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ccc RUlESl warzonel 1 I
RULES
Basic (on cepts 2
P.reparing to play 2
Playing a game ]
Initiative 3
Deployment 4
The turn sequence 5
Win n i ng the bsnle 5
Warzone battle system 6
Your army 7
Facing 9
Line Of Sight 9
Squad Leaders and
Command Distance 10
Cha raeter tests 10
Moral.e II
Panic II
Rally 11
Actions 12
Waiting 12
Movement 14
Climbing 15
Jumping and Falling 15
Dive For Cover 15
COMBAT 16
Ranged combat 18
Cover 21
Prone 22
Dead Ground 22
Template weapons :u
Deviation 23
Sp ecu lative fire 23
Restri dions on ranged co mbat 25
CI.ose Combat 26
Supem.atural Powers ]0
VEHICLES 31
Using Vehicles in Warzone 33
Moving Vehitles ]]
Vehicles In combat 34
Vehicles in Close Combat 35
Ramming ]S
FLYIN.G MODELS 37
Flying models in combat 37
Gliding models ]8
BUILDINGS 39
Levels and Areas 40
Access to buildings 40
The view lone 41
Depidingbuildings in games 4.2
Using buildings in battles 47
Movement in. buildings 49
Ranged Combat in buildings 5f
Template weapons in buildings 52
Close Combat in buildings 55
SPECIAL ABIUTIES 56
ACTIVITY APPENDIX 61 I

(( CORPOIlA11ONS I

Iwanone

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IHUIIS H~

.1 BASIC CONCEPTS ~ ~

Wa rtOn e i $ a fast, pa c ed. combal.system set ina vi 01 ent retro ·wo rld of sci en co·licti on. The gam a is d osi gn od for two or mol'll players using miniatures and models from Jarget Eames. Warlone is a skjrmjsh game that brings Ihe playell dose 10 the action, Playoll com· mand their armies as they engage the enemy in fierce lirefighls and deadly close combat. Wallane's unique still cture and gam D·pl ay, c ombi n etl with th a de pth of th e Wa rlDn e u nive rse,proviti ea till Iy exciti ng ga mi og OIP an en co: a 0 a me whi ch Hows sm 00 thly an dis u nri· val ed i 0 its flexib ility an d the ri ch history ollho fm 0 ps who live and die at your command.

W8I2one is a compreh.ensivB and detailed system. The 101 as ere exte nsisa but in rea lity th 0 co nce pis arB quite simple. Take your time as you read through these rules and digest thorn ~nB slep at a time. II vou find thot you hale, any difficulty with a rule or cORcept sim· plV set up th e situation with som 0 mod 81 s an d ru n th IOU g h it vou will Ii n d thai th in QS wi II su dd en Iy become a whole lot cle a I'll r.

GAME SEOUfNCE

1: ~~aOii jnmllll iu

1: AlraniB maUlefield

J: Rolllnilialiv8lurne~lojrnlnl

I· UeplOjform

S: Rollin itialiil 10 d BI8 rm i ne Ih e orde I '01 !~Ial in Ihe 'Ga me I~m'

!: PI'18rn allemale unlil all mo dets hillS been Acliroiled in iii e c~r~nl·Gam81um·

): Repel Isleps S & 6 u nlillh banle i s ~oDdDd ad

BASIC CONCEPTS

Before we go on to exp I ai n the ru les in depth we sha II I ust cove r so me of the basi e concepts fo r those 01 you who a re co mp I etely new to the world of tabletop gaming.

GAME REQUIREMENTS

In order to playa game 01 Warzone you will need the following:

A copy of th is rulebo ok

A copy of the Army List book

A selection of Target Gam es min ietu res A twenty·sided die

A ruler (a retractable tape measure is ideal) A pen and pap er

Somewhere to fight your battles

move and the effective range 01 Missile Weapons like machinegu ns a nd rocket la u nche rs. M easu rem e nts in the rules are given in inch es, so where it is stated that a model h as a Movement of 4, th i s means it h as a Movem e nt of 4 inches. Wh en m easu ring d ste nces to and from models, always measure from the nearest edge of the model's base or the nearest part of the model if it does not have a base. When it is your Turn you may measure distances and ranges on the tabletop before deciding what you will do.

PREPARING TO PLAY

Once you have all the elements needed to playa game of War· zone there are a couple of things that need to be done before you actually begin. Ea.ch player must choose an army and the table must be set up to represent the battleliel d. I n a way these are i ust as much a pa rt ot the gam e but they a re carried a ut before the battie begins.

CHOOSING YOUR .RMIES

Before choosing an army players need to decide how big they are going to be. This is done by the allocation of points: the more points the bigger the armies will be. For example, an army of 2000 po i nts will be ro u ghly twice as p oweriu I as a n a rmy of 1000 po i nts. Unless specifically stated,. th e re a re no stri ct rules govern i ng the size of yo u r armies, it is for yo u and your oppon ent to decide. Bea r in mind that the la rger the arm ies the longer the battle wi IIta ke to play. As a gu id e, pi aying with arm i es of 500 points sho u Id rna ke for a relatively sh ort battle, wh il e using arm ies of 2000 po i n ts wou Id obvi ous Iy ta ke 10 n ger, though even a banl e of th is size sho u Id ta ke no more than a few hours.

Once yo u have decided on the size 01 your arm i es these poi nts can be used to buy models from the force that you have chosen to play. Each mod el in Wa rzo n e has a val ue kn own as its Po i nt Cost, wh i rh gives ani n d ication of the model's relative effectiveness. All mo dels have specficeq u ip ment and Sp ecial Ab i lities and all these are factored into the Point Cost of the model. Thus a model with a Point Cost of 100 will be more powerful than one with a Point Cost ·of25.

As players choose models for their army they deduct the model's Point Cost from the total they have agreed to play with. For example, players decide to playa game of Warzone with armies of 1000 poi nts. A player buys 4 rna del s th at each have a Poi nt Cost of 25 gi)Jing a tota I of 100 points. He n ow has 900 poi nts rerna i ni n g to spend on the rest of his army.

PLAYING ENVIRONMENT

You ca n play Wa rzo neon a ny flat su rf ace whether it is a stretch of floor, the dining room table or a purpose built gaming table. The ideal size of playing area and the use of different types of terrain will be detailed shortly. The important thing is that the edges of the pi Bying area are dee rly defined The playing a rea d ep iets th e battl efi el cI on wh i eh In e ga me ta kes pia ce and is eith e r referred to as the battlefield or the tabletop.

ROWNG DICE

The outcome of events on the battlefield is decided by the lolling of dice. Obvi ously you I own tactics and th e stren glhs and wea knesses of your army will also playa major part in this but the dice i ntrod uces a n element 01 cha nee, wh i eh mea ns that no en co u nter is a foregone conclusion. You might be facing the mother of all demons but the random factor of the dice means that you still have a ch ance to prevail, however sli m that eha n ce might be!

In Warzone we use a. twenty-sided die and we refer to this as a d20. The dice are used to determine such things as the success or 1 a i lu re of a n attack. Th e exact nu mb er req u i red to a eh ieve a pa rticular result will be stated in the relevant section of the rules but as a general guide you will be aiming for low numbers. UnlesS otherwise stated a roll of lis always a success while a roll of 20 is always a failure ..

MEASURING

M eesuri ng dista nces forms ani n tegra I PB rt of the Wa rzone bettl esystem. It determines such things as the distance a model can

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c c PLAYING A GAME I

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SEmNG UP THE BAmERElD

The battlefield needs to be arranged before you begin to pi ay., Th e ideal su rfaee on wh i ch to play Wa rzon e is a sturdy ta bl e 6 leet x 4 feet. tho ugh srna lIer te bles will suffi ce and often make for mare intense and concentrated battles. In certain circumstances you will need a second area to arcornmodate su ch thi ngs as fl oar plans, wh en in co rpo rating b u il di ngs into your battl es for i nsta nee. Th e specifi c req ui rernents for this will be stated in the relevant section of the rules.

Battlefields are rarely fiat and featureless; they are broken by hills and rivers and covered with rocks, forests and ju ngles, We call su ch features of th e battlefield Terrai nand how th is affects the battle wi II be deta i led shortly.

You tan either rna ke you r own Terra i n OT pu rchaseit from your local hobby shop, Look out for Target's range of Terrain and Battlefield Enhancer products. Until you build up your colleetion you can make use of household items, us,ing books to represent hills an d a stri p 01 a I u mi n u m foil to repress nt a river, for instance. It is important for players to agree on how particular pieces of Terrain will affect the battle before they begin, to avoid disagreement later. See the sections on 'Terrain' and 'Cover' for details on how Terrain can affect the battle.

The placing of Terrain will affect the strategy of players 'and will certainly affect the outcome of a battle. You can use the following procedure to ensure that the layout of the battlefiel d remains fair for ea ch player.

Roll a d20. The person with the highest sea re gets to dhoose and place a piece of Terrain first. Players then take it in turns in a dockwise direction to place pi eces of Terrain until they a re setsfied with the layout of the battlefield, The layout needs to be agreed u pan by both players and the idea is to create ani nteresti IIg battlefeld that does not favor one si de a r the other.

PLAYING A GAME

On ce you have chosen your arm iss and arra nged th e battlefield you are ready to start playing a game of Warzone, However, before we go on to describe the game mechanics in detail here is a summary of how a game proceeds from beginning to end. There are some exceptions to this basic sum mary bu t th ese wi II be stated in the releva n t sectio n of the rules.

