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    Mutant Chronicles Warzone Resurrection Beta Rules v1.1March 2013

    Introduction:Welcome to your copy of the Beta Rules for Mutant Chronicles Warzone Resurrection. They are

    designed to give you a flavour of this exciting 28mm skirmish game. Please be aware that theyare Beta Rules and so far from the polished and complete offering we will make available in a fewmonths time. At the end of this document you will find some cards to cut out. Obviously the realthing will be much more interesting and of the highest quality. Please give us your feedback onthe Facebook Forum. Very shortly we will have our warzonegame.com website up, which willinclude a beta rules test forum.

    We hope you enjoy. The Prodos Games Team

    P.S. And a big thank you to our alpha testers, Rob Alderman and Kim Rapson for their help onthis.

    1. Rule Variants for Card Use:

    Basic Game Rules- Cards are limited to only resource cards.- The number of resource cards you start with is dependent on your hero choice . For example:Alakhai is a close combat hero, so starts with seven resource cards, whereas Dr. Diana is a techhero, so starts with 8.

    The resource cards can be used to:A. Add a third action to a selected model.B. Add Heal (4) to the selected model (can only be used once per wound).C. Activate a Squads special skills.D. Activate a Heros special skills.

    Advanced Game Rules- Card deck: minimum 35 cards including Strategy, Tactical and Gear cards.- Maximium five cards in hand.- You may draw up to one card every turn.- Only one strategy card can be in play per turn.- Only one tactical card can be in play per squad.- Only three gear cards can be in play per player.- The number of resource cards you start with is dependent on your hero choice . For example:Alakhai is a close combat hero, so starts with seven resource cards, whereas Dr. Diana is a techhero, so starts with 8.

    The resource cards can be used to:

    A. Add a third action to a selected modelB. Add Heal (3) to the selected model (can only be used once per wound).C. Activate a Squads special skills.D. Activate a Heros special skills.E. Play Strategy/Tactical/ Gear cards.

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    2. Dice and Rolls

    - Warzone Resurrection uses 20 sided dice. These are referred to as D20 throughout

    this document. If there is a number in front of D20, then that is the number of D20sthat should be rolled (i.e. 2D20 = Roll 2 20 sided dice).

    - All tests in the game are done by rolling D20. One Die to rule them all- Reroll You may only reroll once (no rerolling a reroll). If you do choose to reroll your

    dice, you must stick with the rerolled result, even if it is worse!- All dice rolls are only counted if they land on the table. If a dice happens to roll off the

    table, it must be rolled again (this is the only exception to the no rerolling a reroll rule;i.e. rerolls that land off the table must be rolled again).

    - Rolls of natural 1 are always successful. Power shot hit target cannot take anarmour save.

    - Rolls of natural 20 are always a failure. Fumble any remaining actions for thismodel are lost.

    - In order to pass a skill test you must roll equal or less that the skill value. For

    example, if the model has a Range Skill of 12 after any modifiers, you will have toroll 12 or less on D20 to successfully pass.- Modifiers to skill checks follow the basic mathematical principle: first multiply then

    divide, add then subtract (i.e. (2x2)+2= 6). For example, Alakhai has movement 5and wants to charge, then uses the Strategy Card Rage (adds +3 to movement).He will therefore charge 13 (5 x2 for charging +3 for strategy card).

    -

    3. Model Height and Facing Area

    - You may measure any distances (i.e. movement, shooting) before engaging in anyactions. This is commonly referred to as pre-measuring.

    - Measurements are done from base to base (not from gun to model).

    - All of the miniatures in Warzone Resurrection have a Facing Area in games, whichis defined by the base that the model is standing on and the models height (to top ofmodels head). For example, the Facing Area of an infantry model will usually be30mmx32mm (the width of the base x the height of the miniature). This makessolving line of sight a lot easier.

    - The minimum Facing Area (to take into account some models may be kneeling etc.)is:

    o Small Bases: minimum Facing Area Height1o Medium Bases: minimum Facing Area Height1.75o Large Bases: minimum Facing Area Height2

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    Minimum Area for Small Bases =30mm

    - . The Facing Area dictates the Line of Sight; if you can see models Facing Area you

    can shoot at the model.

    In this case the Model Area is partially covered. In this case the Model is fully covered.

