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Mutant Chronicles Warzone Resurrection Beta Rules v1.1 March 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 they are Beta Rules and so far from the polished and complete offering we will make available in a few months time. At the end of this document you will find some cards to cut out. Obviously the real thing will be much more interesting and of the highest quality. Please give us your feedback on the Facebook Forum. Very shortly we will have our warzonegame.com website up, which will include 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 on this.

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 tech hero, 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 tech hero, so starts with 8. The resource cards can be used to: A. Add a third action to a selected model B. 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 D20s that 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 an armour save. Rolls of natural 20 are always a failure. Fumble any remaining actions for this model 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 to roll 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 5 and 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 any actions. 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, which is defined by the base that the model is standing on and the models height (to top of models head). For example, the Facing Area of an infantry model will usually be 30mmx32mm (the width of the base x the height of the miniature). This makes solving 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 Height 1 o Medium Bases: minimum Facing Area Height 1.75 o Large Bases: minimum Facing Area Height 2

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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 to RS. 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 heavy cover and there are intervening models the target can be very difficult to hit! Imagine shooting 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. This will 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 1 of 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 hits only on the roll of a natural 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
Less than 1 between models from the same squad B

Debris Light cover -2 RS -

Model C is within 1 of the Light Cover therefore models A and B cannot claim that cover so model C will fire with no Cover Modifier.

If Model A shoots at model C, he will receive one modifier to his shoot skill because Model C is behind 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 chance 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 if Model C wants to shoot to Model A, there is a modifier of -4 (Facing Area of Model B is blocking line of sight).

Example 2
More than an 1 between friendly models from the same squad form Debris Light cover -2 RS C

Model C is more than 1 away from Light Cover therefore he cannot Claim the cover.

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If Model A shoots at Model C, he receives two modifiers to his Range Skill because Model C can claim 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 C wants to shoot model A, there are two modifiers which total -6 to RS (Facing Area of Model B is blocking 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 is 180 degrees taken from the centre of their base. (We would suggest you paint this onto your 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. Each skill can be temporarily or permanently affected as the game progresses. Most are used as the starting point for calculating the number needed to roll on a D20:

Squad Card:

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Example: Necromutant

M
5

CC
17

RS
12

St
9

Con
9

WP
12

LD
12

W Ar
1 15

pts
14

M Movement. Maximum distance in inches the model can travel. Movement is affected by various 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. This number can be affected by many factors. RS Range Skill. The number required to roll on a D20 for a Range Skill Test. This number can be affected by Line of Sight and other factors too. St - Strength. The models strength will affect the A of opponent in close combat Con Constitution. Constitution represents the models ability to resist factors such as falling from 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 be affected by many factors. W Wounds. This is a way of tracking how much damage a model can receive. If the models wounds 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 be affected 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 value of 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 the Stat Cards. More about action points in The Game! section.

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Miniature definitions: Troops- basic models, based on 30mm bases. Heavy Troops 40mm 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 represent your resources. Each other card type needs the use of resources to be played. To use a resource the player must Turn to burn the resource card. Each resource card represents 1 resource. In the Control Phase all used resource cards are reset to face the 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 maximum 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 a Hero special skill. b. Strategy Cards mainly affect the battlefield. They can only be issued between the squad activations of each player. Only one Strategy card can be in play at any time, so control your timing carefully! c. Tactical Cards affect 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 before a D20 roll in order to affect the roll. Only one card can be in play for each squad. You can chose to discard a tactical card on a squad to play another. d. Gear Cards - are not normally removable (unless specified otherwise) and may affect a Squad, battlefield feature, individual model or resource cards. Gear Cards are also Tactical cards and as such, may be played whenever you wish. To affect a D20 roll the Gear Card must be played before the roll. You may have up to three Gear Cards in play at any one point in time. Place the active cards next to the target Model/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 (we recommend 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. Light i.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 into these at all.

Example 1: A model with a movement value of 6 is moving through light terrain. He moves 3 to edge of the terrain then he takes penalty of 2. He has 1 left which can be used to move into the terrain.

Red line = 6

In the models next Activation it will receive a 2 penalty to its movement instantly as it started 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, the miniature is running through 2 pieces of Light Terrain, so will only move 8 (2 penalty for each Light Terrain piece the model is moving through).

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10.
-

Morale tests

Red line = 12

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 then squad is Broken (see below). (100% equals the number of models in the squad at the start of the turn). Pinned squads have the following negative modifiers: RS (-2), CC (-2), LD (-2) and a positive modifier of A (+2) against ranged attacks only (not close combat). Broken squads MUST immediately Run (x2 Movement Value) towards their board edge. Subsequent LD tests to Rally are modified by -6 (LD). When at least 1 model touches the board edge the whole squad is removed from the game and otherwise counts as a casualty for determining the winner at the end of the game. Morale Test to Recover from Pinning: You can spend one action point at the beginning of the units activation to attempt to Recover from Pinning by rolling against leadership with a -2 modifier. This attempt costs all in the squad one action point. This action CAN be repeated twice per activation. If both attempts fail the unit stays pinned until the next turn. Morale Test to Regroup from Broken: You can spend one action point at the beginning of the units activation to attempt to Regroup from Broken by rolling against leadership with a -6 modifier. This attempt costs all in the squad one action point. This action CAN be repeated twice per activation. If both attempts fail the unit continues to run toward their board edge and still counts as broken.

