, Steiner may always re-roll a single ailed Close
Combat Skill test against any Model with a 40mm Fearless - Models with this Special Skill always pass
base or smaller, in each o his activations. Fear, Pinning and Break tests.
Espionage - A Model with the ‘Espionage’ Special Skill Ferocity - On the turn that a Model with ‘Ferocity’
can use 1 Action Point once per Game to complete successully makes an Engage Action it gains a urther
an ‘Espionage’ Action. Select an opposing player who +1 St Modifier to its ‘Engage Bonus’.
54
Fireproof - I a Model with the ‘Fireproo’ Special any Model within 3’‘ o the Medic urn to Burn 1 or
Skill is targeted by a Flamer Weapon, it gains +4 to more Resource Cards to Heal, they receive an addi-
Armour and the Armour Value is not halved i they tional Modifier o (X). Medic (X) Modifiers are cu-
are in cover. mulative.
Flammable - A Model with the ‘Flammable’ Special Pathfinder - Models with the ‘Pathfinder’ Special Skill
Skill has a -4 Modifier to its Armour (A) against Flam- move through Light Cover as i it was open errain,
er Weapons attacks. but are still entitled to claim the cover as usual.
Gunslinger - A Model with this Special Skill can com- Predator Senses - A Model with the Predator Senses
plete Shooting Actions in both its ront and rear ac- Special Skill does not need LoS to make an Engage
ing. Action, nor does it need to Engage in a straight line.
However, i the Model with Predator Senses com-
Infiltrate - Once both orces have been deployed, but pletes an ‘Engage Action’ without LOS and/or not in a
beore the first Game urn starts, the Controlling Play- straight line it loses the Engage bonus.
er places the Infiltrating Squad within Light or Heavy
terrain. Te Infiltrators cannot be deployed within 12” Rage – Models or squads with the ‘Rage’ special skill
o any enemy Models. I there is more than one Squad automatically pass any LD tests they need to take and
to be deployed with the ‘infiltrate’ Special Skill, deploy gain a +2 Modifier to both M and A.
the Squads in turn, starting with the player with the
Initiative. I it is impossible to deploy a Squad with the Ranger- Models with the ‘Ranger’ Special Skill ignore
‘Infiltrate’ Special Skill, they will arrive onto the board the movement Modifiers incurred by Light and Heavy
using the normal rules or Reserve Squads. errain.
Leap (X) - A Model with the Leap Special Skill can Relentless – Models with the Relentless Special Skill
use ‘Leap’ to move a number o inches equal to (X) as ignore the effect o the ‘Stun’ special rule.
part o a Move, Engage or Run Action, ignoring the
effects o Light and Heavy errain. However, i the
Model lands in terrain, it must pass a Con est. I it Slippery – Close Combat Attacks targeted at Models
ails it receives an immediate St 10 (Piercing) Autohit. with the ‘Slippery’ Special Skill suffer a -2 Modifier to
Additionally, when using the Leap Special Skill, Mod- their CC Value. Tis is not a cumulative Special Skill.
els can Leap over riendly Models that are mounted
upon bases that are equal in size to the Model com- Sniper – Models with this Special Skill can ignore
pleting the Leap Action. ONE cover Modifier. Tis must be closest cover Mod-
ifier to the shooting Model. Tis may allow the Model
Medic (X) - For 1 Action Point, a Model with the to shoot through 3 Pieces o Cover, without using the
‘Medic’ Special Skill can be put into ‘Medic’ mode. I ‘Lucky Shot’ Special Rule. However, or ‘Snipers’ they
55
must still use the ‘Lucky Shot’ Special Rules i they at- cannot make any other shooting Actions in the same
tempt to shoot through 4 pieces o terrain. turn. I an enemy Model under ‘Suppression Fire’
moves more than 2” (in the same urn) it must take
For Example: your squad gains the Sniper rule rom Con est. I the test is ailed, the Model takes an auto-
a actical Card; Models shooting at an enemy behind matic St14 hit (piercing).
