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Rules by: Jarek Ewertowski

Editor: Mark Rapson

Editorial Support: Rob Alderman


Missions by: Jim Vidlak and Mark Rapson
Art Direction and Photo Graphics: Michal Pawlaczyk 
Artwork by: Darek Zabrocki, Paul Bonner
nal Artwork supplied by: Mutant Chronicles International Inc.
Additional
Additio
Cover Art by: omek Wtorek 
Photography by: Jon Law 
Models Sculpted by: Paweł ’Kazube’ Laskowski, Arkadiusz omaszewski and 3d3.it
Models Painted by: Artur Żołędowski, Rob Alderman and Paul Cocks
Boards and Scenery by : www.amo
www.amousgaming.co.
usgaming.co.uk 
uk 

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. MUAN CHRONICLES and related
logos, characters, names, and distinctive likenesses are trademarks or
registered trademarks o Mutant Chronicles International Inc. Used with

Produced by Prodos Games Limited.


All Rights Reserved
©Prodos Games Ltd. 2013
Rules by: Jarek Ewertowski
Editor: Mark Rapson

Editorial Support: Rob Alderman


Missions by: Jim Vidlak and Mark Rapson
Art Direction and Photo Graphics: Michal Pawlaczyk 
Artwork by: Darek Zabrocki, Paul Bonner
nal Artwork supplied by: Mutant Chronicles International Inc.
Additional
Additio
Cover Art by: omek Wtorek 
Photography by: Jon Law 
Models Sculpted by: Paweł ’Kazube’ Laskowski, Arkadiusz omaszewski and 3d3.it
Models Painted by: Artur Żołędowski, Rob Alderman and Paul Cocks
Boards and Scenery by : www.amo
www.amousgaming.co.
usgaming.co.uk 
uk 

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. MUAN CHRONICLES and related
logos, characters, names, and distinctive likenesses are trademarks or
registered trademarks o Mutant Chronicles International Inc. Used with

Produced by Prodos Games Limited.


All Rights Reserved
©Prodos Games Ltd. 2013
Introduction 4 17. Vehicle Rules 60
1. Playing warzone resurrection 5 Vehicle Action Points 60
urns and Phases 6 Moving through terrain 62
Starting game 7 Sub ypes and terrain effect 63
Resource Cards 7 Pivoting 63
Card Deck for Advanced Play 8 Shooting 64
Initiative 8 Line of Sight and Weapons range 64
Battle section 8 Shooting at Vehicle
ehicless 65
Activation process 9 Cover Modifiers 66
2. General Warzone Resurrec
Resurrection
tion Rules 12 18. Missions 66
Model ypes and Stat lines 13 Battle Levels 66
Action Points (AP) 14 Mission ypes 66
Squad Commanders 17 Victory
Victo ry Conditions 67
3. errain 18 Deployment 68
ypes of errain and Movement 19 Objective Markers 70
4. Structures. 24 Objectives 71
5. Morale Checks 26 Body count 71
6. Cards in the Basic and Advanc
Advancee Game 27 Ending the game 71
Basic Game Rules 27 Priority Missions 72
Advanced Game Rules 29 Secondary missions 73
7. Actions 31 Corporate Agenda Missions 74
Basic Actions (1 Action Point) 32
Advanced Actions (2 Action Points) 35
Squad Special Actions 36
8. Shooting 38
Multiple Cover 40
9. Armour tests 41
10. Close Combat 42
Making an Attack 43
Special Close Combat Action
Actionss 44
11. Psychic Fight 46
12. Armoury 48
13. Special Skills 52
Universal and Generic Hero 52
Squad Specific Special Skills 53
14. Levels of Heroes 57
15. Building your Offensive Force 57
Offensive Organisatio
Organisation
n Chart 58
16. Rapid Deployment 59

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.

1. playing warzone resurrection

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, thereore, 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.

Each roop Squad Commander and army has adds


another Resource Card.