SUMMARY

I , Choose your arm i es 2: An a nge battlefiel d

3: Rolli n ftiative for Deployment

4 0 eploy Fa rces

5: Roll lnitietive to determine the order of play in the 'Game Turn'

6: Players alternate u nti I. a II mod els have been 11 ct ivated in the current 'Game Turn'

7: Repeat steps 5 & 6 until th e battle is conclud ed

The order in which players take their turn can give one player a significant advantage over his opponents. To give all players an equal opportunity we use a, simple dice roll, which we call an. Initiative roll. Players simply roll a d20 with the decision going in the winner's favor. Sometimes the result of th is roll is rna d ifi ed by certei n statisti cs taken fro m the tro ops In your army.

The first I nitiative roll is used to derid e which si deaf

the table you will play from, unless 'you are playing a seena rio, wh i ch sets a ut the sta rti ng positi ons ina dva n ce. I n a straight heed-to-head game players roll a d20 and the player with the highest score gets to choose which side of the table to set up on,

The second time you will roll for Initiative will be to decide who begins placing their forces on the table first. We call this stage of the game Depl'oyment

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I PlAYltC A GAME ))

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DIAGRAM 1

A

1. DEPLOYMENT ZONES NO.1

This diagram shows the Deployment Zones for a game where the player at the center of the table is given the task of defending his position.

A) Player 1 Deployment Zone.

B) Player 2 Deployment Zone.

DEP.lOYMENT

Th ere a re two m a i n elern ents covered in tn is section. Fi rstly the orderi '0 wh i ch troo ps a re placed a n the battlefield, wh ich we call Deployment. Secondly the area in which they must be placed, which we call the Deployment lone.

In some battles Deployment and the Deployment Zone may be specifically stated, if one player was defending a bunker in the middle of the table, for example. Varying De p I oym ent and D epl oyment lo n es ca n en ha nce your batties so feel free to exoeriment However, you should use the following ru les a s the be sic format for th is stage of Ih e ga me.

Yo u r army is spl it up into sm a II grou ps called Units, wh i ch w.ill be defined in detail shortly. Players take itin turns placing their army on the battlefield one Unit at a time until all Units have been Deployed. To decide who goes first players roll for Initiative. Th is ti me the In itiative roll is mod ified to accou nl for the tact that one army might be more efficiently led than another. Players roll a d20 and add the highest Leadership statistic (see Character Profile) from any model in their army. When these values are added together the player with the highest score gets to choose which player will place the lirst Unit 0 n th e ta ble, th e oth e r players th en fa Ilow ina d ockw.ise direction until all Units have been Deployed.

The Deploymen t Zone design ates an a rea 01 the battlefiel d in which players a re allowed to place troops d u n n g 0 eplovrnent. The exact size and shape 01 these areas will depend u po n the size a nd shape of your ta bl e but the idea is to keep so me tactical space between In e lorces. Try to keep a dista n ce of at least 24 inches between armies at the beginning of a game. Diagrams t and 2, show two possible Deployment Zones lor a battle played on a 6 foot x 4 foot table.

DIAGRAM 2

B

-

2. DEPLOYMENT .ZONES NO. 2

This diagram shows basic Deployment Zones for a two-player game on a 6 foot x 4 1001 table.

A) 12inches

B) 6inches

C) 24 inches

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THE TURN SEQUENCE

Once all the Units have been placed on the battlefield it is time for the baltl e to begi n. A battl I' is d ivic! ed into Gam e- T U rns a nd each Game-Turn is furtner divid I'd i nto T U rns, Du ri ng on e Ga m e-T u In each model gets on e T U In in wh ieh to act.

To keep track of which models have ta ken their Tum and wh ieh have not we use the. fo Ilowi ng terms to d eseri be what state th e model is in. Further details on what models can do in these states will be given in th e section on Mio ns'.

Me dels 0 n th e battlefield co n be i n o~e of the 10 Ilowi ng states:

Un activated:

Model has not yet take n ,its Turn d uri ng the cu rrent Game Turn.

Model. is actually taking its Tum d uri ng the ru rrent Game Tum.

Model has f n ished its Tum during the cu rrent Game Turn.

Model has decided to hold back an Action and keep it in reserve u nti I th e n ext tim I' it becorn es

Active. .

Active:

Activated:

Waitin~:

Players roll a, d20 a t the begi n n i ng of each Ga meT u In to see who will go first and we call this rolling for Initiative. Players roll a d20 and add the hi,ghest leadership statistic from any model in their army (see Ihe 'Character Prolile' section). The player with the highest score can either go first or nominate another player to go first, Play then continues ina clockwise d ireetion. Wh en a p I aye r ta kes their Turn they a re known as the Active Player.

The first player directs one of hs Units to take its Turn and we ta'il this Activating a Unit. Wh en a Un it is Activated a II m em bers of the Unit must complete all their Actions before the next Uniti; Activated. I r a Un it co nta i ns mo Ie tha non I' mo del, then each mod 1'1 rn ust expend all its Actions before moving on to the next model. While a model is Active it co n perform a number of tasks, such as moving or firing its weapon, all 01 which will be detailed in the section on Mions' 0 nee a Unit has do n e all it ca n do, a n Activated Co u nter is pia ced beside it to show that its Tum is over. Players take it in tu rns to Activate Units, in the same clockwise order, until all Units on the table have been Activated. At this point the Game Tum sover, all Activated Counters a re removed from the ta ble and players roll In itiati.V€ for the next G a me Tum. This sequen ce is repeated unti lone player is v.idmious.

WINNING THEBAmE

A Warzone banle can have a wide variety of victory conditions. The simpl.est way to achieve victory is to wipe out all enemy forces, !le<IVing only your own models on the baniefield, Alternatively, one player can surrender if he considers his situation to be completely hopeless.

If you are play.ing to a time limit or to a fixed: number of Game Turns you can use a system of victory points to decide the victor. As

armies are based on a points system in the first place it is a simple task to determi n I' wh 0 has th I' stro ngest force rema i ni ng in play. At the end of the time limit or the set number of Turns simply add up the Poi nt Cost of the troo ps rema ini ng in your a rmy and th e playe r with the most po i nts on the tab I.e wi ns.

For example, two players both started with armies of 1000 po i n ts. After five Ga me Turns th ey decide to en d th e ga me and add up the remaining Point Cost of their army. Player t has 640 points remaining, player 2 has 490 points remaining - player 1 is the vidor.

PLAYING DIFFERENT SCENARIOS

You co n add a nadd itio nal elem ent to a ga me of Wa rzo 01' by playin gout scena ri os with specific vi eta ry can d ilio ns. These ca n be as si m pie 0 r as com pi ex as you like. The i m po rtant th i ng is that all players agree on the scenario and that the conditions of the game are dearly understood before the battle begins. Here are just a, few suggestions to illustrate the many possibilities.

Prime Target

Each player chooses a pa rticu la r mo del fro m th e i r arm ies wh 0 th en becom I' the prim e targets on the battlefield. The a bject:ive is th en for each player to kill these important enemy models, while trying to keep their own alive. The first person to kill his opponent's pri me te rget or til e player with the last s u rvi vi ng target in m ultiplayer games, is the winner.

Stand And Fight

This kind of scenario is particularly appropriate when buildings are incorporated into your battles, though you can just as easily designate a specilic area 01 the battlefield to serve as the objective. One player is given the task of defending the building or area, while the other player is charged with attacking it. Victory could be decided when one side destroys the other or by the attacking player getting a model to a designated point within the defended area.

In scenarios like this it is advisabl.e to adjust the point cost 01 th e arm ies .i 110 favor pf th e ana tkers - 1500 poi nts lor th I' alta tkers and on Iy 1000 po i nts for the defend ers, for exam pie.

To The Victor The Spoils

A va I ua ble obi ect or objects a re pia ced on the battle/iel din n e utra I positions. These objects then become the focus of the battle. The objective co u Id be si mp Iy to p I a ce a rn odelfrom yo u r army in base contact with the object, or to take the object to a designated area on the battlefield. Th e wi n ner co u Id be the player who rem ai ns in contact with the object at the end of a set number of Turns or the one who managed to retrieve the greatest number of objects.

These are only suggest!ior\s, you will no doubt come up with your own scenarios, depending on your preference and style of play. Th e i m porta nt th ing is that a II players are dear 0 n the objectives and conditions.

M DUELS CAN 0 EI NON E 0 f THE fO LtD WIN G SlATES:

Unactivated: Model hs ~II let laKIA its Tum OUriAg the cunent Game 10m.

Active: Mo del is a.toal~ taki~ gill lorn 0 ori Ag the correnl Garn1TuJn.

Active Ie d: Modil hal Ii Ailhd iii Ium duri Ag the curre At GamelUiB.

Wa i ti n g: MDde I h. s decio ed 10 ~ old im!ck an Acbo n a Ad Kge~ it i A 1619lie un Ii I thl nell tim eit b B c·omu ~clii9.

Iwarzone

IWWOHE BATRE SISTEM •• I

WARZONE BAnlE. SYSTEM

Sofa r we have discuss ed Wa rzo n e in gen erel term s giving yo u some idea of what you will need to play the game and the basic procedure of how a game is played. In the following sections we will begin to detail each element of the game in greater detail. from the structure of your armies to the liner points of how they can blow each other to kingdom come!