(in order) Heavy cover and Light cover, can ignore the
Heavy cover Modifier. arget Identifier - Models with the ‘arget Identifier’
Special Skill automatically positively identiy the ob-
Stalk - I an enemy wishes to fire at this Model rom jective when called to roll a ‘arget Identified’ test.
urther than 12” away, the enemy must make a ‘spot-
ting test’ by rolling an unmodified RS est. I the ‘spot- arget Sense – Models with the arget Sense Special
ting test’ has been passed, the enemy Model can then Rule ignore the arget Priority Rule.
attempt to shoot as usual, rolling a RS est as normal.
56
14. Levels of Heroes
Squad Commanders leave this squad or join any other during the game.
Quite simply, their job is to command squads. Beore All Lords have the “Shielded” special rule.
the game starts each player must nominate one Model
rom each squad to be the squad commander. Tey Warlord
must then inorm each other about their choices.
Tis is your General; the ultimate communication
Unless otherwise specified, all Squad Commanders link with HQ. All squads can use the warlord’s lead-
have the “Guarded” special rule. ership (LD) i at least one Model rom the squad is
within 10” o him. Warlords always act independently
Lords and so cannot join Squads.
Afer all, why would they lower themselves to leading
Lords are individuals that can join other squads or act a squad, that’s what the squad commanders are or!?
as an independent squad o their own. Te Control-
ling Player must nominate i the Lord is attached to All Warlords have the “Shielded” Special Rule
another squad beore the game starts. Tey cannot
Each Model has a Points Value. A Model’s Points Value Offensive Organisation
depends on the effectiveness o the Model in the game. Chart
Building you skirmish orce using the points system is
a key part o the un o Warzone Resurrection. It is o ensure balance in the game, Warzone Resurrection
not unusual or a squad to be given additional gear ollows an Offensive Organisation Chart approach.
as part o their initial cost in the orm o a variety o Tere are our levels o game available depending on
upgrades. Once paid or in points, this gear is a con- size o game wanted. Tese game levels are described
stant part o the squad’s characteristics. Gear cards in as Standard, Heavy, Mega and Gargantuan.
the decks represent ‘special orders’, gear ound on the
57
58
16. Rapid Deployment
Some squads in Warzone Resurrection are capable o ployment does not cost an Action Point (although it
dropping into the battlefield using parachutes, or dig- still counts as Basic Move Action, so Models cannot
ging up rom underground, shocking their opponents make a Move Action when they hit the ground)
with a rapidly deployed assault. It the test is ailed, the ‘Deployment Point’ scatters
using the rules or throwing a Grenade, although the
Any Squad with the ‘Rapid Deployment’ Special Skill scatter value is D20/2 (not D20/4 as or grenades). I
can begin the Game in the Controlling Player’s re- the Deployment Point scatters onto impassable ter-
serves. During the course o any Game urn, the con- rain, off o the board or onto an enemy Model, then
trolling player may choose to activate a squad with roll D20 and reer to the ollowing:
the ‘Rapid Deployment’ Special Skill during their nor-
mal Squad activation step. o do this, the Controlling 1-5: Te squad is not deployed this turn.
Player must nominate a point on the battlefield as the
‘Deployment Point’. Te ‘Deployment Point’ must be 6-10: Reduce the Scatter distance as much as neces-
placed in unoccupied Open errain. Roll a D20 us- sary to place the ‘Deployment Point’ in any other orm
ing the Squad Commander’s unmodified Leadership o terrain (Open, Light or Heavy), ensuring this is the
(LD) divided by two, this is reerred to as the ‘Rapid nearest point to the impossible ‘Deployment Point’, al-
Deployment’ est. I the test is passed, then the Squad though still within the original orientation o the Scat-
successively lands on the Deployment Point; place the ter. Te Squad is then automatically deactivated.
Squad Commander on the ‘Deployment Point’, and
then deploy the rest o the relevant squad within 3” o 11-15: Reduce the scatter distance as much as neces-
the Squad Commander. All deployed Models must be sary to place Deployment Point in any other orm o
placed in unoccupied and non-impassable terrain. I terrain (Open, Light or Heavy), ensuring this is the
or some reason there is no room to place any Mod- nearest point to the impossible ‘Deployment Point’,
els in this manner, they are removed as casualties and although still within the original orientation o the
count towards Body Count Value. Scatter. All Models in the squad are Stunned and the
Squad is automatically deactivated.