7
Card Deck for Advanced Play

I the Game is being played with Advanced the ‘discard pile’, beore 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) beore 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 beore any other Models in the Squad, start-

8
9
Te Chasseur Squad Commander has a Squad Coherency Value o 8

Announce any Squad General Activation Notes:


Activations

All Models in an activated squad must be activated


Activate the 1st Model, (can be any Model, unless oth- one-by-one. Each Model has 2 Action Points and must
erwise specified) rom the Activated Squad. use at least 1 Action Point per activation. Once all
Each Model in Warzone Resurrection has 2 ‘Action Models in a squad have been activated and completed
Points’. By spending your Models Action Points, you at least 1 Action, play moves to the next player, who
can perorm Basic or Advanced Actions. Basic Ac- then activates their chosen Squad in the same way.
tions cost 1 Action Point and Advanced Actions cost Players continue this process until all o their squads
2 Action Points. have been activated once per turn. I one player has
Each Action can be used only once per Model activa- more squads in play than their opponent, they must
tion. activate the extra squads in any order at the end o the
Activate all other members o the squad as described Game urn. Te last squad activated in the previous
above. Game urn or each player may not be activated first
Complete any Squad Activations. in the new Game urn. Ignore this rule i the play-
er has only one squad lef. Once there are no more
Squads lef to be activated on either side, the Game

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.

For Example: Tomas and Jean are in Game urn 3


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

Control Phase

From the Second Game urn and onwards the first


Phase o the Game urn is the Control Phase. Tis
Phase is used to reset or discard Cards and okens
(as appropriate) rom the previous Game urn and
determine which Player will have ‘urn Initiative’ or
this Game urn. ‘urn Initiative’ is determined by the
players each rolling a D20. Te Initiative winner is the
player with the highest D20 roll. In the case o a draw
the players reroll until one player gets a higher num-
ber. Te winner chooses to keep or give away the Ini-
tiative (in the same manner as the ‘Initial Initiative’).

FOR ADVANCED RULES: Players must draw one


card rom their deck, starting with the player with
the Initiative. Tey may ‘urn to Burn’ one Resource
Card in play to pick up one extra card rom their deck.
Tis process can be repeated until they have up to
five cards. No player may have more than five cards
in their hand at any point in the entire Game; i they
do they must instantly discard down to five cards (in
this case the player does not have to urn to Burn to
discard). Te cards to be discarded are selected by the

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, reerred 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 successully 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: ‘modiy 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

You may measure any distance (i.e. movement, shoot-


‘Power Shot’ – Dice rolls which result in a natural 1
ing, etc.) at any point in the game. Tis is commonly
(Unmodified result o a 1) are always successul.
reerred to as ‘pre-measuring’. Models without a base
argets that have been hit with a Ranged or Close
(and terrain pieces) are measured rom the nearest
Combat attack with a roll o a natural 1 cannot take an
point o the Model to the target. Models with a base
Armour (A) or Heal ests.
should be measured rom nearest part o the base
edge to the target. Unless stated otherwise make all
‘Fumble’ - Rolls o a natural 20 are always a ailure.
measurements on the board surace.
Any Model that rolls a natural 20 or any Skill est

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.

Model Types and Stat lines

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:

M – Movement is the distance in inches that the Model


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

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’.

Action Points (AP)

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 circumerence 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
inantry 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 inantry
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”.

Line of Sight (LOS)


Line o Sight- I a straight, unblocked, ‘Line o
Sight’ (LOS) rom the Body o the firing Model
to any part o the Body o the target Model can
be drawn, the firing Model has ‘Line o Sight’
(LOS) to the target.

Line o Sight: Make sure you get down to Model


level to see whether your Models have LoS to
their argets

15
Models Facing

All Models in Warzone Resurrection have two ac-


ings: Front and Rear. Te two Facings bisect the base
into two equal parts. Te Front Facing will be in the
same direction as the models chest and will normally
thereore be in the direction o the models head. Mod-
els only have LOS in their Front Facing. Models can
only perorm Shooting and Close Combat Actions in
their Front Facing and i they have LOS.

Designer Note: We would suggest you paint the Front


and Rear Facing onto the base and orientate your
Model appropriately to avoid conusion.

On right: Te Everassur can only complete a Close


Combat Action with the lef most Undead Legionnaire.
 Although the other two are in his CCWR they are in
his Rear Facing. Te 4th Undead Legionnaire is in the
Everassurs Front Facing, but out o CCWR.

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.

Lords can join a squad beore the game starts. Squads


lose any special deployment skills i a Lord is attached,

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 beore 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 thereore 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 perect 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 reerred 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 conusion 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 beore 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 modiy the Armour (A) roll.

Types of Terrain and Movement

Tere are 4 types o terrain in Warzone Resurrection. Players should agree what their scenery represents beore
the game starts.