THE PEACEMAKER

We can not, and wou ld not wish to contro I. every el em e nt of Ih e battles you will play. You wi II design and build you r own Terra in and maybe even customize your models. Because of this there may be occa si ons when you an d yo ur opp on e nt are una bl e to reach a glee menl ave r a pa rticula r issu e. As exp erienced ga me rs will know, such dsagreernents can afiect.lhe enjoyment of a game. To avoid such unpleasantness we use a dice roll known as the Peace maker. If players are u nab I e to agree a nan issue Ih ey sim ply roll a d20 with the decision going in the winner's favor.

DEFINING THE BAmEnELD

We have already talked about the size of the gaming table and the placing of Terrain, now we shall begin to describe how features of the baltl efi eld a ctua lIy affect the gam e .ilSelf.

First of all, the edge of the table or playing area represents the perimeter of the battlefield. Any model that moves beyond the ed ge of th e p.laying a rea is co nsidered to have left the battle and may no longer take part in the battle.

In addition to this, the playing area might extend to a second ta ble where flo or plans are 1.1 id out This is Ii kely to occur when buildings are incorporated into your battles and the details of how th ey a re used will be given in the eha pte r on 'Bu i Idi ngs'. Ro or pia ns a re used to represent a reas with in the playi n g area wh en it is not practical to place models there. In underground bunkers for example.

TERRAIN

Terra i n plays a rna jo r role in Warzone baltl es, whether provid i n g cove r or restricti ng th e m ovem e nt of mo dels. H ills, trees, walls, rivers and ro cks are all exa m pies of Terra in th at you might find on the bam efield. However, Te ITai n ca n be a d iffi cult th ing to define as there are no standards to refer to. The important thing is for you and your op ponen ts to agree on the effect a given piece of Terrain will have on the battle. To help yo u with th is we dassi Iv Terra in into the following categories.

Impassable

Impassable Terrain includes such things as unscaleable cliffs, ravi nes a nd wid e rivers. As a gen eral rule, models may not cross 1m passab Ie Te rra i n u nl ess th ey have spec i fi c Sp ecia I Ab i I iti es or eq u ip men I. Models may attem pt to cI i m b $U rh th i ngs as d iff-faces and high wa lis and this wi II be covered in the seetio non '(I i m bing' .

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Rough

Rough Terrain is anything that might hamper the progress of models moving through or over it This could be dense undergrowth, heavily broken ground or swamps and shallow rivers. When moving through Rough Terrain a model's Movement is halved. For example, a model with a normal Movem en! of 3 inches per Actio n would only move 1.5 inches for ea ch Adio n wh en Moving over Rough Terra in. See the section on 'Movemen~ for more details. If a model begins its Move outside Rough T errai n th en it Moves up to the edge of the Rough Terrain and halves any remaining Movement. However, a model's Movement can never be reduced to less than 1 inch when Moving through Rough Terrain.

Flying and hovering models are not normally affected by Rough Terrain but this will be detailed in the section on 'Flying Models'.

Terrain Dbslnlctlons

This descri bes su ch Ihi ngs as low wa lis and fences. As a general rule, if the Terrain Obstruction is shorter than the model, then the model may spend one Action to clamber over it. In some cases models can fight over Terrain Obstructions and the rules covering this will be detailed in the section on 'Close Combat.

These three basic headings cover the majority of Terrain that you are likely to use in your battles. How models might use such features to shield themselves from enemy fire will be detailed in the 'Cove~ section of 'Ranged Combat'. Any other excepli 0 ns 10 th ese gen e ra I ru I es wi II be given in the releva nt sectio n of th e ru I es.

YOUR ARMY

Having decided on the size of the battle you are going to fight players then choose their army from the Army List book. In this section we shall outline the structure of an army in greater detail.

UNITS

All armies in Warzone are divided into groups known as Units .. A Unit can be eith er a Squad or an Ind rvid ua I.

A Squad is a group of models that acts as a coherent group. However, each member of the Unit is Activated individually and to a certain extent may act independently from the Squad.

• An Individual can either be a single model or a model with a number of components such as a vehicle and its crew, which is activated and treated as a single model.

SQUADS

A Squad is a group of models that work together as a Unit on the battlefield. The members of a Squad are trained to operate as a team.

Squad leader

All Squads contain a model known as the Squad Leader who acts as the central point of reference for the other members of the team. This can either be a specific Leader such as a Sergeant or Captain or simply a designated member of the Squad. Specific Leaders normally have enhanced stats and certai n Special Abilities to reflect the fact that they are responsible for holding the Squad together and making command decisions. While the Leader is alive the Squad operates at maximum efficiency. If the Leader dies the Squad may still hold together but it will be somewhat less efficient

Whether or not a Unit has a specific Leader will be detailed in the Structure of the Unirs Profile. Further details on the importance of Leaders will be outlined in the section on 'Command Distance'.

Specialists

Many Squads have highly trained members known as Specia lists. These are models with pa rticu lar Specia I Abil hies and or equipment. Any such Special Abilities or equipment will be stated in the model's Profile. Specialists include such

things as Medic, Rocket Launcher, Heavy Weapon and Grenadier. Specialists will be detailed in the Army List book.

INDIVIDUALS

An Individual is effectively a Unit of one. Individuals could be a single h u ma ~ mo d el, a ,I a rge creature a r a vehicle with several crew-members. Whether or not a model is an Individual will be stated in the model's Structure. Individuals should not be contused with single models from a Squad. Even if a Squad is reduced to one last remaining model it is still treated as a Squad.

Individuals are often very powerful models and as such are relatively rare within the ranks of an army. To reflect this there are restrictions placed on the number of Individuals you may have in your army and such limitations will be staled in th e Army Lists.

Th e re may be fu rther lim italio ns on pureh asi ng certai n especially powerful models and these will be stated in the model's Profile.

Iwarzone

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IYOUR ARMY ••

MODEL CLASSIHCAnONS

Regardless of whether a model is an Individual or a member 'of a Squad it will usually be classified as one of the following:

Infantry Moullted VehicJes

The majority of models in Warzone are classed as Infantry regardless of whether they are humans, dogs or foul demons. Because of this the main body of rules deals primarily with normal models under normal conditions. There are separate chapters to deal with the following areas in greater detail:

Vehicles Flying Buildings

MODEL PROHlES

Every model in Warzone has a Profile that describes everything you need to know about the way the model behaves on the battlefield. The Profile for each model can be found in the Warzone 'Army List' book, Profiles may vary from model to model but they all follow the same basic format:

NAME

This is simply the model's name, For example, Undead legionnaire or Capitol Free Marine,

POINT COST

This is the cost 01 the model in points. Generally, the more points a model costs, the better it is. However, this is not only a reflection of combat ability. For example, a specialist or medic might have a higher Point Cost because they possess certain Special Abilities and or equipment.

STAT UNE

The Stat Line is a line of characteristics that show a model's strengths and weaknesses, I n the rules we refer to these characteristics as 'stat'. Some models such as Vehicles might have two 0 r mo re Stat Li nes in th e i r Prof; I e to account fo r the way such models operate. The characteristics included in the Stat Li n e a re as foil ows:

Close COmbat (CC)

This statistic tells you how good the model is when fighting in base contact with the enemy and can range from 1 to 20, where ,1 is exceptionally poor and 20 is exceptionally good. On this scale th e ave rage hu man model would rate abo ut 7. Most weapons can be used in Close Gcmbat, from an assauk rifle to a sword. However, certain weapons give a bonus or a penalty to a model's CC due to the nature of thei r effectiveness when fighti ng in dose quarters, Whether or not a weapon ca n be used in CC and any modifiers will be listed in the weapon's Profile,

Hanged COmbat (HC)

This statistic tells you how good the model is when attacking an enemy that is not in base contact and can range from 1 to 20, where 1 is exceptionally poor and 20 is exceptionally good. On this scale the average human model would rate a bout 7. Th s statisti ( is used for any ki n d of ra n ged co mbat from throwing a knife to firing a rocket-propelled grenade. Again, certain weapons give a bonus or a penalty to a model's RC due to the nature of their effectiveness Such modifiers will be listed in the weapon's Profile.

Power (PW)

This statistic indicates the model's mental power and can range from 1 to 20, where 1 is exceptionally poor and 20 is exceptionally good. On this scale the average human model would rate about 7, This statistic is used by models with Supernatural Powers, It describes how powerful they a re and how effective such powe rs might be. The m ai arity of models do not have Supernatural Powers. The Power of such models will therefore be used for such things as resisting the effect of a hostile influence directed towards them. Further details will be given in the section on 'Supernatural Powers',

leadership (LO)

This statistic gives an indication of the model's self-control and also their ability to influence and command those around them. Leadership can range from 1 to 20, where 1 is exceptionally poor and 20 is exceptionally good, On this scale the average human model would rate about 10. This statistic is a reflection of training and discipline; it can aflect what models are able to do on the battlefield and how they react to difficult and frightening circumstances.

Actions (AG)

This statistic provides a means of deciding how much a model may do during its Turn. You can think of Actions as separate opportunities to do things such as Move, Climb or fire a weapon, or you can think of them as the amount of effort a model expends to perform an activity. For instance, it might take a man two attempts to break down a door but il he gives It a II he's got he co u I d brea k the doo r down with one mighty attempt. The average human model has 3 Actions, which it can use to perform certain activities during its Turn. This will be detailed Further in the section on 'Actions'.