Te diameter o the ‘Deployment Point’ is equal to that
o the base o the relevant Squad Commander. ‘Rap- 16-20: Reduce the scatter distance as m
id Deployment’ is classified as a Basic Move Action uch as necessary to place the Deployment Point in any
costing 1 Action Point or all Models in the Squad. I other orm o terrain (Open, Light or Heavy), ensur-
an unmodified D20 roll o 20 is made or the ‘Rapid ing this is the nearest point to the impossible ‘Deploy-
Deployment est’, then something goes very wrong; ment Point’, although still within the original orien-
the squad cannot be placed and is automatically de- tation o the Scatter. Every Model in the squad takes
stroyed. I a D20 roll o 1 is made, then the Rapid De- a S10 (piercing) Autohit. Te squad is automatically
59
deactivated. (CON) test. Any Model which ails the test must im-
I the ‘Deployment Point’ scatters onto Heavy or Light mediately take a S10 piercing Autohit. I they pass the
terrain, place the Rapid Deploying Models as normal. test, they deploy as normal, using the ‘Rapid Deploy-
Each Model in the squad must take a Constitution ment’ rules.
Each vehicle has an allocated number o Action Combat move: Use 2 Action Points to move the
Points. Tis number can be ound on the Vehicle Stat Movement Value o the vehicle in inches x2. Te ve-
Card. Each Action can only be used once per urn. hicle can pivot up to 90 Degrees or ree.
Moving Actions Fast Move: Use 3 Action Points to move the Move-
ment Value o the vehicle in inches x3. Te vehicle
actical move: Use 1 Action Point to move the Move-
can pivot up to 180 Degrees or ree.
ment Value o the vehicle in inches. Te vehicle can
pivot up to 45 Degrees or ree.
60
Shooting Actions Ramming other vehicles: Both the rammed and ram-
ming vehicles take one Autohit or each 6” travelled by
Fire: Use 1 Action Point to fire 1 weapon. ramming vehicle. Te AVV is equal to distance moved
by ramming vehicle divided by 2 (rounded up). Te
orrent of Fire: Use 2 Action Points to use “orrent”, Ramming vehicle takes AVV Autohits equal to dis-
orrent allows all weapons to be fired once. tance moved divided by 3 (rounded up). Location o
damage needs to be rolled off as normal. Only Ground
Use Special Vehicle equipment: Use Action Points Vehicles can Ram or be Rammed. All Autohits against
as described on the card. vehicles are allocated to the relevant Facing.
Vehicle Special Actions Full Trottle 3 AP: Tis Action allows the Model to
move an extra 6”, but at the risk o damaging the en-
gines.
Ram: 3 AP -anks and Heavy Walkers only. ake Autohit AVV 0 on the racks (or tanks), the
Legs (or Walkers) or Body or other type o vehicles.
Ramming non-vehicle Models: Non-vehicle Models I test is ailed one Structure Point is removed as ap-
in the Vehicle’s path must pass a Con est to avoid propriate. Vehicles may perorm a Full Trottle Ac-
being rammed. I the test is passed the Model succes- tion even i there is no Structure points lef on the
sively dodges the ramming vehicle; move it the mini- racks or Legs, but instead the Vehicle takes an AVV
mum distance needed to avoid the path o the vehicle. 10 Autohit on the Body. All autohits due to Full Trot-
tle are allocated to Front Facing.
I the test is ailed then the Model takes a Piercing Au-
tohit at a St equal to the distance moved by the vehicle
beore it rammed the Model. Engage Action: 2 AP. Walkers and Heavy Walkers,
Bikes and Jet Bikes only.
Ramming Engaged Models: I multiple Engaged Te vehicle moves its ull Movement Value in inches.