Open – e.g. flat plains, or light hills. Tese do not nor-


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

 Armoured Chasseurs have a Movement (M) Value o 5


which is doubled to 10 i the ‘Run’. When they attempt
to cross terrain their M value is modified by the terrain.
 Model A is passing thru Heavy errain that gives
a -4 Modifier so he will move 6’’. Light errain has
a -2 Modifier, thereore model C have movement o
8’’ . Impassable errain cannot be passed, so the Ar-
moured Chasseur B needs to find an alternative route.

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 beore
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 reerred 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 beore 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 perormed 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.

Medium Bases: Te maximum gap distance a Model


on a medium base can jump across is 2 inches. I the
gap is less than 1 inch, the Model moves across it as
normal. I the gap is between 1 and 2 inches, apply
an additional light terrain Modifier to movement and
cross the gap. At the end o the movement Action, the
Model must immediately make a Con est. I this is
ailed, the Controlling Player must place the Model at

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

Changing Elevation When the Controlling Player


wishes to change the elevation o a Model on the
board, by climbing up or down, use the ollowing
measuring approach: Firstly measure the horizontal
distance rom the Models base to the point where the
elevation change will occur. Ten measure the ver-
tical distance needed to reach the desired elevation.
Add the two together plus the diameter o the base
(with any appropriate Modifiers). Te movement can
be completed i the resulting distance is less than the
Model’s Movement ability. Models can ‘Engage’ or
‘Run’ when changing elevation at the normal Action
Point cost.

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 thereore 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 beore 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.

Ruined Structures For Example: A Chasseur is attempting to make a


Shooting Action targeted at a Brotherhood trooper,
Such as City Ruins, open entrenchments or buildings which is within the ootprint o a ruin which obscures
with no roo. more than 25% o the rooper. Tere is a second piece
Every Structure without a roo is classified as a Ru- o ruins (the distance between the pieces o ruins is more
ined Structure. Each piece o Ruined Structure er- than 1” – please see the ‘cover density’ rules) between
rain counts as Heavy errain. the two Models so the Chasseur receives -8 Modifier to
its RS (-2x4 = -8) value.

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 beore 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 successully ‘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
beore 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.

Broken Models cannot interact with Objectives or


hold able Zones.

6. Cards in the Basic and Advance


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

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.

Advanced Game Rules

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 beore start o the game by a ran- - Only 1 actical Card can be in play per squad per
domly determined opponent, beore 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 beore 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 beore 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 beore 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 Reerence 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’ 

Basic Actions (1 Action Point)

Requiring only a short burst o energy, Basic Actions Engage Action


are the most common o all Actions in Warzone Res-
urrection. Te Basic Actions in Warzone Resurrection Counts as a ‘Move Action’ with Movement Value x2,
are as ollows: an ‘Engage’ Action can only be instigated i a CCWR
(close combat weapon range- see the Close Combat
Move Action section) is reached. I the distance moved is reduced
and a CCWR cannot thereore be reached, the Engage
Models can move up to their Movement (M) value in Action ails. Te model loses its remaining Action
inches. Te Movement Value is their M Stat plus any Points and moves in the same direction as the ailed
Modifiers. Tis measurement is made rom the base Engage to its Movement Value. Models cannot move
edge o the Model, (or ‘ootprint’ o a Model which more than their Movement Value x2 in any combi-
has no base). Pivoting is classified as a Move Action nation o Movement Actions (e.g. Move + Failed En-
and thereore, the Model must spend an Action Point gage, Move + Engage or Run + Engage), under any
in order to complete a Pivot (even i it doesn’t move circumstances.
in any other way). Note: no Model may travel more
than twice its Movement Value per turn in total. Te For Example: A Model with an M value o 6, uses one
Move and Run Action are mutually exclusive and so  Action Point to makes a Move Action, traveling 3”; then
cannot both be completed by a Model in one Activa- its second Action Point making an Engage Action. In
tion Phase. the Engage Action it may only move 9” (6x2 – 3=9).

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 successul 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 successul 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.