Wounds(W)

This statistic indicates how much punishment a model can take before it is killed or destroyed. The average human model has one Wound, which means that one good shot from a rifle will kill it. Larger or tougher models might have mo re tha none Wou nd, Veh i des, the doo rs of buil dings and even certain pieces of Terrain might also have Wounds but these will be stated in the relevant sections, Whatever the

case, if a target's Wounds are reduced to zero it is destroyed,

broken or killed. .

Strength (m

This statistic illustrates the physical strength of a model, Strength can range Irom 1 to 20, where 1 is exceptionally week and 20 is exceptionally strong On this scale the average human model would rate about 7. Strength determines the amount of Damage a model will inflict with a weapon like a sword. For instance, a strong model will inflict more Damage with a sword than a weak model. However, Strength will have no effect on the Damage caused by a bullet as this is derived from the nature of the weapon and not the Strength of the model pulling the trigger.

Movement (MlI)

This statistic shows the distance in inches that a model can Move by spendi ng 1 Action, Movement ranges from 1 inch upwards, with the average human model having a Movement of 3 inches, Flying models may have two values under Movement, one for Movement on the ground and one for Movement while Airborne. Movement can be affected by Terrain as described in the section on 'Terrain' and further details will be given in the section on 'Movement'.

Annor (A)

Th is statistic gives an indication of how difficult the model is to damage. Armor can range from 1 upwards and the higher the value the better the protection. The average human model, without the addition of something like a flak jacket, would rate about 7, Armor should not be thought of as a suit of steel plates but as a target's resistance to damage. For example, some creatures might have particularly tough hide and the door to a fortified bunker might have a high Armor because of the nature of its construction ..

Size (S)

This statistic represents the model's relative Size, Size ranges from 1 upward with a human model being Size 2 Large creatu res might be Size 3 or 4, where as large Vehicles could be many times bigger, Size is not only related to height but to physical bulk. Size can affect a number of factors such as accessibility to buildings and certain aspects of combat, which will be covered in the relevant section.

STRUCTURE

This describes the composition of a Unit and whether the Unit is a Squad or an Individual. tf the Unit is a Squad the Structure will state the maximum and minimum number of models allowed in the Squad and the number and type of Special isis that might be included in the Sq ua d.

I

warzonel 9 I

H fACING'

EQUIPMENT

This part of the Profile lists all the weapons and equipment that a model has in its possession. All weapons and equipment are tac iored into the Point Cost of a model. If you need a Heavy Weapon or Grenadier Speci a list th en you wi II need to buy a model tn a t is . already furnished with this equipment and training.

SPEClAlABILmES

This pa rt 01 the Prof le I ists any Sp ecia I Abi I ities tha t the mo del might possess, a Ithough not all models wi II have Sp eci a I Abi I iti es. Special Abiliti es co n i nclud e rna ny different th ings su ch as b on uses or penalties to Movement and Combat or Immunity to certain adverse affects. Yo u will Ii n d a I ist of Sp eoa I Abi I iti es and an explanatio n of their effects in the 'Special Ab i I nies' seetio n.

SPECIAL RULES

This pari 91 the Profile describes a ny Special Ru I es that might a p ply to the model. Not all models will have Special Rules and they are not always an advantage, they si mply descri be the specific natu re 01 th e model in questi on. For i rsta nee, scm e creatures go into battle armed on~ with teeth and claws. Such 'weapons' can not be described as equipm em a nd wi II therefore be delin edi n th e model's Specia I Rules.

FACING

Most models in Warzone have two facings: front and rear. Front Facing is the direetionin which a model is looking and Rear Facing is the direction to which its back is turned. This doesn't mean to say that they never look behind them it simply illustrates the direction in which their attention is focused Certain unusual models might not have a Front and Rear FaCing and this will be stated in the model's Profile. For most models their Front Facing i,s 180 degrees taken from the center 01 their base (see diagram 3).

liNE OF SIGHT

Line 01 Sight simply means that a model is able to see its target. The target might be another model, an object or an area, of the betUefiel d. On a gam i og table covered with mo d els and vario us types 01 Terra i n it is not a Iways easy to determi n e whether or not a mo del has LOS. To see if something is blocking a model's lOS players need to get down 10 th e mo del's eye level. A model eith er has lOS or not an d players must deo d eon e way or the other. Obvi ousty, il you can only see a tiny part of the target model then some discretion is needed. If there is any disagreement about whether or not a model has lOS playe rs sho u ld roll the Peacem aker.

Models are said to have 360 degree lOS. This means that while they might be (0 ncen trating on a parti cui a r d irectio nth ere is nothing 10 stop them turning around to look behind them. However, they a re also sa i d to have a Firing Arc.to show that they a re co ncentrating on a particular direction. Unless otherwise stated the Fir· ing Arc of a model is 180 degrees to the model's Front Facing (see Diagram 4).

Hussar bphan

EXAMPLE OF A CHARACTER PRORU: HUSSAR KAPITAN

Gost 36

CC RC PW

fG 10 9

ST MV

8 3

S 2

LD AC

f4 3

W 2

Sbucture: NlVlDUAl

A a

1 H ussa r Kap.itd n EQulpmeot:

SMG

Special Abiltles:

Tactical Sense, Give Orders SUeciai Rules:

Yo u may purohase H ussa r Ka pita ns just I ike a ny other In divid u a I so I ongas you have at least one Squa d of H ussars in your army.

DIAGRAM· 3

This diagram shows a. model's Front Facing indicated by the mark on the model's base.

GAMING TIP

Nallrl ,hi ~t~ a~ ree 0 n how II oetl rmi~ i their m IOil" s fnmt faci~~. lh 9) mi~ht ,~rei IIlati] is showll blllte~ir8ctiln thl mooers laci is looking or the oimtion (heir WU~Dn is ~Ii nting It is nit ,lii'!l IOSIII U acide whilh dire cljon a moiel

is tacing SI it is a glod idi. 10 paint a small m,rk or Slm~olln the mode!"s ~a!e tlindicat8,frDnlhcin~(S8BUia!rarnJ).

Shaded area shovvs the Firing Arc of model I.

Model 2 is in LOS but not wtthin the Firing Arc.

Model 3 is within the Firing Arc but not in LOS.

Model 4 is within the Firing Arc and in LOS and therefore is the only valid target.

DIAGRAM 4

1

~

110 I Warzone

I cHAR.mans, ••

I

DIAGRAM 5

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,

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5. COMMAND DISTANCE

A) Command Distance of 6 Inches measured from Squad Leader" Model lis out of Command Distance.

CAMING liP

II ~aB h ~ifficull to klBp niCK 01 I Squad lBIUBr w~en all remainiog m~mhrs in tn~Squ, ~Io ok lhi sam~, 10 C'IU [Com I tnis pmM~ m we 1m mm Ind lItallou ide nli· ~ one 01 Ine II,ndard Squad rn 1mb Irs wilh a dilliDqui~bi 09 rna Ik. A Ii mple spol 01 ,aim OR Ihe moders bm will suHic~. illite leauel 01 a Squad is killell and onll Itandaln Squad membors mm,in Ihn Ihe nem>! model becomes Ih Rew leadel.

Hein m ,mlol to RolB toe emt p osmon! ollhe models. ,wap t~e ma Ikld model with the new leader. II t~is mo del Ii! Iben ~lIed limpl, IOpll~~ tha new Leado I witn the rn arl;ed rn odo L Ihiswa, Icuwill ,11'1811 be .ble toid8mi~ lItemo ~eliltal is . aeling Squad leader" b, t~e spot 0 nils base,

SQUAD LEADERS AND COMMAND DISTANCE

Every Squad has a leader, a particular model that acts as a central po i nt of reference lor the oih er members 01 the Sq ua d To rna intain fu II efficiency a II members of the Sq uad must rerna in w~hin 6 inches of the leader and we call this Command Distance. Command Diy ta n ce is a term used to define the effective ra nge over which a Sq ua d can maintain a good level of communicabon and coordination. If a Squad becom es too spread out a ram em be r of the Sq ua d gets cut off from his companions they will cease to operate effectively.

Models may move out of Command Distance but if they do so they will not function as effectively because they no longer have the su ppo rt or gu i dance from their lead er and com ra des, If for any reason a model fi ndsilSell outsi de Com rna nd Dista nee when it is Activated it suffers the fo Ilowi ng pen a Ities:

The model's Cc, RC and LDstalS are halved (rounded down). 11 m ustu 51" ilS own red uced LD stat for Tests and n at that 01 the Sq uad Lea der.

In edd iIi on to deli n i n g the center of Co m ma n d Distil n ce Lea ders play other important roles within a Squad. Throughout the rules we use terms I ike Mora Ie and Lea dersh ip Test These are basi cally tests to d eterm i n e how a model reacts to pa rti cui ar ci rcum sta nces However, when a Squad takes a Morale or leadership Test they use the leader's LD stat as he is the center of command and responsibl.e lor holding the Squad together in the heat of battle .

If the Leader of a Squad is killed then another member of the Squad must take his place. Such Leaders may not have the or.iginal leader's Special Abilities but they will still act as the center for Com" rna nd Distil nee a nd it will be their lD stat th al players use wh en making Morale or Leadership Tests fOI the Squad. If your Squad Lead e r is killed use th e fo II owi n g pro cedu re to d etermi n e wh ich mo d el will ta ke its pia ee.

Ii your Sq u ad lead e r is ki lied:

Th e mod el in the Sq uad with the next high est LO stat will ta ke its place,

II all remaining models in the Squad have the same LD stal then the model nearest to the deceased leader, that is not (I Specia list, becom es the new Lea der unti lit is ki II ed.