Models survive a ramming, move the Models the An ‘Engage’ Action can only be completed i a CCWR
minimum distance required away rom the vehicle’s (close combat weapon range) is reached.
ramming path. Te Models must stay Engaged i pos-
sible, i there is no space to place both Models so that Te Engage Action must always be made in a straight
they stay Engaged, dis-engage the Models and place line. Beore the engage move is made, change the ac-
them within the minimum distance required rom the ing o the Model as appropriate or ree. I the Model
vehicle’s ramming path. Models which are orced to passes through the CCWR o an enemy Model as it
disengage do not take any penalties or leaving com- moves to engage a counter charge can occur. A coun-
bat. ter-charge is completed on a successul LD test, (i
counter charging Model is in a ‘Watch Action’ the
LD test is passed automatically). I a counter charge
61
is successul the ‘Engaging’ Model is stopped in the Te Engage Bonus is only applied to 1st attack. A
CCWR o the Counter Charging Model. Models al- Model must move at least its Movement (M) Value
ready engaged cannot Counter Charge. when completing an Engage Action to claim the En-
Te Engaging Model gains a bonus to St depending on gage bonus. All other Close Combat rules apply as
its type on the completion o an ‘Engage’ Action: normal.
All Autohits cause by moving through terrain are allocated to the Front Facing o the Vehicle.
62
Jet Bikes Jet Bikes cannot move through impossible terrain.
Jet Bikes must move at least ½ o their Movement Val-
Jet Bikes are not slowed down by moving through ue every turn i they are not engaged. I or some rea-
Light errain. son a non-Engaged Jet Bike cannot move a minimum
Te Movement o Jetbikes is reduced by 2” i they o ½ its Movement Value it takes an Autohit with AVV
move through Heavy errain. (Tey need to slow 0 on its Body Location.
down to dodge between trees etc.).
Flyers Sky
Can move over impossible terrain, but cannot finish Models with the Sky rule can be removed rom game
their move on it. I or any reason they are orced to table (cost o 3 AP). Te Model must return to the ta-
end their movement on impossible they are removed ble in the next turn and may be placed anywhere on
rom play as a casualty. battlefield.
Can reroll Failed AV ests when moving through No extra effect to move.
Light or Heavy errain.
Pivoting
Walkers Tanks
Walkers can pivot 90 Degree without spending any anks may only pivot as part o a Movement Action.
Action Points once per turn. A Walker can pivot at A ank can pivot at any point during its movement.
any point during its movement.
Hoverers
Heavy Walkers
Hoverers may only pivot as part o a Movement Ac-
Heavy Walkers can pivot 45 Degree without spending tion. Hoverers can only pivot at the beginning and or
any Action Points once per turn. Heavy Walkers can end o their movement.
pivot at any point during its movement up to Degree
Value Described in Moving Action.
63
Bikes Jet Bikes
Bikes must move at least 1” as part o a Movement Ac- Can pivot at any time but must make a Movement Ac-
tion in order to pivot. tion o at least ½ o their Movement Value every turn
i 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
orrent o Fire (3 AP) special Action and shoot with all o its Ranged weapons.
Each Vehicle’s Ranged Weapons can shoot at a different target, but must ollow arget Priority rules or each
different target.
I a LD test to bypass arget Priority is ailed all shots are lost rom the specific Ranged weapon(s) that the at-
tempt was made or.
64
Jet Bikes
Shooting at Vehicles
When shooting at a Vehicle, ollow the normal shoot- o the weapon in equal to 0. I the AV roll is ailed, one
ing rules described in shooting section. Structure point is removed rom section o the Vehicle
Once a vehicle is hit, roll a D20 and check on the ve- that received the hit.
hicle’s stat-card to determine which part o the vehicle
is hit. I any Structure Point value is reduced to 0 or below,
the section in question and any weapon or gear it has
Saves are made as normal, but Weapon Strength does is classified as destroyed unless it is repaired. I the
not affect the AV o vehicle. Only the AVV o the at- destroyed section gets hit again, allocate this hit to
tacking weapon is used. the Vehicle’s Body section with an AV equal to the de-
For Example: A Walker is hit in his right arm, with stroyed section.