    4. Shooting and Line of sight

    - A models ability to shoot is defined by the models Range Skill (RS).- If the target models Facing Area is partially covered, the firing models RS is modified

    depending on the type of cover. (Light cover: -2 modifier to RS. Heavy Cover: -4 modifier toRS. Intervening models (that are not within 1 of shooter): -4 modifier to RS).

    - The COVER MODIFIER IS CUMULATIVE. Therefore, if a target model is behind heavycover and there are intervening models the target can be very difficult to hit! Imagineshooting through people whilst at a market at a target 40 feet away and behind a brick wall.

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    You can use strategy cards to increase your chances of successfully hitting the target. Thiswill be covered later in the rules.

    - To take advantage of cover, the models Facing Area must be at least 25% covered. - Heavy Cover: -4 to RS (walls, trees and intervening models).- Light Cover: -2 to RS (barbed wire, low-lying scrub, bushes, etc)- If you are within 1of a piece of cover, then you will not suffer the cover modifier for that

    piece of cover when shooting through it.- You cannot shoot at a model which is behind more than 3 pieces of cover (including other

    models), unless you declare a Lucky Shot attempt. A lucky shot hi ts only on the roll of anatural 1.

    - If the Facing Area of a model is completely obscured it cannot be targeted.- Intervening models cannot completely obscure a target as both are constantly moving (it is a

    battlefield after all!).

    Example 1

    If Model A shoots at model C, he will receive one modifier to his shoot skill because Model C isbehind Light cover (-2 RS) and there are no intervening models within more than 1 of the

    shooter, therefore a total of -2 RS. e.g. Model As Range Skill is 12 (60% to ch ance to hit) 2 =Range Skill 10 (50% chance to hit).

    If Model C wants to shoot at Model B, there are no modifiers as Model B is not in cover, but ifModel C wants to shoot to Model A, there is a modifier of -4 (Facing Area of Model B is blockingline of sight).

    Example 2

    Debris

    Light cover -2 RS Model C is within1 of the Light

    Cover therefore

    models A and Bcannot claim that

    cover so model C

    will fire with no

    Cover Modifier.

    Less than 1

    between models

    from the same

    squad

    B

    C

    More than an 1

    between

    friendly models

    Debris

    Light cover -2 RS

    B

    Model C is morethan 1 away from

    Light Cover

    therefore he cannot

    Claim the cover.

    C

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    If Model A shoots at Model C, he receives two modifiers to his Range Skill because Model C canclaim intervening model on line of sight (Model B therefore -4 RS) and debris (light cover -2 RS)which will modify Model As Range skill by -6.If Model C wants to shoot Model B, there is one modifier (Light Cover 2RS), but if Model Cwants to shoot model A, there are two modifiers which total -6 to RS (Facing Area of Model B isblocking line of sight (-4) and he can claim Debris cover -2 as well).

    5. Facing

    All models in Warzone Resurrection have two facings: Front and Rear, Front facing is180 degrees taken from the centre of their base. (We would suggest you paint this ontoyour base to avoid confusion).

    Models can only perform shooting and close combat actions in their Front facing.

    REAR FACING

    FRONT FACING

    6. The Stat line

    The Stat line represents the basic skills and abilities of the miniature in question. Eachskill can be temporarily or permanently affected as the game progresses. Most are used

    as the starting point for calculating the number needed to roll on a D20:

    Squad Card:

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    Example: Necromutant

    M CC RS St Con WP LD W Ar pts

    5 17 12 9 9 12 12 1 15 14

    M Movement. Maximum distance in inches the model can travel. Movement is affected byvarious modifiers such as type of terrain and played cards.CC Close Combat. The number required to roll on a D20 for a Close Combat Test. Thisnumber can be affected by many factors.RS Range Skill. The number required to roll on a D20 for a Range Skill Test. This number canbe affected by Line of Sight and other factors too.St - Strength. The models strength will affect the A of opponent in close combatCon Constitution. Constitution represents the models ability to resist factors such as fallingfrom height (more rules in v1.2).WP Will Power. Used to activate special skills/ Psi/ Dark harmony etc.Ld Leadership. The number required to roll on a D20 for a Morale Test. This number can beaffected by many factors.W Wounds. This is a way of tracking how much damage a model can receive. If th e modelswounds is reduced to 0, then it is removed from the board as it has been killed.A Armour value. The number required to roll on a D20 for a Armour Test. This number can beaffected by many factors.Pts - Points Value. This number represents how much the miniature(s) is/are worth. This is used

    for working out balanced army lists. For example, each player will write an army list to the valueof a set amount of points. You use the points value of your miniatures/squads to work this out.