Models gain a Modifier to their St based on their base Hide Action


size when they complete an ‘Engage’ Action:
Small Bases: +2 St and +1 to AVV A Model can spend one Action Point to increase their
Medium Bases: + 4 St and + 2 to AVV Cover Value rom Light Cover (-2 cover Modifier (see
Large Bases: + 6 St and + 3 to AVV errain Section)) to Heavy (-4 cover Modifier (see
errain Section)). Tis Action cannot modiy Heavy
Te Engage bonus is only applied to the 1st Dice Roll Cover to beyond a -4 Cover Modifier. Te ‘Hide Ac-
o a ‘Close Combat’ Action completed in the same tion’ cover bonus is lost once a Model perorm an-
Game urn, (even i the RoA o the Wargear is more other Action (except or a ‘Pass’ Action). Place a hide
than 1). A Model must move at least its unmodified token next to the Model to indicate that this Action is
Movement (M) Value when completing an ‘Engage’ in effect.
Action to claim the ‘Engage’ bonus.
Shooting Action
I not otherwise stated by the Model’s weapon(s), A Model can spend one Action Point to open fire at an
CCWR is dependant o size o the bases: enemy target. When shooting, the Model will make a
Small Bases – CCWR is Base to Base (B2B) number o Ranged Fire ests equal to the RoF o the
Medium Bases – CCWR is 1”. All weapon they are firing. argeted Model(s) must be in
Heroes on Medium Bases  – CCWR is 1.5” LOS and within the Front Facing o the Model in or-

33
der to be a viable target or a Shooting Action.

Close Combat Action

An Engaged Model can spend one Action Point to


perorm a close combat attack. When fighting in
close combat, the Model will make a number o Close
Combat Skill tests equal to their weapon’s RoA char-
acteristic. An Engaged Model receives a ree ‘Closing
Action i it is out o its CCWR.

Morale Test to Recover


from Pinning

As described in the Morale est Section. Note i this


est is ailed on the first Action Point it must be repeat-
ed using remaining Action Points until it is passed. All
Models in the Squad must use 1 Action Point per at-
tempt to ‘Regroup rom Pinning’.

Morale Test to Regroup


from Broken

As described in the Morale est Section. Note i this


est is ailed on the first Action Point it must be repeat-
ed using remaining Action Points until it is passed. All
Models in the Squad must use 1 Action Point per at-
tempt to ‘Regroup rom Broken’.

Pass Action

Te Model may spend one Action Point to do noth-


ing. No urther Action Points can be used by this
Model this Game urn

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 beore
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 successully 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

Squad Special Actions

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 beore 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
thereore 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 perorm 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. Tereore 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 lie depends upon it.

Shooting and Line of Sight

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,
thereore 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 reerred 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 modiy 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 reerred 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 modiy 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 inormation 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 powerul that they • St 18 has Critical Force (2) – inflicts 2 Wounds
have what is reerred 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

10. Close Combat.

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 aar. 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 perorm 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 beore it can attempt to hit it.

Free Slash strength o this hit is equal to the opponent’s Strength


(S) plus their weapon strength (St) x2. Models making
Models which leave Close Combat (Disengage) take a Close Combat ‘Closing’ Action are not affected by
an automatic hit. Tis happens even i the Disen- Free Slash.
gaging Model is out o CCWR o the opponent. Te

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.

Special Close Combat Charge  – A ‘Charge’ Action can be made instead


Actions for Models on o an ‘Engage’ Action. A Charge must be made in a
small bases (30mm) straight line and the target Model must have a small
base. Nominate a Primary arget (this Action ignores
Back Stab – I a Model is engaged and in the rear ac- the arget Priority rule) and check the range (Mx2
ing o an enemy Model, a ‘Back Stab’ Action can be with appropriate Modifiers). I you are in range, move
initiated with this Model. o do this, the Controlling the charging Model into B2B contact with the target.
player must first roll to hit, i successul the Armour Te target takes an automatic hit o the charger’s St in
(A) plus Modifiers o the enemy Model is modified addition to the engage bonus (+4 to St). I the target
by -50% (rounding up). Tis Action can only be used Model is removed rom play, the Model which made a
against Models with Small or Medium bases. ‘Charge’ Special Action continues the remainder o its
movement in a straight line. I this move brings it into
Hold him down! – I a Model is in or engages in a CCWR with any other Models that have Small Bases,
multiple combat which includes at least one riendly the Models that are in CCWR receive an automatic
Model, a ‘Hold him down!’ Action can be attempted. hit at the charger’s base strength value. Continue
Te Model attempting ‘Hold him down!’ must be in this process until the maximum movement has been
B2B with the target and in the target’s Rear Facing. made, a target is not removed, the charging Model is
Te Controlling Player must then roll to hit, i the hit killed or a Model with a medium or large base is met.
is successul then the targeted Model has been ‘held I the Model which made a ‘Charge’ Action comes into
down’ (no damage is taken by the targeted Model). CCWR with a Model that has a medium o large base,
Any other unsuccessul Special or Normal Close it will make no urther attacks and counts as Engaged.
Combat Actions against ‘held down’ Models can be As a ‘Charge’ requires some momentum, this Close
rerolled. Tis Action can only be used against Models Combat Special Action cannot be made by a Model
on Small or Medium bases. that is already Engaged.