Specia lists never b ecorn e Sq ua d Lead ers unless they are the only remaining models in the Squad, in which case the same procedure follows as for other models.

CHARACTER TESTS

There a re rna ny occasio ns in Wa rzone when models need to d eler· mine how they react to ch a lIengi ng situations and we call these tests. The situation might challenge such characteristics as the model's Strength, Power or teadersb i p and th is wi II be stated in each case. Sometimes a model might simply need to roll equal to or under the releve nt stat, as with a, Lea dersh ip Test, for example. At oth erti mes the required roll might be decided by comparing two statistics. H

I

Warzone I 11 I

cc MORAIU

they are trying to break free from a men-eating plant for instance, lhey might need to compare their Strength with that of the plant.

The nature of the required test will be stated in the relevant section and depending on the difficulty it may be modified by a bonus or a pena l!y.

MORALE

MOfille Tests are used in Warzone for a number of things. They are used to decide whether models have the self-disapline to maintain control in desperate situations. The main difference between a Morale Test and a normal test is that Morale Tests can apply to an entire Squad and not JUst the model making the test. When a player makes a Morale Test for a single model they roll against the model's leadership. When a I'toyer makes a Morale Test for a Squad they roll aga i nst the Leadership of the Squad Leader. This illustrates that the Leader is responsible for holdi ng the Squad together. To rna ke a successfu I M orale Test th e pl<Jyer must roll equal to Of under the model's Leadership stat.

PANIC

Many things on t~e battlefield can cause models to Panic. If the battle is going badly and comrades are falling around them or they are faced with a particularly fearsome enemy they are likely to Panic. Some models are Immune to Panic and this will be stated in their Profile. Most models are not Immune to Panic and must therefore make a Morale Test to maintain control.

WHEN TO MAU A MORALE TEST AGAI"ST PANIC

There may be certain models, Special Abil~ies or Supematural Powers that cause enemy models to Panic and these will be stated in the relevant section. Models must make a Morale Test when one of the following occurs:

If a Squad suffers fifty percent or more casualties. For example, a Squad of 9 would not need to test until.they are reduced to 4 members as this is less than fifty percent.

Once a Squad is reduced to fifty percent they must roll for each add itiona I casua l!y.

If an Individual's Wou n ds are red u ced to fifty pe Tee nt or less. Once an Individual's Wounds are reduced to trfty percent they must roll for each additional Wound.

lhe following general rules concerning Panic also apply.

Units that are in a state of Panic do not need to make further Morale Tests against Panic..

Only one Morale Test is made by the effected Unit during the Active Unit's Turn.

Morale Tests are made at the end of the Adive Unit's Turn.

For example, a Squad of 8 Free Marines attacks a Squad of 8 Ash iga ru. H a If way th TO u gh th eir Turn th e Ma ri n es have killed 4 Ashigaru, who will now be required to make a Morale Test at the end

of the Marine's Turn because they are reduced to fifty percent. However, the Marines kill another Ashigaru before they are finished. Even though they have suffered an additional casualty the Ashigaru still make only one Morale Test at the end of the Free Marine's Tum.

Should a different Unit now attack and kill one of the unfortunate Ash i ga ru they wo u Id th e n be requ i red to take a n other Mo ra Ie Test at the end of the new attacking Unit's Turn.

RESISnNG PANIC

To resist the effects of Panic a Unit must make a successful Morale Test and the following rules apply:

Individuals use their own LD stat for the Morale Test.

When a Squad makes a Morale Test they make one roll for the entire Squad using the Squad Leader's LD stat.

Members of a Squad that are outside Command Distance do not test with the rest of the Squad. They must use their own reduced LD stat to resist Panicking, as stated in the section on 'Sq uad Lea ders and Comm and Distance'.

THE EFFECTS OF PANIC

If a Unit fails its Morale Test to resist the effects of Panic then it is said to be Panicked; a Panic Counter is placed beside it and the following rules apply:

All Wait Counters are removed from the Unit.

The CC, RC and PW slats of the Unit are halved (rounded down), while suffering from the effects of Panic. This is curnulative with the effects for being outside Command Distance. So a Panicked Squad member outside Command Distance will have its slats halved again (rounded down). As you can see, such a mo d el woul d be in seri ous trou ble!

Pan i eked models ca n not Wa it, Ai m Cha rge or Counterch arge. Neither can they use a Supernatural Power or a Special Ability that requires the spending of an Action.

RAllY

A Unit suffering from Panic can attempt to Rally in order to regain control. At the beginning of their Turn a Panicked Unit makes a Morale Test, as described in 'Resisting Panic. If a model that Panicked while out of Command Di.stance moves back into Command Distance they remain Panicked but at the start 01 their next Turn they may use the LD stat of the Squad Leader to try and Rally. If this Test is successful the U nit is no 10 n ger Pan icked and ca n ca rry out its Turn as normal. However, the position of enemy Units has an effect on this Morale Test as follows:

If any member of the Panicked Unit has LOS to any member of an enemy Unit then the LD stat suffers a penalty of -4 for the Morale Test needed to Rally.

If the Panicked Unit is out of LOS to enemy Units then the Morale Test needed to Rally suffers no penalty.

Individuals with certain Special Abilities can attempt to Rally a Panicked Unit by making a successful Leadership Test. The Panicked Unit's Leader must be within Command Distance of th e In d ivi dua I and th is ca n only be attern pted once du ring th e Individual's Turn.

WHEN TO MAlE A MORAU rrsr AGAINST PANI[

~) If a Squad luHeR lifty pment or mme muallies" fm elam· pie. a Squad 01 9 would not nesd 10 lesl unlil they are redmd to 41l1Bmbers as this illm than filly pment.

~!J Om a Squad il redu!ed Ie mIT perml tBel must rmllior mnad~itjcnal!.isuallT

~II If an Ind~idDal·s Wounds a~ reduced to lilty~arcent or less. ~!J Om an Indilidual"s Wounds iii mduced 10 mIT Dercent thl must fllil loreacn additional Wound.

~II Unitl that are in a state of Panil do not neid to mate furthr Morale Tests against Panic.

~I 8nlr one Morale lesl is made during lbe Acgie Unifs Tum. ml Moralellsl~ are llIade at the eod 01 the Actiie Unit's Turn.

H ES ISTIN G PAN Ie

;i Indi~iduils m tneir 01'10 In stilt for lBe IAmle lest

; II Wilen a S~uad rna!!l a Ll orale hSllBBI make one roll 101 tna entire S~uad using the S~uad leader·s lO stal.

Ii MemoeR 01 a Squad thai ara oulside Command Bistam do not test with the rest of lBe Squad. Ther llIust use their own mduced LO slat 10 resisl Panicking, as slated in the seclion on ·Squad leadm and Command Dislance'.

TH E EFfECTS OF PANI C

I i All Wai t ~BUn lers are re mOled Imlll the Unil.

i,1I Tho cc. He and PlY ltalS 01 the Unit are hailed iroDnded d~wn).I·lhile suHennm IlIIm the effects of Plnic.lhis is tumu· I.Uii witb tha eHects lor being outside Command Distants. So a Panicked SqUid member outside Command Distance will haie its stals balnd again (lIIunded down). As yo~ can see. s~ch 3 1Il0dei would be in serio~s Irouble!

E,I Panicked ~odels 18nnat \Vail Aim. Cliarge Dr CounIBfcharge ..

Meithr ~n thel Dse a Supematurnl Powur or a S~ecial Abili· ty th,trequiresthi spending DlanAction.

HALLY

&: II If anI mem ber 01 the Pani eked Unit Bas IDS to any m emhr 01 an BnBflIl Unit then the In stat suffers a penally ~1-4lor Ihe Mornle Tesl needed to Rally.

;) If lhi Panicked Unil is oul oliOS 10 enemy Unils then the Mnrale Telt needed to Rally sulfarl no ~analll

;; Ind~iduals with ce~ain Special Abililies can allempt to Rallr a Panilkfi d Unil b, making a su cmslu Ileade rshi ~ lest. lh Psnicked Unifs leader must be witBin [ommond Distance 01 Ih 01 ndiiidual an d th is can onll De litem ~ted once duri om In e Indiuidual·slum.

112 Iwarzllllll

I.RUIlS H.

I

USING A RESERVtD ACTION,

11 A mo d~1 must spend an Allil n II Wail.

,; 0 nil a W. itio~ muuellio U$~ ifmrled Aclion.

~-l USin!ID Aclioo II Wail enus 8 mouers lum ,OU, il I'/,il [ounler is placed boside Inemooelloshowlh31 ilisl'iailiny. Wailing models C,D 0011 ner Imrie ODe Aclion mg,ldlm of h IIW mioy Actions they had 'Ie II whn thy decided to Wa il

11 ~ Wailin y mo de I m usl rna (8 a su c,ci8Isfulle. dmh i p lest befmilcaouseilsmsrl~dAclion.llilf;ilslhillssl:ithas l'lasled ils lelml d Actio n • no Ihe W. il [ounlel is I~moled.

i1 II a Waitin y model males a s u~ce ssful. III a dernbip I est il may use ils rumID Ac~on 10 perlorm any 01 the ~ctilib81listed in Ih 8 A clili~ Appen dil

i1 A I'/ailing m odsllom ilS leSB Il8d Aclion if it is en gagd or 311!chd in [1m [ombal.I.klis3 Wound, suHers aOI h,nJllul eftall! hlm a~upemalvral fower ,or islorced 10 MOil. II t~i s h.ppenslheW,il[ounlsrisrmisd.