AVV weapon o 3, the Walker’s AV is 16 and thereore, For Example: A Walker is hit in its already destroyed
the AV test is made at 13. right arm with AVV weapon o 3. Te AV o the Walk-
er in the arm section is 16 and 19 in the body. Tere-
Vehicles can reroll an unsuccessul AV test i the AVV ore the Walker is hit in the Body using an AV o 16.
65
Cover Modifiers
Cover Modifiers ollow 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
o add an extra dimension to Warzone Resurrection a novel three level approach to the Missions has been
designed and incorporated. Tere are three types o missions: Priority, Secondary and Corporate Agenda Mis-
sions. Te number and type o missions played in the game are dependent on the battle level chosen.
Battle Levels
In the Advanced Rules, ound in the Warzone Resurrection Rulebook (available at www.warzonegame.com)
there are 25 different Missions.
Once the players have chosen their army and the scenery has been setup and Initiative has been determined
the player with Initiative should roll a D20 to determine Battle level (or in riendly games the players can de-
cide this without the use o a D20), the opposite player should then roll a D20 to determine the Priority Level
Mission:
Mission Types
66
are worth 5 Mission Points when completed and may a 2 the player may choose which mission they play.
have some value i partially completed. Check the Sec- Each Player should make a note o their mission and
ondary Mission description to confirm. target Model (i appropriate) on a piece o paper to
be revealed at the end o the Game. Te value o each
Designer note: I playing or un or narrative we strong- mission varies and is listed in the Corporate Agenda
ly suggest each player roll their Secondary Mission se- Mission description.
cretly. It will add so much more narrative to the Game.
Designer note: I playing or un or narrative we strong-
Corporate Agenda ly suggest each player roll their Corporate Agenda Mis-
Missions sion secretly. It will add so much more narrative to the
Game.
I playing a Delta or Epsilon battle level game and afer
Deployment, each player must roll or their Corporate
Agenda Mission. I the result o the D20 roll is a 1 or
Victory Conditions
On the War torn battlefields o Warzone Resurrection situation that everything is still drawn, the Warlords
the margins o success or ailure can very subtle to de- enter a ‘Duel’. Players roll or Initiative as normal
termine. For each Mission completed the player earns and the Warlords are placed in B2B contact in their
the ollowing Mission Points: ront acing. Te Warlords start their Duel with all the
Modifiers they had when the Game ended (including
remaining Wounds). Te duel begins with the play-
er with the Initiative and continues when one o the
Warlords is dead (reduced to zero or less wounds).
No other models can take part or affect the Duel and
Players may only urn to Burn Resource Cards to use
the Warlords Special Skills.
67
Deployment
Deployment is dependent on Priority Mission being and add to the Body Count Value.
played. Tere are five possible deployment set-ups in
Warzone Resurrection: Battle Line
68
Escalation The Convergence
In Escalation missions all Models begin the game off Te Convergence is defined rom the centre point o
o the table. Te player with the Initiative chooses the table. Measure 6 inches rom the centre point in
their primary table edge, the opponent takes the op- all directions and mark the resultant circle, this is the
posite table edge. At the beginning o each urn, roll Convergence.
individually or each squad in an army. Tat squad Te Convergence is also counted as a ‘table zone’ or
will arrive on a D20 roll o 10 or less in urn 1, 15 or some objectives.
less in urn two and automatically on urn 3. In missions that require the use o Convergence de-
Once a squad becomes available roll on the ollowing ployment, each squad in the army must have at least 2
table to determine where they arrive. Models (in Coherency with the Squad Commander)
1: any table edge - player’s choice. deployed within the diameter o the Convergence.
2-6: the player’s primary table edge. Squads consisting o only 1 Model must be deployed
7-12: the table edge lef o the player. in the Convergence
13-19: the table edge right o the player.
20: any table edge - opponent’s choice, but the owning
player still decides where they deploy along that edge.