11.

Win Conditions

You win the game if you complete your primary objective as per the Mission Description in play. (see later). You win the game if your opponents deck is exhausted (reduced to zero cards).

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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 for games 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 the opponent (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 the discard pile, before the first turn starts and replace it with a fresh one from the top of their deck. They must keep their second hand. 6. The player who set-up first keeps initiative in the first turn

Turns and Phases The game starts with the first turn. Due to the nature of Warzone Resurrection all players play in each turn. Therefore, each turn is split into a number of phases. The number of phases is dependent on the number of units in play. Each turn has a Control Phase and a Battle section with a number of Activation Phases 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 one player 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 the player with the Initiative. No player may have more than 6 cards in their hand; if they do then they must instantly discard down to 6 cards (which they can choose themselves and then must place the discarded card(s) in the discard pile). C. Remove all Strategy and Tactical cards (including Gear cards as appropriate) from the 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 model is out of coherency it must be the first model in the unit activated and must complete a closing action (Run action) to return to unit coherency. If more than 1 model is out of coherency, activate all in turn and complete a closing action for each. Once all models are in unit coherency, models not yet activated from the same squad can be activated in any order. Models engaged in close combat ignore the Closing Action rule, but they have the same modifiers as if they are pinned (Where are my comrades! rule, which is explained 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 Action point, 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 rules below). Engage Action - (Movement Value x2), An Engage action can only be completed if a CCWR (close combat weapon range) is reached. If the distance to Engage is reduced and 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 is made, change the facing of your model as appropriate. If your model passes through the CCWR 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 a Watch Action the LD test is passed automatically). If a counter charge is successful the Engaging model is stopped in the CCWR of the Counter Charging model. Models already engaged cannot Counter Charge. Models gain Bonus to ST based on their base size when they complete an Engage action: Small Bases (30mm) +2 St Medium Bases (35mm) + 4 St Large Bases (60mm) + 6 St Engage bonus is only applied to 1st attack. A model must move at least its Movement (M) Value when completing an Engage Action to claim the Engage bonus. 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 activation phase). The bonus is added only to their first shot in the case of models with a Rate of Fire (RoF) higher than 1. Hide Action A model can spend one action point to increase their Cover Value from Light Cover (-2 to shooters RS) to Heavy (-4). This action has no effect on the heavy cover value. The Hide cover bonus is lost once models perform any other action. Place a hide token next to the model to indicate this action is in effect. To hide in light cover the model 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 the RoF of the weapon they are firing. Close Combat Action- A model can spend one action point to perform a close combat attack. When fighting in close combat, the miniature will make Close Combat Skill tests equal to their RoA (Rate of Attack) characteristic. Special Skills A model can use its Special Skill by spending one action point. Special skills are listed on the models stat card (if they have any).

ADVANCED Actions. All Advanced Actions use 2 action points: Rapid Fire A model completing Rapid Fire gains RoF(+1), and -2 to RS for all shots this 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 the enemys activation phase. The following Sentry actions are allowed: Shooting, Close Combat, Move or Dive for Cover). Sentry actions can be used when a model in Sentry is targeted and can only be completed on a successful LD test. Dive for cover if a model is targeted by a ranged attack it may make a Move action to enter 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 activation phase. 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 have completed your activated units phase, play moves to the other player, who then activates a 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 their remaining units once the first players units have been activated. E.g. Thomas and Jean are 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 target target must be in weapon range (remember pre-measuring is allowed) c. Check for line of sight d. 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 Test g. 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 1 RoF remaining, move to point 1. Shooting into combat A model can shoot at engaged models. If it does he receives a -8 modifier to its RS. If it misses it automatically hits the nearest friendly model. The friendly model may take normally modified armour saves. If it is removed from play its squad take a break test instantly. (What the Hell! rule).

Shooting at friendly models You 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.

Piercing Plasma Blast Rail

Light 0 +3 -3 0

Bio +3 -3 0 0

Heavy -3 0 +3 0

Armour Value takes modifiers depending on the strength value of weapon: St 1 +9 St7 +3 St8 +2 St9 +1 St 10 0 St11 -1 St12 -2 St13 -3 St14 -4 . St 20 -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 is 14. Because Bio armour is more effective against Piercing Weapons, a + 3 bonus is applied to 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 a Wound 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 an Armour 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 an Armour 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)), move in a straight line towards the target. If there are more than one enemy model in your CCWR you must allocate one as your primary target. All others are classed as secondary. The primary target must take the first attack. Only one attack can be allocated to each secondary model in your CCWR, the remaining must be allocated 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 close combat 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 to bring model into combat. The Closing Action can only be done within enemy model Front Facing and does not cost any action points. Models forced to leave Close Combat (Disengage) take an automatic hit. The strength of this 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 not applicable 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 the attacking models strength, plus his weapons strength, plus his Engage bonus (see the Engage action section). If the A test is passed, the target model is unaffected by the attack. If failed it takes a wound affect. If W is reduced to zero or less the target is removed from 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 attacked once per model activation.