ACTIONS

Actions are the number 01 opportunities a model has to do something while they are Active. Most models will have 3 Actions, which essentia lIy gives them three 0 p portu niti es' to do sorn eth ing duri ng their Turn. For example, a model w~h 3 Actions could Move three times, or it could Move, Aim then rire its weapon. In certain circumstances, such as attacking with a sword in Close Combat, a model can use mo re th a non e Actio n to rna ke a given Activity more effective.

At the back of th e bo ok yo u will find a n a ppen dix of Activities th at can be d one by spendi ng an Action. S pecih ( Activiti es wi II be detailed in the relevant section of the rules. For example, if a model wants to use a n Actio n to Move, the [ul lOS can cern i ng th is wi II be covered in the section on 'Movement' There is one Activity, known as wailing, which relates to all sections of the rules so we shall coverit here in dete il.

to reflect any indecision on the Waiiing model's behalf. He mighl spend 100 long trying to decide wh ether or not to use h is reserved Action, by wh ich ti me IT is too late. You will f nda I is! of the Activities that ca 0 be do oe with a reserved .Actio n in Ihe AGtivity Appendix.

USING A RESERVED AGnON

The foil owi n g ru I ES 0 utli n e th e basics of us i ng a reserved Acti on:

A model must spend an Action to Wait.

Only a Wa iti n g model can use a reserved Action.

Using an Act:ion 10 Wait ends a model's Turn and a Wait Co u nter is pia red bes ide th e mod el to show that it is Wa iti ng. Waiting models can only ever reserve one Action regardless of how many Actions they had lelt when they decided 10 Wail. A Wai.!ing model must make a successful Leadership Test before it can use its reserved Action. If it fails this Test it has wasted its rese rved Action a nd the Wa it Cou nte r is rem oved II a Waiting model makes a, successful leadership Test it may use its reserved Acti on to perform any of tn e Activities I sted in the Activity Appen dix ..

A Wa iling m ode I loses its rese rved Ad i on if i I is engaged or attacked in (lose Combat, takes a Wound, suffers any harmful effects fro maS u pernat u ra I Power or is 10 rced to Move. If th is happens the Wait Counter is removed.

WAITING

Wh en a model is Wa iti ng it is effectively hold i ng a n Action in reserve to use someti m e before the next tim e it becomes AGtive. Th is is something of a ga mble beca use it might not get Ihe opportunity to use its reserved Action in wh ieh case the Action wi II have been wasted. This is

I

w8nonel 13 I

c c AClIOIISI

WHEN A RESERVED AmON CAN BE USED

The following rules outline when a reserved Action can be used:

A model can use its reserved Action at anytime before it becomes Active in the following Turn, providing it makes a successtul tesdershp Test as stated earlier.

A model can use its reserved Action to interru pt another model's Turn at any time.

Unless oth erwise stated, a model can use its reserved Action to interrupt another model's Activity so long as the interrupted Activity does not require a dice roll. For example, a model using an Action to Move can be interrupted because it requires no dice roll. However, a model using an Action to Fire its weapon can not be interrupted because it must roll to determine the outcome of the Activity. The Waiting model must wait until such AdiIIiIies are resolved before he can use his reserved Action.

If a player has more than one Waiting model he can use all their reserved Actio n s to inte rru pt an oth er mod el' s lu rn or Activity if he $0 wishes. You can think of this as an entire Squad primed and ready to open fire at the same moment.

WHEN MORE THAN ONE PlAYER HAS WAniNG MODELS

Things become more complicated when different players have more than one Waiting model and they need to decide who gets to use their reserved Action first. When two or more Waiting models want to use a reserved Action at the same time there are two ways of deciding which player has priority. One depends on the order of play and the other depends on whether or not the Activity requires a roll.

A reserved Action can not be interrupted with another reserved Action but models can respond to a reserved Action in the case of a Countercharge or Diving for Cover.

If two or more players want to perform the same kind of Activity at the same time, then the player to the left of the Active player has priority, and the order of priority proceeds . in the normal clockwise direction. However, if two or more players wa nt 10 perform d iflerent Activities at the same time, one of which requires a roll and one of which does not, then priority goes to the player whose Action requ ires

a roll (see diagram 6).

1

DIAGRAM 6

6. USING RESERVED AmaHS

Example 1:

Player 1 is the Active player and decides to Move his model away from the enemy.

• Player 3 wants to use his reserved Adion to Fire at player 1 but player 2 wants to use his reserved Action to

Fire at player 3.

• Both Activities requ ire a roll but player 2 has priority because he comes first in the order of play.

• If the shot fails to Damage player 3 he may then use his reserved Action to Fire at player 1. Exilmple 2:

Player 1 is the Active player and decides to Move his model away from the enemy.

• Player 3 wants to use his reserved Action to Fire at player 1 but player 2 wants to use his reserved Action to Charge player 3.

• In this case player 3'5 Activity requires a roll, while the Charge from player 2 does not. Therefore player 3 has priority

• Player 3 gets to Fire at player 1 first but now his reserved Action is finished and he must face the Charge from player 2 without the opportunity to Countercharge.

WHEN A RESERVED ACTION CAN BE USED

~~ A model can use ils resgned Action al anylime belore it becollles Aclile in me fullowing lurn, pm,iding it Illikes a successful Leadersbip lesl is st!led eorlier.

E·~ A modet tao mils msmed Atlioo to interrupl aoolner modo!"sTurn al anytime.

E·; Unless oilisrwise slald, a mouel e!n use ils rsserued Attioo tointerrupl another modei"sACUlil!so loog aslJle interrupl· id ActivilT does nol n quire a dice rott, for II< rnple. a model usiog an Aclion 10 UOU! can bl inlerrupted because it requires no dice roll. Howner, a model using an Action 10 fire ils wea~on ~!n nol he inlerrupted because il musl roll to del ermine the outcome 01 the Actiyil!. Tbe Wailing model must wait umil lueb Actiyities are resolved helore he cao use his rlsBflod Action.

~~ II a plaler has more than ODI \Vailing model he cao Ule alt tneir rmruod Actions to interrupt ,ooilier mode!"! lum or Actiuil! il he 10 wi! hes. You c.o Ihinl 01 tbis .. !D en ti III Squa d prime d and Indllo 0 pen lire al the same mome nt.

WHEN MORE THAN ONE PLAVER HAS WAiliNG MODELS

~; A resmed Aclion can nol be interrupled wilb anolher reserved Atticn bul models can respond 10 a remnd Action in Ibe case of a Counterch,rge or DiYing for Com.

5.li If IWO or more players want to perlorm Ihe lime kind of Activily al the same lime, Iben the ptayer 10 tho leI! ollbe Actile plaler has priorily .a nd lbe order 01 priorit! pro· ce eds in the "Drm,1 clockwise d i recl ion. However, il tlve m morepl,yalS wanllo perlorm dillerenl Actilities at the same time. one 01 which re~uir81 a relf and DnB of wbicn does nol. Ihen priorill gm 10 Ihe plaler whm Action

requires a roll ISle di.gram 3). -

Wanone

RULES ...

MOv.NT ••

14

MOVEMENT

,; Models moY Moue Ihrough friendly Squads without ~enally.

Howmr, they c~n not end I Move with their ~.se oierlap· ~ing thai 01 mthr model.

,; !.Iodols canRot MOil through enemy Squ.ds unless the gap DaMno enelly mod els is 1 i nlha! 0 r JlCIB,

,; Ilodeis CBn ~Ioie htwnn two topmte eReml Squads 10 lungisthRgaphetvmnthelllis4inooesorrnoru,

,; Modols caR ~llIIe between an eRelllY Squad .nd an obstructing ?iac,a 011errain, so long as the gap batweBB them is 2 inches or more.

i; Models may never MOle into baSI contacl wilh an enemy model unlllS they are Charging or CountlRharging.

i; A modellilighl he MOied towards the enem, bl th effects of a Special Rule such as an explosion_ foIodels Mouod in this wil are ~m r plmu in b. Ii c~n tact wit~ en iml m~d ~Is. 1111ers most I BaJB i iisi ~I i mi~ htwm thi~UiS to 'Iaid co nlusia n when usi nQ rules Ib.t di ~ renti,te htwee n ham thlt are tBUlhing Ind those whi~h !1Il noL for Blimple, il models ari in hasmntactthsYllllr ong'iB in ~Iolo L~mbat. II noL thin onl oltham musl initiate a Cherue (sn the sec· hon on 'OOSI Combatl

MOVEMENT

Models may Move through friendly Squads without penalty. However, they can not end a Move with their base overlapping that of another model.

Models cannot Move through enemy Squads unless the gap between enemy models is 2 inches or more.

Models can Move between two separate enemy Squads so 10 n g as th e gap between them is 4 inches 0 r more.

Models can Move between an enemy Squad and an obstructing piece of Terrain, so long as the gap between them is 2 inches or more.

Models may never Move into base contact with an enemy model unless they are Charging or Counlercharging,

A model might be Moved towards the enemy by the effects of a Special Rule such as an explosion. Models Moved in ths way are never placed in base contact with enemy models. Players must leave a visible gap between the bases to avoid confusion when using rules that differentiate between bases that are touching and those which are not. For example, if models are in base contact they may engage in Close Combat If not then one of them must inniate a Charge (see the section on 'Close Combat').