Ambush
69
Objective Markers
Afer the table has been set up and deployment decid- appropriate position closest to intended position.
ed, place three objective markers on the table as ol-
lows: One marker will always be situated in the centre For Example: i Battle Line deployment is being used,
o the table, in the middle o the Convergence. Te place one marker in the centre o the Convergence, then
remaining two markers are placed an equal distance place the centre o the other two markers equidistant
rom the Convergence marker and the table edge between the table edge and the first marker. In the case
along a central axis measured through the remain- o a 4 oot wide board this will be at 12 inches rom the
ing no-man’s land (diagonally in a quarter’s deploy- Convergence marker, or a six oot wide board this will
ment or across the centre line in halves deployment). be at 18 inches.
Markers cannot be placed in impossible terrain nor in
terrain where there is no physical access or ground
troops; in such cases move the marker to the nearest
Ofen the Warlord’s objective may be small or hard to Note: I an objective marker must be destroyed to ul-
find, or Control may not have seen it prudent to in- fil a secondary or agenda objective, it should remain
orm him o its nature. As such and to represent this, in place or any Priority mission objectives i needed
the ‘arget Identified’ rule is used. When a Model is in or missions’ success. Additionally any single objective
base contact with an objective marker a D20 must be marker may only be destroyed once per game, so i both
rolled. I this is the first marker reached by the orce a players have the same secondary or agenda mission
roll o 1-10 identifies the marker as the correct target. only the first player that destroys the marker may claim
I not the second marker is correct on a D20 roll o that mission a success.
1-15. I this too is incorrect it is clear that the third
and final marker is the arget.
70
objectives
Many objectives require a Model to be in control o Some objectives may need to be picked up and car-
them. A Model counts as in control i it is within the ried; the holding Model counts as controlling the ob-
designated distance rom the objective marker (or jective. Such objectives cannot be contested. Models
in some cases completely within the table zone). I that fill Light Vehicles/Monsters and Heavy Vehicles
there is an enemy Model within 3 inches the objec- slots in the Offensive Organisation Chart cannot car-
tive counts as contested. Heavy Vehicles cannot hold ry Objectives
or contest Objectives
body count
Every Model, including Vehicles, has a ‘Body Count In some cases a squad is bought with a minimum
Value’ equal to its points value. Add the points value number o models. In this case dived the Squad cost
together or all Models rom an army that have been by the number o Models
removed rom play. Tis is the ‘Body Count Value’. For Example: Kim has a Squad consisting o five mod-
Models that have fled the table count towards the els which with all upgrades cost 100 points. So each
Body Count Value. Te Army with the lowest Body Model is worth 20 points (100/5=20) or Body Count
Count Value at the End o the Game win Body Count purposes.
Missions and or the extra Mission Point when the
Game is drawn.
Tere are three possible ways to end a standard game arget Achieved: Some Missions result in ending o
o Warzone Resurrection: the game at the end o any Game urn rom Game
urn 2 onwards. Tis uncertainty adds another level
Te Spoils of War: At the conclusion o urn 5 the o excitement to the Game, but means the players re-
game will end i one player has achieved their Priority ally need to pay attention to their opponent’s Actions.
Mission objectives. I the game does not end on urn A good Warlord doesn’t get blinded by the og o war!
5 it may end at the conclusion o any subsequent urn
as long as a Priority Mission has been achieved.
71
Priority Missions
Deployment: Quarters (D20: 1-10) or Battle Line Coming Soon in Card Form or Available in the
(D20: 11-20). Hardback Rule and Background Book
Both players must destroy all the enemy orces in the 5. Fighting Withdrawal
area. (D20: 6-10)
At the end o the Game each player should work out Deployment: Quarters (D20: 1-10) or Battle Line
the percentage o their Point Value that is still in play. (D20: 11-20).
A player that reduces the enemy orce to below one
quarter its original Point Value successully com- Te two orces have ound themselves on the wrong
pletes this mission. Partial completion occurs when end o no-man’s land and have been ordered to make
a Player reduces the enemy to below one hal its a Fighting Withdrawal rom the area.
original Point Value.