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 successul,
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 unsuccessul 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 perormed. 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 successul 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 successul, the target Model takes a hit equal to the
rounding up to the next ull inch. St o the Model which perormed 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 perorm 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 perorming the ‘Trow’ range (Mx2 with appropriate Modifiers). I you are
Action up to 6” away rom the Model perorming 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 perorming 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 perorm- (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.

11. Psychic Fight

Te most effectual weapon in the arsenal o many is Shooting (S)


their mind itsel. In Warzone Resurrection there are
three types o Psychic powers. ‘Shooting Psychic Power’ Actions ollow same rules as
‘Basic Shooting’ Actions, but instead o using RS, the
Use o each o the Psychic Power types costs 1 Action Model’s WP value is used. Cover Modifiers are applied
Point. Models may only use each Psychic Action once as normal. I a model receives a Wound Effect rom a
per Game urn. Shooting Psychic Power it must use its WP value or
its Armour est

46
For Example: Psychic power – Blast:

Booster (B)  - ‘Booster Psychic Powers’ Actions can


only be targeted on riendly Models. A WP test must
be passed. Te effect o the ‘Booster Psychic Power’
dissipates at the end o the Game urn. ‘Booster Psy-
chic Power’ Actions can be completed by Engaged
models and can be targeted at Engaged Models. Tere
are no modifiers or any Booster WP ests, but LOS is
required.

For Example: Blessing 

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

Deboofs (D) - ‘Deboos Psychic Powers’ Actions can


be targeted on any Models. A WP test must be passed.
Te effect o the ‘Deboos Psychic Power’ dissipates at
the end o the Game urn. ‘Deboos Psychic Power’
Actions can be completed by Engaged models and can
be targeted at Engaged Models. Tere are no modi-
fiers or any Deboos WP ests, but LOS is required.

Example: Te Slow

Slow - all models in the affected squad receive a -2 Mod-


ifier to their Movement Value.

47
12. Armoury

Ranged Weapons

Pistols (P) Example o Auto weapon:

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)

Special weapons cannot be used in close combat


Special Rules: Example o Auto weapon:
Passive: Head Shot: I the Controlling Player rolls a
natural 1 when making a RS test with this weapon, the Chthonic ransfuser
attack gains Critical Force (2).

I used in close combat, R is dependent on type o base,


St is equal to 12, RoA is 2, type Piercing and Head Special Rules: Models removed rom game by this weap-
Shot special rule is in play. on explode, spreading the Dark Symmetry rom their
ichor. Centre the small explosion blast template over the
Auto (A) exploding Model, each enemy Model under the template
Auto weapons cannot be used in close combat. takes St8 Blast Damage. Enemy Squads taking casual-
ties rom the Chthonic ransuser (including explosion

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

Template Weapons I a RS est with an Explosion emplate weapon is


ailed place the template with its centre over the nomi-
Tere are times when, due to cover or lack o light,
nated target point with the number 1 on the template
you can’t quite get a solid bead on your target. For
nearest the shooting Model. Roll a D20 and divide the
times like these, nothing beats having a weapon where
result by two, reer to the template to see which di-
“Close enough” works just as well as “bang on target.
rection the template will scatter. Next, roll a D20 and
divide the result by two; move the template a number
RoF or Flamer/Shotgun template Weapons.
o inches equal to the result.
In the case o Flamer or Shotgun weapons the RoF
represents the number o times each Model is hit.
Flamers (F)
Place the template once. I the RoF is 1 any Model
(including its Base) touched by the template are hit
In order to use a Flamer, the Model must use a Shoot-
once, i RoF is 2 the Models are hit twice, etc. em-
ing Action. Te smallest end o the Flamer template
plate Weapons cannot be used in any orm o Special
is placed in base contact with the shooting Model
Action.
in any direction, ensuring that no part o template
crosses the Front Facing o the Model using it. Any
RoF or Small Explosion and Large Explosion tem-
Model which has its base either ully or partially un-
plate Weapons.
der the template, takes an automatic Wound Effect at
Te RoF or Small Explosion and Large Explosion
the Flamer Weapon’s St. Flamers are unaffected by any
emplate weapons is worked out in the same way as
Range Modifiers. Te RoF o a flamer weapon cannot
normal shooting. I the template weapon has RoF2
be increased by any means.
(or more), the Controlling Player places the tem-
plate twice (or more, i appropriate). As the multiple