    Each model in a game has 2 Action Points. For simplicity this Value is not included on theStat Cards. More about action points in The Game! section.

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    Miniature definitions:Troops- basic models, based on 30mm bases.Heavy Troops40mm base.Monsters- 60mm bases

    7. Cards

    There are four types of cards:a. Resource Cards (res.)All players start the game with a number of Resource cards

    in play, dependent on the type of Commander/Hero played. These cards representyour resources. Each other card type needs the use of resources to be played. Touse a resource the player must Turn to burn the resource card. Each resource cardrepresents 1 resource. In the Control Phase all used resource cards are reset to facethe owning player. Resource cards can only be removed if your Commander is

    removed from play. If this occurs, remove all Resource cards as well.

    Resource cards: Turn to Burn one resource card to: - Gain 1 action point for each Res spend (up to a max imum of 3 per phase).- Gain a Heal(4) for ONE Wound Effect. This can only be attempted once per

    wound.- Activate a squad special skill.- Activate aHero special skill.

    b. Strategy Cardsmainly affect the battlefield. They can only be issued between thesquad activations of each player. Only one Strategy card can be in play at any time,so control your timing carefully!

    c. Tactical Cardsaffect squads or models. Tactical cards can be issued anytime in a

    phase, but not while a model is completing its activation. They must be issued beforea D20 roll in order to affect the roll. Only one card can be in play for each squad. Youcan chose to discard a tactical card on a squad to play another.

    d. Gear Cards - are not normally removable (unless specified otherwise) and mayaffect a Squad, battlefield feature, individual model or resource cards. Gear Cardsare also Tactical cards and as such, may be played whenever you wish. To affect aD20 roll the Gear Card must be played before the roll. You may have up to threeGear Cards in play at any one point in time. Place the active cards next to the targetModel/Squad Reference Card.

    8. Deck construction (for ADVANCED Rules)

    The minimum number of cards you can have in your deck is 35.

    You can have a maximum of 3 of the same Strategy Cards in your deck.

    You can have a maximum of 5 of the same Tactical Cards in your deck.

    You can have a maximum of 3 of the same Gear Card in your deck.

    You can have a unlimited number of Resource Cards in your deck.

    At any point in the game you can discard any number of cards from your hand.

    At any point in the game you can spend one Resource Card to draw one card (werecommend doing this at the end of the turn, before your Control Phase).

    All decks must be shuffled and cut before start of the game.

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    9. Terrain types

    Terrain not only affects ability to shoot a target, but also affects the models movement (M)ability. Movement modification only occurs when the model is within the terrain.There are 4 types of terrain in Warzone Resurrection.

    Open i.e. Flat plains, or light hills. These do not normally reduce your movement.Lighti.e. Water (not deep), bushes. Reduce movement by 2, to minimum of 2.Heavy i.e. Walls, trees. Reduce movement by 3, to minimum of 2.Impossible deep water, solid rock, pools of acid. No one can pass through or intothese at all.

    Example 1:

    A model with a movement value of 6 is moving through light terrain. He moves 3 toedge of the terrain thenhe takes penalty of 2. He has 1 left which can be used to moveinto the terrain.

    In the models next Activation it will receive a 2 penalty to its movement instantly as itstarted its movement in light terrain (so will move 4).

    Example 2

    The Model has a Movement Value of 6. The model is performing a Run Action

    (Movement Value X2). As a result, the model would normally move 12. However, theminiature is running through 2 pieces of Light Terrain, so will only move 8 (2 penalty foreach Light Terrain piece the model is moving through).

    Red line = 6

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    10. Morale tests

    - A Leadership (LD) test needs to be taken when:- A Squad loses 50% or more of the squad members (100% equals the number of models

    in the squad at the start of the turn) in one Turn. If the test is failed the squad is Pinned(see below).

    - If a Squad loses 75% of its squad members in one turn and the Morale test is failed thensquad is Broken(see below). (100% equals the number of models in the squad at thestart of the turn).

    - Pinned squads have the following negative modifiers: RS (-2), CC (-2), LD (-2) and apositive modifier of A (+2) against ranged attacks only (not close combat).