Example:

Model B Close Combat Weapon Range is 2 B

Model A Close Combat Weapon Range is B2B (base to base) A

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

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Model A is Engaged BUT cannot perform Close Combat Action as his CCWR is base to base (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 may allow you to bring other models into the engagement. Models using the closing action must stay within Front Facing of the enemy model.

C A

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

5. Special Close Combat Actions


Any model can use a Special Close Combat action instead of the normal Close Combat action. If a Special CC action is used RoA is reduced to 1 (to minimum of 1). All Special Close 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 Back Stab action can be initiated. Roll to hit; if successful the A of the enemy is reduced by half (rounding up). This action can only be used against models with Small or Medium bases. 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 enemy is held (no damage is taken by enemy model). Any other unsuccessful Special or Normal Close Combat actions can be rerolled. This action can only be used against models on a Small base.

Special Close Combat Actions for Models on Medium bases:

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Hold- Models on Medium Bases automatically have the Hold Special Rule. If a model on a Small or Medium base attempts to disengage from a model with Hold they must pass a St test. Ignore this rule if the Disengage is forced. Charge A Charge action can be made instead of an Engage action. It must be made in a straight line. The target must have a small base. Nominate a Primary Target and check range (Mx2 with appropriate modifiers). If in range move the charging model into B2B contact with the target. The target takes an automatic hit of the chargers St plus the engage bonus (+4 to St). If the target is removed from play, the charger continues his movement. If another model receives an automatic hit (chargers strength). Continue this process until maximum movement has been made, a target is not removed or a model with a medium or large base is met. Swing- If a Swing action is declared all models in CCWR of the swinger are hit once at the strength (St) of the swinger (without bonuses for Engage or Weapon strength). Roll to hit each target in turn. Throw A Throw action can be declared against models on small bases only. Select one enemy model within the CCWR of the thrower. If a successful CC roll is made the target 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 any other model or in impossible terrain. The thrown model takes an automatic hit at throwers S+4. Hold him down! If a model is in or engages in a multiple combat which includes at least one friendly model a Hold him down! action can be attempted. The model attempting Hold him down! must be in B2B and in the targets Rear Facing. Roll to hit; if hit is successful the enemy is held (no damage is taken by enemy model). Any other unsuccessful Special or Normal Close Combat actions can be rerolled. This action can only 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 model on a Small, Medium or Large base attempts to disengage from a model with Hold, they must pass a St test. Ignore this rule if the Disengage is forced. Squash A Squash action can be declared on any model with a Medium or Small base in CCWR. Roll to hit as normal; if successful the target takes a hit of Squashers St at Critical Force (2). Throw A Throw action can be declared against models on small bases only. Select one enemy model within the CCWR of the thrower. If a successful CC roll is made the target is placed up to 6 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 any other model or in impossible terrain. The thrown model takes an automatic hit at throwers S+6. Charge A Charge action can be made instead of an Engage action. It must be made in a straight line. The target must have a small base. Nominate a Primary Target and check the range (Mx2 with appropriate modifiers). If in range, move the charging model into B2B contact with the target. The target takes an automatic hit of the chargers St plus the engage bonus (+6 to St). If the target is removed from play, the charger continues his movement. 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 removed or 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 your opponent about your choice if it is not obvious. If your squad commander is killed the squad is automatically under the Lost Command Chain rule (LD-2) for all tests for the rest of the game. In this case the owning player must nominate a new squad commander. Replace the nominated 2 nd in command with the fallen commander model. Only occurs when the starting Squad Commander dies and 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 the game 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 of him. Commanders always act independently. If the Commander is killed you cannot use resource cards. Why would they lower themselves to leading a unit, thats what the squad 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 roll needed. For example: A Model with Heal (4) needs, after unsuccessful Armour Test, to pass a Heal test on 4 (1-4) on D20. Heal is not cumulative, use the highest heal value. Rage models/squads with the Rage special rule automatically pass any morale tests and 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 closest cover modifier to the shooting model. Example, your squad gains the Sniper rule from a Tactical Card; Models shooting at an enemy behind (in order) Heavy cover and Light cover, can ignore the Heavy cover modifier. 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 a primary target and a secondary target (within 3" of the primary). Allocate the shots to each target 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 a squad member within 3" can attempt utilize the weapon. Roll a D20, on a roll of 1-10 the weapon is saved. Swap the special/heavy model for the normal trooper. On a 11+ the weapon 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 the model in the game. Building your skirmish force and heroes, using the points system, will be a key part of the full Warzone Resurrection rules. Each unit can be given gear as part of their initial cost. Gear cards in the decks represent special orders, gear found on the battlefield and parachuted 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 D20 5. 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.

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