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.

Flamers and Garrisoned Shotgun (S)


squads.
Shotguns can be used in close combat and ollow the
Flamers can be used effectively against garrisoned same rules or using a Pistol in Close Combat.
squads in Closed Structures. Place the template as Example o Shotgun weapon:
normal; i any part o the template reaches any ‘Shoot-
ing Point’ on the structure, roll a D20 or each garri- Mandible Autoshotgun
soned Model in the structure regardless o their floor
level, on roll o 1-10, the Model takes an automatic
Wound Effect and their Armour (A) is modified by
-50%. Solid Bullet
Flamers can be used to shoot out o a Structure by
those garrisoning it. Place a template in contact with
any Shooting Point on the building, then use the nor-
mal rules o using a flamer. *S (Shotgun emplate)

Special Action for


weapons which use
Flamer Templates

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:

Place the shotgun template as normal. I any part o Anti-Infantry Grenades


template is in contact with a Shooting Point all Mod-
els within 1” o the Shooting Point takes an automatic
Wound Effect with normal Armour (A) tests allowed.
Anti-Vehicle/Monster Grenades
Grenades (G)

Grenades ollow normal rules o a Shooting Attack,


but instead o using the weapon’s range, Grenades use Special Rules: Can only be used in Close Combat i the
the Model’s St value to represent how ar the grenade  Model is Engaged and costs one Action Point. It creates
can be thrown (Range). Te Controlling Player must a localised explosion on its target, so does not use any
nominate a point on battlefield within LoS and range kind o emplate. A Model using an Anti-Vehicle/Mon-
o the shooting Model. o complete a throw, the Con- ster grenade instead o normal close combat weapon
trolling Player must make a RS test using any o the does not receive an Engage Bonus.
usual Modifiers (Range, Card, etc). reat the nomi-
nated point as a target Model. . I the point is behind Flash-bang Grenades
cover it is treated as an obscured target, thereore apply
the appropriate Cover Modifiers (as i shooting). I the
RS test is passed, centre a Small Explosion template

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.

13. Special Skills

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.

Universal and Generic Hero


Special Skills
Some Rules are in play for all Squads or all from a certain Squad ype.

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 successul 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 beore the weapon is fired and all shots
Wound Effect i it ails the Armour est. are made at the same time; thereore 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.

Squad Specific Special Skills

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.

Generic Special Skills immediately take a Pinning est. Te horror o their


squad-mate’s brutal death is just too much or some!
Beserk   - When a Model with the ‘Beserk’ Special
Skill makes its first kill in close combat, it must pass Bulky – any Models targeting a Model with the Bulky
a Leadership (LD) est. I the test is ailed the Model Special Skill gain +4 to RS and CC.
will go ‘berserk’. A berserk Model has the ollowing
Modifiers: +4 to CC, +2 to S, -2 to A and -2 to RS. Camouflage (X) - When a Model with the ‘Camou-
A ‘Berserk’ Model may only spend its Action Points flage’ Special Skill is in cover it is harder to hit. When
on Run or Engage Actions. ‘Berserk’ Models must the camouflaged Model is targeted by a ranged attack
always attempt to Engage the nearest enemy Model. and they are in light or heavy cover the shooter re-
Models that are under the influence o Berserk also ceives an additional RS Modifier o (X).
gain the Fearless special rule. Models stop being ‘Ber-
serk’ as soon as they receive a Wound Effect. Contempt (X)  - Once per activation, Models
with this Special Skill may re-roll a single ailed
Blind Fighting  - Models with this Special Skill ignore Close Combat test when the attack is aimed at (X).
the effects o fighting under the cover o darkness. For Example: Cardinal Dominic has the ‘Contempt:
Dark legion’ Special Skill, Dominic may always re-
Brutal - When a Model rom a squad is killed (W re- roll a single ailed Close Combat Skill test against any
duced to 0 or below) by a Model with the Brutal Spe- member o the Dark legion Action, in each o his ac-
cial Skill in Close Combat, the remaining squad must tivations.