A model can use an Action to Move. The distance that a model can Move with each Action will be slated in the model's stat line. For example, a model with 3 Actions and a Movement of 3 inches will be able to Move up to a total 9 inches in one Turn, Movement can be lim ited by th i ngs su ch as Terra i n However, unless oth erwise stated, a model's m ovemen t can not be red uced to I ess that 1 inch for each Action.

Ascending steps or steep Terrain can affect a model's linear Movement This will depend upon the type of Terrain in question but as a general rule assume that for every inch the model ascends, its linear Movement is reduced by one inch_ Thus a model will proceed more slowly when Moving up a steep slope.

Certain models, such as flying models, might have two MV stats. This serves to indicate that such models Move at different speeds depen di n g 0 n wheth e r Ihey are Ea rthbou nd 0 r Airbo rne (see the ell a pter on 'Veh ides and Flyi ng'),

While spend i ng an Action to M ave, models may tha nge directi on an d end up facing in any direction, However, if a model wishes to tum around to Fire at a model behind it ~ must spend an Action to do so. The rules for moving between other model are as follows:

I

w8nonel 15 I

« MOVEMEIIT I

CUMSING

Climbing over obstacles that are smaller than the model is covered in !he section on 'Terrain'. There are many occasions when models on the tabletop might want to climb up or down vertical Terrain features. Negotiating Terrain like this requires the model to expend one Action.

The following rules introduce Climbing and allow models to anempt to Climb Terrain features that are taller than the model in question, such as cliffs, walls and even large trees.

• All models of a basically humanoid nature may attempt to Climb. Where other models are concerned, if players can't agree on whether or not a creature would be able to Climb a given piece of Terrain, they should simply roll the Peacemaker.

By spending an Action models can Climb 1 inch.

Once climbing. models must spend all their available Actions Climbing and can do nothing else until they reach a flat surlace upon wh i ch th ey can sta n d.

Climbing models must make a Climbing roll at the end of each Action spent Climbing to see if they fall.

If a model takes a Wound while climbing but is not killed or is successfully targeted by a hostile Supernatural Power it must make a Climbing roll to see if it falls.

CUMIING ROll

A Climbing roll is made to determine whether or not a model falls while attempting to Climb. Models make one Climbing roll at the end 01 each Action spent Climbing. On a result of 19 or 20 the model has fallen and playe rs m us! refer to the seen on on 'J u m pi ng and Fallin~ to determine whether or not they suffer any damage from the lalL Some models might have Special Abilities or equipment that affects this roll and these will be stated in the relevant section.

JUMPING AND FALUNG

If a model jumps or falls from a window or an elevated piece of lerrain they are likely to be injured by the fall and the greater the height of the fall the greater the risk of injury. Models might fall while attempting to Climb the wall of a tower or be pushed off a

ledge. Equally they might decide to jump from a cliff to escape an enemy or to fall on an unsuspecting foe.

If a model wants to jump from a height of 6 inclhes or over they must make a successful Leadership Test to see ~ they have the nerve to jump.

Whether jumping or falling they must refer to the following table and make an Armor roll to see if they take a Wound or Wounds from the fall. Sim ply measu re the d isla nee that the model has fallen and make the Armor roll against the corresponding damage.

If there are models directly beneath a falling model they are not hit by it. If the falling model survives simply place it as close to any enemv models beneath it but not in base contact.

JUMPING I FAWNG DAMAGE

Height

Up to 3 inches

From 3 to 6 inches From 6 to 9 inches . From 9 to 12 inches From 12 to 15 inches From 15 to 18 inches

Damage 4

7

10 (x2) 13 (x2) 16 (x3) 19 (x3)

DIVE FOR COVER

There may be occasions when a model can see an attack coming and needs to get out of the way before it hits and this is called Diving For Cover. Unless otherwise stated, models may only Dive For Cover from Ranged Template Weapons and Vehicles attempting to Ram them (see the chapter on 'Vehicles' for details on Ramming).

Models may attempt to Dive For Cover from Vehicles attempting to Ram them so long as they make a successful Leadership TESt. However, only Waiting models may Dive For Cover from Ranged Template Weapons and they must make a successful Leadership Test in order to use their reserved Action.

If the model attempting to Dive For Cover makes a successful Leadership Test it may spend one Action to Move out of harm's way. If the model fails its Leadership Test the model stays where it is. If the model was Waiting the Wait Counter is removed and they are no longer Waiting,

CLIMBING

i) All models 01 a basically humanoid nalure may allampt to Climb. Whert other 1II0nel! are eoncerned, il players can't .gree 00 wlietber or not a cmature would be .ble to Climb a nilen pim ofleuRin, thefshould simplJfolllhe Peacemaker.

loJ i, spendinn an Action 11100015110 ClilllO 1 inch.

Ii'J On co dirnbiny. mo dels III ust s pen d all their alailable Actions Clilbing and can do nothing else until they reach a ftat sur· lace upon \'/hi ch thel tin stano.

Ii) ~imbing 1II0deis lIIust make a Climbing roll allhesnd 01 each Atlion spenl Climbing 10 see il they lalL

Ii) II a model lakes a Wound while clilllbing bUI is not killed &f is successlully targeted by a hostile Supernatural Power il musl mate a Climbing roll 10 IU if il lalls.

JUMPING I fALLING OAMAGE

H EI C H1 OAMAGE

U~ to 1 in~hes 4

from] to B inches

frolll B t& 9 inches 10 (.12)

from 9 to 12 inches 13 (I2)

from 11 to 15 inches 16 (x3)

from 1510 1B inche. 19 (IJ)

116 I--e

IWEAPON Pt1OfII.E ),

I

Combat is the heart of Warzone. Let's face it, this is what makes the game fun! We have talked about the battlefield, the structure of the armies and how they behave on the battlefield. Now we shall look at how these armies actually engage the enemy.

Combat is divided into two sections: Ranged Combat and Close Combat. Close Combat deals with combat when model s are in base (0 nta ct. Ra n ged Co mbat dee Is with co mbat when models are not in base contact whether the distance between them is a quarter of an inch or as much as 48 inches. The rules concerning Close Combat will be detailed shortly, in this section we shall deal with Ranged Combat. Before we move on to look at these in detail we shall start by looking at the weapons they use.

WEAPON PRORLE

Like models weapons also have a Profile to describe their characteristics. The Profile for different weapons might vary sl ightly but they a II follow th i 5 sam e basi c fo rmat.

NAME

This is simply the name of the weapon. This could be a general term such as 'Bauhaus Assault Rifle' or more specific as in the case of the 'Plague Gun'.

STAT UNE

This is aline of characteristics that shows the strengths and weaknesses of a weapon. The stat line for a weapon is split into three parts as fa Ilows:

Range Band

The range band shows the effectiveness of the weapon at set distances. Some weapons can not be used at certain ranges and this will be represented by a dash. There are a number of reasons why some weapons have no effect at certain ranges. Sometimes this is because they simply cannot reach the target In other cases the weapon might be simply too inaccurate at a given range to be used effectively. An example of this would be heavy machine guns. Unless securely mounted these fearsome yet unwieldy weapons would stand little chance of hitting a distant target even though the bullets would have no problem making

the distance. If the same weapon were mounted securely then the gunner would be able to keep the heavy weapon trained on a distant target without fighting the weight and recoil of the weapon. The range bands are divided into the following headings:

Close COmbat (00)

This shows the weapon's performance when in base contact with the enemy.

Point Blank CPB)

This shows the weapon's performance at distances up to 6 inches.

Short Range

This shows the weapon's performance at distances from 6 to 12 inches.

Medium Range

This shows the weapon's performance at distances from 12 to 24 inches.

long Range

This shows the weapon's performance at distances from 24 to 36 inches.

Extreme Range

This shows the weapon's performance at distances from 36 to 48 inches.

EH8cUveness

This part of the Stat Line has two columns: Hit and Dam. It shows the effectiveness of the weapon, both in scoring a successful hit and in terms of damaging the target A bonus or a penalty, known as a modifier, is sometimes listed but these will be detailed in the section on Weapon Modifiers'.

WUPONTYPE

This describes the basic nature of the weapon in question.

WEAPON TYPES

There are many different weapons used in Warzone but they can all be broken down into the following categories. These categories are designed to illustrate the nature of the weapon ·a n d not specific d eta i Is. All wea po ns wi" fall into one 0 r more of the following categories.

One-Handed

No prizes for guessing! This is a weapon that requires one hand to use it..

"DIIo-Handed

These weapo ns req u ire two ha nds to use them and cannot be used one-ha nd ed.

Antl-Personnel

These weapons are primarily designed for use against Infantry and Mounted Models. They a re unlikely to be so effective against Vehicles and very large creatures such as the Dark Legion's Bio Giant and this can affect the targets they are likely to choose. This will be detailed in the section on Target Priority'

Anli-Tank

These weapons are primarily designed for use against Vehicles and very large creatures such as the Dark legion's Bio Giant. They are un I ikely to be so effective against small and fast moving targets such as Infantry and Mounted models and this can affect the targets they are likely to choose. This will be detailed in the section on 'Target Priority'.

Direct Fire

These are weapons that have a direct 'line of fire' to the target. The ultimate form of Direct Fire Weapon would be a laser but guns, bows and rocket launchers are also classed as Direct Fire Weapons.