    - Broken squads MUST immediately Run (x2 Movement Value) towards their boardedge. Subsequent LD tests to Rally are modified by -6 (LD). When at least 1 modeltouches the board edge the whole squad is removed from the game and otherwisecounts as a casualty for determining the winner at the end of the game.

    - Morale Test to Recoverfrom Pinning: You can spend one action point at thebeginning of the units activation to attempt to Recover from Pinning by rolling againstleadership with a -2 modifier. This attempt costs all in the squad one action point. Thisaction CAN be repeated twice per activation. If both attempts fail the unit stays pinneduntil the next turn.

    - Morale Test to Regroup from Broken: You can spend one action point at thebeginning of the units activation to attempt to Regroup from Broken by rolling againstleadership with a -6 modifier. This attempt costs all in the squad one action point. Thisaction CAN be repeated twice per activation. If both attempts fail the unit continues to runtoward their board edge and still counts as broken.

    11. Win Conditions

    You win the game if you complete your primary objective as per the MissionDescription in play. (see later).

    You win the game if your opponents deck is exhausted (reduced to zero cards).

    Red line = 12

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    The Game!Pre-game

    1. Roll off for mission or select one.2. Set up terrain. We recommend a board 48x48 forgames up to 350pts.3. Each player rolls a D20 for Initial Initiative. Highest roll wins. The winner sets-up first,

    within 6 of their board edge. The winner may choose to give initiative to theopponent (to their left if more than two players).

    4. Place 3 Resource cards into play.

    5. Draw 5 cards from your deck. Each player may discard their entire initial hand to thediscard pile, before the first turn starts and replace it with a fresh one from the top oftheir deck. They must keep their second hand.

    6. The player who set-up first keeps initiative in the first turn

    Turns and PhasesThe game starts with the first turn. Due to the nature of Warzone Resurrection all playersplay in each turn. Therefore, each turn is split into a number of phases. The numbe r ofphases is dependent on the number of units in play.Each turn has a Control Phase and a Battle section with a number of ActivationPhases dependent on the number of units in play.

    1. Control Phase -A. From turn 2 onwards both players roll their D20 for Turn Initiative. The winner is the

    person with the highest dice roll. In the case of a draw both players reroll until oneplayer gets a higher number. The winner chooses to keep or give away the initiative(in the same manner as the Initial Initiative).

    B. FOR ADVANCED RULES: Players draw one card from their deck, starting with theplayer with the Initiative. No player may have more than 6 cards in their hand; if theydo then they must instantly discard down to 6 cards (which they can choosethemselves and then must place the discarded card(s) in the discard pile).

    C. Remove all Strategy and Tactical cards (including Gear cards as appropriate) fromthe board. Discard them to the Scrap Pile.

    D. Reset all Resource (Res) cards

    2. Battle Section -The player with the initiative for this turn goes first:.A. Activate a unit (units include squads, heroes, monsters and walkers)B. A pinned or broken unit must pass a leadership test, otherwise they continue to be

    pinned or broken (LD test). Taken the test uses 1 action point (the test can be taken,therefore, twice per turn)

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    C. Check for unit coherency (LD value in inches from Squad Commander), if any modelis out of coherency it must be the first model in the unit activated and must completea closing action (Run action) to return to unit coherency. If more than 1 model is outof coherency, activate all in turn and complete a closing action for each. Once allmodels are in unit coherency, models not yet activated from the same squad can beactivated in any order.Models engaged in close combat ignore the Closing Action rule, but they have thesame modifiers as if they are pinned (Where are my comrades! rule, which isexplained later in the rules).Example: Squad Commanders LD10 so coherency is 10 from him.

    D. Activate 1st model, (can be any model) from activated squad.E. Each model in Warzone Resurrection has 2 Action points. By spending your models

    Action points you can perform basic or advanced actions. Basic actions cost 1 Actionpoint, advanced actions cost 2 Action points.Each action can be used only once per model activation.

    BASIC Actions

    - Move Action models can move up to their Movement (M) value in inches (more rulesbelow).

    - Engage Action - (Movement Value x2),An Engage action can only be completed if aCCWR (close combat weapon range) is reached. If the distance to Engage is reducedand a CCWR cannot be reached, the Engage action counts as a Run action instead(which costs 2 action points).