For Example: Steve and Rich are playing a 1000 point A player must get hal o its original Point Value into
game. At the end o it Rich has lost 249 points o his the enemy’s deployment zone, i this has occurred or
Army (24.9%) and Steve 480 points (48%). As such at least one player at the end o Game urn 5 (or any
Steve has completed his Mission as he has reduced subsequent Game urn) the Game ends. When the
Rich’s orce by more than 75%, where as Rich has game ends with ‘Disengage’, a player is considered
partially completed his Mission as Steve has lost as partially completing the mission i they have all
more than hal (50%). surviving Models out o their deployment zone but
only one quarter o their original Point Value in the
enemy deployment zone.
2. Supply Run
6. F.U.B.A.R.
Coming Soon in Card Form or Available in the
Hardback Rule and Background Book Coming Soon in Card Form or Available in the
Hardback Rule and Background Book
Coming Soon in Card Form or Available in the Coming Soon in Card Form or Available in the
Hardback Rule and Background Book Hardback Rule and Background Book
72
8. Ambush (D20: 11-15) 10. Free for All (D20: 16-20)
Te enemy is right where the Warlord wants them; Te big assault on the enemy orces has ailed; the
bivouacked just over the hill and their sentries are warzone has become a total Free or All, it’s every
lacking. Te enemy will be the perect prey or the man or himsel. Friendly troops are scattered and
Ambush! must reach the rendezvous point. Te only hitch is
that the enemy has chosen the same rendezvous loca-
Te player with the Initiative chooses whether to be tion.
the attacker or deender. Te Attacker sets-up using
Ambush deployment and will go first. Te Deending Objective Markers are set up as normal. At the be-
player deploys next, using Convergence deployment. ginning o the Game each Player secretly and notes
Te attacker must reduce the enemy to a quarter or down an objective marker to be their rendezvous
less o its starting Point Value by the end o urn 5. point. Both Players then reveal their choice beore
Te Deending player must end the game with above the game starts. o win the game a player must have
a hal o its starting Point Value to achieve their all their surviving Models within 12 inches o their
objective. I the deending player is above a third (but marker and no enemy Models within 15 inches. I the
below a hal ) o their starting Point Value at the end game ends with Disengage, a partial victory is won
o urn 5 they win a partial victory. I the deending i a player ends the game with all sur viving Models
player is below a third (but above a quarter) o their with 12 inches o their objective zone, independent
starting Point Value at the end o urn 5 the attack- o the location o enemy Models.
ing player win a partial victory.
secondary missions
1. Ammo Dump - Coming Soon in Card Form or Book
Available in the Hardback Rule and Background 3. Vital Intelligence - Coming Soon in Card Form
Book or Available in the Hardback Rule and Background
Book
2. Experimental ech - Coming Soon in Card Form
or Available in the Hardback Rule and Background 4. Communications Relay - Coming Soon in Card
73
Form or Available in the Hardback Rule and Back- closer to an enemy Model than any riendly Model in
ground Book order to successully complete this mission objective.
Te Warlord must survive the game, inflict at least Te identified Model must be killed in Close Combat
two wounds on the enemy and end each Game urn to successully complete this mission objective.
1. Te Lamb - Coming Soon in Card Form or Avail- 5. Sabotage - Coming Soon in Card Form or Avail-
able in the Hardback Rule and Background Book able in the Hardback Rule and Background Book
2. Corporate Insider (D20: 1-10) 6. Corporate Honour - Coming Soon in Card Form
Secretly identiy and record one enemy Squad Com- or Available in the Hardback Rule and Background
mander, this Model is the Corporate Insider; he is an Book
extremely important sleeper agent within the enemy’s
ranks, and must be kept him alive at all costs. 7. Rookies (D20: 11-20)
Secretly mark one squad rom your army, this is a
Te Corporate Insider must survive the game in order Rookie squad.
to successully complete this mission objective.
More than 50% o this squad must survive the battle
3. Glory Hunter - Coming Soon in Card Form or to successully complete this mission.
Available in the Hardback Rule and Background Book
8. Prisoner Grab - Coming Soon in Card Form or
Available in the Hardback Rule and Background Book
4. Blood Feud - Coming Soon in Card Form or Avail-
able 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
74
75