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 successully 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
beore 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 identiy 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.

Stay Frosty   - A Model with the ‘Stay Frosty’ Special


Skill is unaffected by the effects o losing the Squad
Commander.

Stun Effect – Weapons with the ‘Stun Effect’ Special


Rule cause ‘Stun Effects’. Models which receive a ‘Stun
Effect’ must spend their first Action Point afer re-
ceiving a ‘Stun Effect’ recovering rom it. Stun Effects
are not cumulative. I a Model under ‘Stun Effect’ is
orced to move by any means rom his location (ex-
cluding a Closing Action in Close Combat/Engage)
or i they become Pinned or Broken, the Stun Effect
is automatically negated. Models which are suffering
a ‘Stun Effect’ are hit automatically in Close Combat.

Suppression Fire  – Tis Special Skill is regarded as


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

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. Beore 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 inorm 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 beore the game starts. Tey cannot

15. Building your Offensive Force


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

Points battlefield and parachuted in as the battle progresses.

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 reer 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 reerred 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.

17. Vehicle Rules

Type of Vehicles Jet Bikes - Te Facing Area o a Jet Bike is calculated


by the size o its base and its maximum height, with a
Walkers –Te Facing Area o a Walker is calculated minimum height value o 2”. Jet Bikes must move at
by the size o its base and its maximum height, with a least ½ o their Movement Value every turn i they are
minimum height value o 1.75” not engaged.

Heavy Walkers  -rue Area – Te actual size o Model Subtypes of Vehicles


is its Facing Area (excluding Models weapons)
Te ollowing are vehicle subtypes:
anks - rue Area, i.e. the actual size o Model is its • Flying
Facing Area – including main turret. • Ground
• Underground
Hoverers - rue Area, i.e. the actual size o Model is • Sky 
its Facing Area – including main turret. • ransport

Bikes - Te area o a bike is calculated by the size o Facing


its base and its maximum height, with a minimum
height value o 1.5” Each Vehicle has 2 Facings – Front and Back .

Vehicle Action Points

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 perorm 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
beore 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. Beore 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 successul LD test, (i
counter charging Model is in a ‘Watch Action’ the
LD test is passed automatically). I a counter charge

61
is successul 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.

Moving through terrain

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

Walkers but i they move through Heavy errain take an AV


test on AVV4.
Walkers are not slowed down by moving through anks cannot move through impassable terrain.
Light errain, but must take an AV est at AVV2 on
their Leg location. Hoverers
Te Movement o Walkers is reduced by 2” i they
move through Heavy errain and they must take an Hoverers are not slowed by moving through Light
AV test at AVV4 on their Leg location. errain.
Walkers cannot move through impassable terrain. Te Movement o Hoverers is reduced by 2” i they
move through Heavy errain
Heavy Walkers Hoverers cannot move through impassable terrain.

Heavy Walkers are not slowed down by Light or Heavy Bikes


errain, but i they move through Heavy errain an
AV test must be taken at AVV4. Bikes are not slowed down by moving through Light
Heavy Walkers cannot move through impassable ter- errain, but they must take AV est on AVV2.
rain. Te Movement o bikes is reduced by 2” i they move
through Heavy errain and they must take an AV test
Tanks at AVV4.
Bikes cannot move through impassable terrain.
anks are not slowed down by Light or Heavy errain,

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.).

Sub Types and terrain effect

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.

Ground Vehicles Transport

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.

Line of Sight and Weapons range

Walkers enemy. Range is measured rom base to base or in the


case o anks without a base, rom/to the hull.
Te Line o Sight is checked rom the firing weapon.
I the weapon is hidden rom the point o view o the Hoverers
target enemy Model, the weapon cannot target this
enemy. Range is measured rom base to base. Te Line o Sight is checked rom the firing weapon.
I the weapon is hidden rom the point o view o the
Heavy Walkers target enemy Model, the weapon cannot target this
enemy. Range is measured rom base to base or in the
Te Line o Sight is checked rom the firing weapon. case o Hoverers without a base, rom/to hull. Hover-
I the weapon is hidden rom the point o view o the ers always ignore Light Cover Modifiers.
target enemy Model, the weapon cannot target this
enemy. Range is measured rom base to base. Bikes

Tanks Te Line o sight is measured as per the LOS rules.