    The Engage action must always be made in a straight line; before the engage move ismade, change the facing of your model as appropriate. If your model passes through theCCWR of an enemy model as your model moves to engage a counter charge can occur.A counter charge is completed on a successful LD test, (if counter charging model is in aWatch Action the LD test is passed automatically). If a counter charge is successful theEngaging model is stopped in the CCWR of the Counter Charging model. Models

    already engaged cannot Counter Charge.

    Models gain Bonus to ST based on their base size when they complete an Engageaction:Small Bases (30mm) +2 StMedium Bases (35mm) + 4 StLarge Bases (60mm) + 6 StEngage bonus is only applied to 1st attack.

    A model must move at least its Movement (M) Value when completing an Engage Actionto claim the Engage bonus.

    - Aim Action A model can spend one action point to gain+2 Range Skill (RS) and +2 to

    weapon St. Modifiers to their shooting action (which must occur in the same activationphase). The bonus is added only to their first shot in the case of models with a Rate ofFire (RoF) higher than 1.

    - Hide Action A model can spend one action point to increase their Cover Value fromLight Cover (-2 to shooters RS) to Heavy (-4). This action has no effect on the heavycover value. The Hide cover bonus is lost once models perform any other action. Place ahide token next to the model to indicate this action is in effect. To hide in light cover themodel must be within the cover or within 30mm (small base distance) of it.

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    - Shooting Action A model can spend one action point to open fire at an enemy target.When shooting, the miniature will make a number of Ranged Fire Tests equal to theRoF of the weapon they are firing.

    - Close Combat Action- A model can spend one action point to perform a close combatattack. When fighting in close combat, the miniature will make Close Combat Skill testsequal to their RoA (Rate of Attack) characteristic.

    - Special Skills A model can use its Special Skill by spending one action point. Specialskills are listed on the models stat card (if they have any).

    ADVANCED Actions.All Advanced Actions use 2 action points:

    - Rapid FireA model completing Rapid Fire gains RoF(+1), and -2 to RS for all shotsthis phase. Weapon Range is halved during this action.

    - Sentry Action - You can place up to TWO models per squad in Sentry. Models in

    Sentry can use ONE action, (which cannot be increased by any means) during theenemys activation phase. The following Sentry actions are allowed: Shooting, CloseCombat, Move or Dive for Cover).

    Sentry actions can be used when a model in Sentry is targeted and can only becompleted on a successful LD test.

    - Dive for cover if a model is targeted by a ranged attack it may make a Move action toenter a piece of cover. Dive for cover cannot be attempted if no cover is in range. A successful LD test must be done in order to use Sentry Action during enemy activationphase.

    - Run Action The model may move upto Movement M x2. Affected by terrain as normal.

    General Activation Notes:

    You may choose not to activate a unit or models from a unit if you wish. Once you havecompleted your activated units phase, play moves to the other player, who then activatesa unit that has not already been activated this turn.

    If one player has less units that the other, the player with the most can activate all theirremaining units once the first players units have been activated. E.g. Thomas and Jeanare in turn 3 and Jean has 3 units remaining while Thomas has 6. Thomas gets initiate,so activates first, they take it in turns then, when Jean has no more units left Thomas

    activates his 4-6th

    squads in turn, completing all the actions with each.

    Every unit must be activated per turn.

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    1. Shooting

    b. Select targettarget must be in weapon range (remember pre-measuring is allowed)c. Check for line of sightd. Calculate cover for model you are aiming at (remember its cumulative and if more than 3

    pieces (including other models) mean you will need a natural 1 to hit)e. Roll D20 vs RS (Range Skill) minus or plus all modifiers (natural 1 always Hit)f. If model is hit, Wound Effect is applied on hit model, model with Would Effect must

    perform Armour Testg. If a miss is rolled, carry on targeting the target model until RoF of weapon is reduced to 0

    - If target model is eliminated and the shooting models weapons RoF has more than 1RoF remaining, move to point 1.

    Shooting into combatA model can shoot at engaged models. If it does he receives a -8 modifier to its RS. If itmisses it automatically hits the nearest friendly model. The friendly model may takenormally modified armour saves. If it is removed from play its squad take a break testinstantly. (What the Hell! rule).

    Shooting at friendly modelsYou can choose to shoot at a friendly model. If you wound it (after normal armour saves)its unit take a break test.

    2. Armour Tests

    The Armour Test depends on three factors.

    A. Armour Value (AV) of the model.B. Type of weapon being used.

    Light Bio Heavy

    Piercing 0 +3 -3

    Plasma +3 -3 0

    Blast -3 0 +3Rail 0 0 0

    Armour Value takes modifiers depending on the strength value of weapon:

    St 1 St7 St8 St9 St 10 St11 St12 St13 St14 . St 20

    +9 +3 +2 +1 0 -1 -2 -3 -4 -10

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    C. Critical Force

    Weapon with St 18, has Critical Force (2) inflicts 2 Wounds per Wound Effect.Weapon with St 19, has Critical Force (3) inflicts 3 Wounds per Wound Effect.Weapon with St 20, has Critical Force (4) inflicts 4 Wounds per Wound Effect.

    An Example:A Razide with BioArmour is hit by a Piercing St12 weapon. The Razides Armour Value is14.Because Bio armour is more effective against Piercing Weapons, a + 3 bonus is appliedto the Razides armour (bringing its Armour Value up to 17). The weapon strength is 12,so there is also a -2 modifier to the Razides Armour Value, therefore in order to stop aWound Effect, the Razide must pass an Armour Test of 15 on a D20.

    If the Razide was hit by a Plasma St12 Weapon, then the Razide would have to pass anArmour test on 9! (14 -3 for Plasma and a further -2 for Weapon Strength).

    If the Razide was hit by a Blast St19 weapon, then the Razide would have to pass anArmour test on 5. If the test is failed the Razide would take 3 wounds due to Critical Force

    (3).

    3. Close Combat.

    - All close combat weapons are classified as Piercing (unless stated otherwise).- Select a model to Engage in close combat. Pre-measure the distance, remembering to

    incorporate any modifiers for movement.- Attacking from behind: A model can only be Engaged in its rear-facing if the engaging model

    is completely within Rear Facing of the engaged model.

    Example:

    - If the model is able to Engage (movement plus close combat weapon range (CCWR)), movein a straight line towards the target.

    - If there are more than one enemy model in your CCWR you must allocate one as your primarytarget. All others are classed as secondary. The primary target must take the first attack. Onlyone attack can be allocated to each secondary model in your CCWR, the remaining must beallocated at the primary target.

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    - Engaged models have only 1 Action Point to spend. This point can only be spent on a closecombat attack OR a move action.

    - Models in at least one Close Combat weapon range (CCWR) always count as Engaged.- If activated model is engaged due to an enemy model CCWR, but the activated model is not

    in range of its close combat weapon, then activated model must perform a Closing Action tobring model into combat.

    - The Closing Action can only be done within enemy model Front Facing and does not costany action points.

    - Models forced to leave Close Combat (Disengage) take an automatic hit. The strength ofthis hit is equal to the opponents Strength (S) plus weapon strength (St) x2.

    - Models attacking Rear Facing of enemy gain +4 to CC skill test. This bonus is notapplicable if a model is making Close Combat Special Action.

    4. How to Fight- Choose your primary target. Apply modifiers to your CC value and roll a D20 to hit. If you

    hit the target it must pass a Armour (A) test. The strength of the attack is equal to theattacking models strength, plus his weapons strength, plus his Engage bonus (see theEngage action section). If the A test is passed, the target model is unaffected by theattack. If failed it takes a wound affect. If W is reduced to zero or less the target is removedfrom play.

    - If you have a RoA greater than 1 you may then choose to attack the primary target again,or attack a nominated secondary. Remember that secondary targets can only be attackedonce per model activation.

    Example:

    Both models are Engaged. Model B can attack without performing a Closing Action in hisactivation phase.

    Model B CloseCombat

    Weapon Range

    is 2

    Model A Close

    Combat Weapon

    Range is B2B (baseto base)

    B

    A

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    Model A is Engaged BUT cannot perform Close Combat Action as his CCWR is base tobase (B2B). Therefore Model A must perform a free Closing Action when it is activated.The free Closing Action can be performed EVEN if models are both in CCWR. This mayallow you to bring other models into the engagement. Models using the closing action muststay within Front Facing of the enemy model.

    Model A is activated first. The owning player decides to complete a Closing Action andmoves model to the end point shown. He fails to kill Model B, but now Model C can EngageModel B.