Range is measured rom base to base.
Te Line o Sight is checked rom the firing weapon.
I the weapon is hidden rom the point o view o the
target enemy Model, the weapon cannot target this

64
Jet Bikes

Line o sight is measured as per the LOS rules. Range


is measured rom base to base. Jetbikes always ignore
Light Cover Modifiers.

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 thereore, 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 unsuccessul 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:

Alpha Level: Priority Mission only (D20: 1-5)


Beta Level: Priority and Secondary Missions (D20: 6-10)
Delta Level: Priority and Corporate Agenda Missions (D20: 11-15)
Epsilon Level: Priority, Secondary and Corporate Agenda Missions (D20: 16-20)

Mission Types

Priority Mission Secondary Missions


I playing a Beta or Epsilon battle level game and afer
Beore deployment the player with the Initiative rolls Deployment, each player must roll or their Second-
a D20 to define the Priority Mission. Te Priority Mis- ary Mission. I the result o the D20 roll is a 1 or a 2
sion is worth up to 10 Mission Points or each player. the player may choose which mission they play. Each
Player should make a note o their mission and tar-
get Model (i appropriate) on a piece o paper to be
revealed at the end o the Game. Secondary Missions

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.

Te player with the most Mission Points at the con-


clusion o the game wins. In case o a draw the player
with the lowest body count value receives an addi-
tional Mission Point. I still a draw the player who lost
his Warlord first loses the game. I both Warlords are
alive the player who has lost the most roop Squad
Commanders loses the Game. I, in the very unlikely

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

Quarters In Battle line missions the player with the initiative


chooses a long table edge the opposing player take the
In missions using table quarters deployment, the opposite table edge. Te player with Initiative deploys
player with initiative choses their table quarter first, first, entirely within 6 inches rom their table edge.
the opponent has the opposite. For 4x4 oot tables de- Once the first player has deployed the second player
ployment is allowed in the 18” corner, as shown in the deploys their Models. I squads cannot be deployed
Quarters diagram. For 6x6 oot tables and larger use hold them in reserve and bring them on in urn 2
24” Deployment Zones. I squads cannot be deployed rom your board edge. I they cannot be deployed in
hold them in reserve and bring them on in urn 2 urn 2 they count as lost and add to the Body Count
rom either board edge o the Deployment Zone. I Value.
they cannot be deployed in urn 2 they count as lost

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.

A Model must not enter the game within 10 inches


o an enemy Model already deployed. I a Model is
unable to enter the game because o this restriction, it
will remain off the table and will roll again in the ol-
lowing urn. Te squad may be placed up to 6 inches
rom the board edge and can be activated as normal in
this and subsequent urns.

Ambush

In missions where a player is using Ambush deploy-


ment they must allocate 1 squad to each table edge
and deploy within 5 inches o it. Extra squads above
the first our squads are then deployed within 5 inches
o any table edge.

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.

ending the game

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.

Disengage: Te game will end automatically at the


end o urn 8.

71
Priority Missions

1. Kill Them All (D20: 1-5) 4. Reconnaissance

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 successully 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 

3. Seize Ground 7. Take and Hold

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)

Deployment: Ambush, Convergence Deployment: Escalation

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 perect 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 deender. Te Attacker sets-up using
Ambush deployment and will go first. Te Deending 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 beore
Te Deending 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 deending 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 deending 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.

9. Search and Destroy

Coming Soon in Card Form or Available in the


Hardback Rule and Background Book 

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 successully complete this mission objective.

5. Inspiring Leadership (D20: 1-10) 6. R&D (D20: 11-20)


Tere are whispers about the Warlord’s capability and Secretly identiy and record one enemy Squad Com-
morale is low. He must set an Example: each member mander or Lord Model. Command has issued orders
o the orce looks to him or an unspoken, unquanti- to recover a piece o their Gear or the Research and
fiable boost. It is time to inspire the troops. Development boffins to examine.

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 successully complete this mission objective.

Corporate Agenda Missions

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 identiy 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 successully complete this mission objective.
More than 50% o this squad must survive the battle
3. Glory Hunter  - Coming Soon in Card Form or to successully 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

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