    5. Special Close Combat Actions

    Any model can use a Special Close Combat action instead ofthe normal Close Combataction. If a Special CC action is used RoA is reduced to 1 (to minimum of 1). All SpecialClose Combat actions are Piercing (unless stated otherwise).

    Special Close Combat Actions for Models on small bases (30mm):

    - Back Stab If a model is engaged and in the rear facing of an enemy model a BackStab action can be initiated. Roll to hit; if successful the A of the enemy is reduced byhalf (rounding up). This action can only be used against models with Small or Mediumbases.

    - Hold him! If a model is in or engages in a multiple combat which includes at least one

    friendly model, a Hold him! action can be attempted.The model attempting Hold him!must be in B2B and in the targets Rear Facing . Roll to hit; if hit is successful the enemyis held (no damage is taken by enemy model). Any other unsuccessful Special orNormal Close Combat actions can be rerolled. This action can only be used againstmodels on a Small base.

    Special CloseCombat Actions for Models on Medium bases:

    B

    A

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    - Hold-Models on Medium Bases automatically have the Hold Special Rule. If a modelon a Small or Medium base attempts to disengage from a model with Hold they mustpass a St test. Ignore this rule if the Disengage is forced.

    - ChargeA Charge action can be made instead of an Engage action. It must be madein a straight line. The target must have a small base. Nominate a Primary Target andcheck range (Mx2 with appropriate modifiers). If in range move the charging model intoB2B contact with the target. The target takes an automatic hit of the chargers St plus theengage bonus (+4 to St). If the target is removed from play, the charger continues hismovement. If another model receives an automatic hit (chargers strength). Continue thisprocess until maximum movement has been made, a target is not removed or a modelwith a medium or large base is met.

    - Swing- If a Swing action is declared all models in CCWR ofthe swinger are hit onceat the strength (St) of the swinger (without bonuses for Engage or Weapon strength).Roll to hit each target in turn.

    - ThrowA Throw action can be declared against models on small bases only. Selectone enemy model within the CCWR of the thrower. If a successful CC roll is made thetarget is placed up to 4 from the thrower(by the owner of the throwing model). The

    thrown model can be thrown over other models, but cannot be placed on top of anyother model or in impossible terrain. The thrown model takes an automatic hit atthrowers S+4.

    - Hold him down! If a model is in or engages in a multiple combat which includes atleast one friendly model a Hold him down! action can be attempted. The modelattempting Holdhim down! must be in B2B and in the targets Rear Facing . Roll to hit; ifhit is successful the enemy is held (no damage is taken by enemy model). Any otherunsuccessful Special or Normal Close Combat actions can be rerolled. This action canonly be used against models on a small or medium base.

    Special Close Combat Actions for Models on Large bases:

    - Hold-Models on Medium Bases automatically have the Hold Special Rule. If a modelon a Small, Medium or Large base attempts to disengage from a model with Hold, theymust pass a St test. Ignore this rule if the Disengage is forced.

    - Squash A Squash action can be declared on any model with a Medium or Smallbase in CCWR. Roll to hit as normal; if successful the target takes a hit of Squashers Stat Critical Force (2).

    - ThrowA Throw action can be declared against models on small bases only. Selectone enemy model within the CCWR of the thrower. If a successful CC roll is made thetarget is placed up to 6 from the thrower (by the owner of the throwing model). Thethrown model can be thrown over other models, but cannot be placed on top of any

    other model or in impossible terrain. The thrown model takes an automatic hit at throwersS+6.

    - ChargeA Charge action can be made instead of an Engage action. It must be madein a straight line. The target must have a small base. Nominate a Primary Target andcheck the range (Mx2 with appropriate modifiers). If in range, move the charging modelinto B2B contact with the target. The target takes an automatic hit of the chargers St plusthe engage bonus (+6 to St). If the target is removed from play, the charger continues hismovement. If another model is reached it receives an automatic hit (chargers strength).

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    Continue this process until maximum movement has been made, a target is not removedor a model with a medium base is met.

    6. Levels of Heroes:1. Squad Commanders: Quite simply, their job is to command squads. Before the game

    starts nominate one model to be your squad commander in each squad. Inform youropponent about your choice if it is not obvious.If your squad commander is killed the squad is automatically under the Lost CommandChain rule (LD-2) for all tests for the rest of the game. In this case the owning playermust nominate a new squad commander. Replace the nominated 2 nd in command withthe fallen commander model. Only occurs when the starting Squad Commander diesand lasts for the rest of the game

    2. Lords and Heroes are individuals that can join squads or act independently.

    The owning player must nominate if the Lord or Hero is attached to a squad before thegame starts. They cannot leave this squad or join another during the game.3. Commander: this is your General; the ultimate communication link with HQ. All units

    can use your Commanders leadership if at least one model from the unit is within 10 ofhim. Commanders always act independently. If the Commander is killed you cannot useresource cards.Why would they lower themselves to leading a unit, thats what thesquad commanders are for!?

    Type of Heroes:

    CO- Combat; give bonuses to cover or movement.RA- Range; give bonuses to range or may affect ToW (type of weapon).FO- Force; mainly affect offensive and defensive force stats and abilities.TC- Technical; can boost squads with their upgraded equipment or unique skills.

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    BETA TEST RULES AND PLAYING THEM

    1. Special rules

    - Heal (X) - models gain extra save to attempt to stop a Wound Effect. (X) is the D20 rollneeded. For example: A Model with Heal (4) needs, after unsuccessful Armour Test, topass a Heal test on 4 (1-4) on D20.Heal is not cumulative, use the highest heal value.

    - Ragemodels/squads with the Rage special rule automatically pass any morale testsand also gain +2 to M (Movement) and +2 to A (Armour).

    - Sniper models can ignore ONE cover modifier (to minimum of one). This must be closestcover modifier to the shooting model.Example, your squad gains the Sniper rule from a Tactical Card; Models shooting at anenemy behind (in order) Heavy cover and Light cover, can ignore the Heavy covermodifier.

    - Critical Force (X)For each failed Armour Test a model takes (X) Wounds.

    - Spray Weapons with RoF higher than 1 automatically have the Spray rule. Nominate aprimary target and a secondary target (within 3" of the primary). Allocate the shots to eachtarget as you wish (remembering modifiers for obscured targets).

    - 'Get the Gun' - When a model with a heavy or a special weapon is removed from play asquad member within 3" can attempt utilize the weapon. Roll a D20, on a roll of 1-10 theweapon is saved. Swap the special/heavy model for the normal trooper. On a 11+ theweapon is damaged and unusable. A squad leader cannot attempt this roll.

    2. Army and Deck Composition (Full version game rules).

    Each model has a point Value. A models Points Value depends on the effectiveness of themodel in the game. Building your skirmish force and heroes, using the points system, will be akey part of the full Warzone Resurrection rules. Each unit can be given gear as part of theirinitial cost. Gear cards in the decks represent special orders, gear found on the battlefield andparachuted in as the battle progresses. Unit sizes can be varied.

    In the Full version of the game the force composition is:

    1. Commander (varying base sizes). Selected from the rule book or custom made.Minimum 1, maximum 1.

    2. Heroes (varying Base sizes). Selected from the rule book or custom made. Minimum 0,maximum 2.

    3. Troops (30mm)- minimum 1, maximum 4.4. Heavy Troops/Walkers/Monsters (all 40mm bases) - minimum 0, maximum 3.5. Super Heavy (60mm bases or larger) minimum 0, maximum 1.

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    For purpose of this Beta rules testing you will need (for each player):1. A Hero model (it can be on 25mm)2. Two 5 man Squad (they can be on 25mm bases). One model is nominated to be the

    Squad Leader and one model has a heavy weapon.3. One Monster model ( 40mm base)4. To share: A tape measure and a D205. A table no bigger than 4 foot square and some bits of scenery or items to represent

    barricades, trees etc.

    Each of the players will start with the same value of points in their army:

    Hero: 100pts

    Squad 1: 150pts

    Squad 2: 150pts

    Monster: 50pts

    You will find cards for each Squad /Hero / Monster below.

    Deck Construction for Beta playtest:

    You start game with 7 Resources Cards in play.

    The minimum number of cards in your deck is 35.

    You can have a maximum of 3 same Strategy Cards in your deck

    You can have a maximum of 5 same Tactical Cards in your deck.

    You can have a maximum of 3 same Gear Cards in your deck.

    Basic mission:

    Kill Points:You gain one kill point each Squad killed.You gain one kill point for each squad reduced to 25% or fewer models.Length of game: 6 Turns.