Ind-reCI Fire

These are weapons that do not necessarily need a direct 'line of fire' to the target. Indirect Fire Weapons can either be Thrown or Fired (see the section on 'Indirect Fire' for more details).

M sslle Weapon

Missile weapons can be used to attack targets that are not in base contact. If a weapon does not have any stats for ranges beyond Close Combat then it is not a missile weapon.

Melee Weapon

Melee weapons are used to physically hit the enemy. A sword a nd a creatu re's claw a re both co nsi dered mel ee weapons.

I

CCC CUMBAtl

Warzune I 11 I

C cWEAPON PROFI.E I

Some melee weapo ns might also be m issi I e weapons, such as a throwing knife.

Template Weapon

These are wea pons that affect a n a rea rather tha nl ust a specifi c to rgel. Template Wea pons ca neither be Di rectly Pia red or Ra nged, For example, a Flame-Thrower uses a Directly Placed Template because the flames affect an area directly in front 01 the model using it, A grenade launcher, on the other hand, would use a Range>d Template as the e)(plosion from the grenade (Quid affect an area half way across the battlelield (see the section on 'Template Weapons' lor more details).

SPECIAL RULES

This describes a flY Special ru les that might app Iy to th e wea po n.

ROLUNGTO HIT

This is the method by which models determine whether or not they have successfully hit their target. Rolling to hit will' vary depending on the type of weapon being used and whether or nat the attack is made inClose Com bat or Ra n ged Combat Th e procedure will therelore be detei I ed in the relevant seetio n,

,CALCULAnNG DAMAGE

Having sea red a su ccessful hit p I ayers m us! work 0 u t tn e Da mage of the attack to see if it manages to penetrate the target's Armor and cause a Wound or Wounds, The Damage 01 a weapon will be stated in the wea po n' S Profi le. Wi th wea po n 5 su eh as gu n sand grenades this will always be written as a single figure and may have

a modifier written alter itin parenthesis. For example, Damage == 8 (x2) , The (x2) is a Damage modifier (see the section on Weapon· Modifi ers' fa r mo re details),

The Damage for melee weapons like a sword and for missile weapons such as a t h r owi n g kn i Ie reflects th e Strength of the model using it. The Damage for such weapons is equal to the model's Strength, Therefore in the weapon's Profile the Damage is written as 51. This may have a bonus or penalty depending on the effectiveness of the weapon in which case it would be written as 5T + 1 etc. For example, a model has a Strength 01 7, therefore the Damage for the weapon would be 7. If the Profile were written as ST + 1, then the Damage of the weapon would be 8.

ARMORROll

Even when a model scores a successful hit the target may not neee5Si1ri Iy be Wou nded. The target gets to rna ke a n Arm or roll to see wheHler or not they suffer a Wound or Wounds. For example, a bullet might hi! the target but glance off the target's Armor and a sword might hit the target but cause nothing but a scratch. Whether or not a target takes a Wound is determined by comparing the Damage of a successful hit with the .Armor 01 the target and this will be detailed in the relevant section,

EXAMPlE OF A WEAPON PRORU:

Sub Mac.hine Gun (SMG)

Hit Dam

cc

EXI

Hit Dam

-1 9

TVPe,

Two-Handed, Direct Fire, Miss'ile Weapon Suoclal RuIBS:

None

118 Iwarzone

I RAJlBm COfIIIIT ••

I

FIRING CONDITIONS

i~ The firing modeillust have lOS to the I~rgel unlen Ihe mod~1 is anelilpting SpBtUlalile fire, wtlich will h detailed shon~.

i~ Thllrg!t must be within thl firing model's firing A1c.1I the target il not within th firing ~od8rs firing ruc it must spend an Action to lum around belore it can fire al th! 111II0t.

WEAPON MODIfiERS

The effectiveness of a weapon can be modified in a number of ways, each of which might add or detract from a model's ability to dispatch their enemy. The modifiers and how they are listed in the weapon's Profile are as follows:

TO Hit MOdmer

Certain weapons increase or decrease the Firing model's chance to hit its target. This can apply to Melee and Missile Weapons and serves to illustrate that the weapon is particularly effective in a given range band.

For example, an ordinary sword is not likely to increase a model's chance to hit their target, as this is dependent on the model's skill. However, if you give the same model a pistol then the chance of them hitting their target will be greatly increased. Likewise, if you give the same model a bulky rifle then the chance of them hrtting their target in Close Combat would be reduced.

Modifiers to hit are written as + I, +2 or-i, -2 etc and this modifier is added to or subtracted from the model's CC or RC before it rolls to hit.

Muhlple Hh Modmer

Certain weapons have a modifier that can result in hitting the same target several times or hitting more than one target These weapons give the Firing model multiple chances of hitting their target For example, a pistol makes an effective Close Combat weapon but a machine pistol would be more effective, It might not be more accurate but the likelihood of hitting the target is increased beca use several bullets are f red when yo u pull the trigger.

Multiple hit mod ifiers are written as (x2), (x3) etc. in the weapon's 'Hit' column. For each Action spent Firing such a weapon the Firing model rolls one dice for each modifier. He would roll to hit twice for a (xl) weapon, and three times for a (X3) etc.

If the original target is killed any surplus rolls are carried over to the nearest enemy model within 4 inches of the original target endLOS Note you may not carry surplus rolls over to models that are outside the maximum range of the Firing weapon or are outside the Firing Arc of the Firing model.

Damage Modifier

The Damage inflicted by Melee Weapons is decided by a model's Strength. If the model's Strength is 7, the,n the Damage of the weapon is 7. With Missile Weapons such as guns and rocket launchers the Damage is delivered entirely'by the weapon itself, regardless of the efforts of the model. A bullet will not do more Damage because you pull the trigger harder,

A large or particularly effective Melee Weapon might do niore Damage than an ordinary one when wielded by the same model. The Damage modifier for such weapons is written as a + I, +2 etc. and is added to the model's Strength to determine the total Damage. For example, if a model with ST 7 uses a sword with a +2 Dama·ge modifier then the Damage from a successful strike would be 9,

Wound Modmer

Weapons with a Wound modifier have the potential to cause more than one Wound with each successful hit. The Wound modifier shows the number of Wounds the weapon can potentially deliver. For example, if a shotgun penetrates your Armor at close range then it is going to do more damage than a single bullet hole. Likewise, a large caliber bullet fired at high velocily might ea use more th a non e Wou n d as it rear ra nges your i nternal organs!

Wound modifiers are written as (x2), (x3) etc, after the weapon's Damage. The Firing model makes one roll to hit and if successful the target must make one Armor roll for each modifier. Two Armor Rolls for a (X2) weapon, three for a (X3) etc. The Damage from the weapon remains the same but the target takes one Wound for each failed Armor Roll.

RANGED COMBAT

Ranged Combal is any attack that takes place between models that are not in base contact with each other regardless 01 the distance between them.

RING CONDInONS

Any model armed with a missile weapon may spend 1 Action to Fire their weapon. To Fire at a target with a Missile Weapon the following conditions must be satisfied.

The Firing model must have LOS to the target unless the model is attempting Speculative Fire, which will be detailed shortly,

The target must be wilhin the Firing model's Firing Arc. If the target is not within the Firing model's Firing Arc it must spend an Acti on to turn a ro u n d before it can Fi re at the target.

TARGEDNG PRIDRm

Targeting priority controls the way in which a Firing model choos· es its target It is designed to represent the situation of the models on the battlefield and not the God·like perspective of the players controlling them. A player might choose to ignore a threatening Unit where a model on the battlefield certainly would not. However, certain models are armed with special equipment and trained 10 p erlorm s p eeific tasks on th e battle!i el d and their prio rities are likely to be different. For example, a lank-bust.ing Unit might be more inclined to ignore an Infantry Unit and go after its prime target. Targeting priority also prevents players from picking off Squad Leaders and Individuals at will. Unless otherwise stated, model's MUST Fire at their priority target.

The target priority of a Firing model depends .on how close enemy models are, whether they are in Close Combat, and how the Firing model is armed. Squad Leaders and Individuals with the 'Tactical Sense' Special Ability may also influence target priorily. The rules for decid ing ta rget prio rity a re as fo lIows.

I

Warzone I 19 I

~ ( RANGED COMBIT I

c c ~ GOMBJII'I

Enemy models in Point Blank range

Any model within Point Blank range and LOS counts as an imminent threat and is therefore the Firing model's first priority. The firing model must target the nearest enemy model in Point Blank range, regardless of Size, unless this model is engaged in Close Combat, in which case it may target the next nearest model in Po int Blank ra nge and La s.

No enemy mOdels in Point Blank range

If there are no enemy models in Point Blank range and LOS then the Firing model must Fire at the nearest enemy model in LOS, unless this model is engaged in Close Combat in which case it may target the next nearest model in lOS. However, the following exceptions apply:

Models with Anti-Tank weapons can choose to ignore enemy models of Size 4 or smaller and target the nearest larger enemy model in LOS, which is not in Close Combat.

Models without Anti-Tank weapons may choose to ignore enemy models of Size 5 or greater and target the nearest smaller enemy model in LOS, which is not in Close Combat.

NO Bnemy models In range

If there are no enemy models in range and lOS, the model may attempt Speculative Fire as described in the section on 'Speculative Fire'.

TAmeAl SENSE

Certain Squad leaders and Individuals possess a Special Ability called 'Tactical Sense', which is detailed in the 'Special Abilities' section. This is slated in the model's Profile and allows the model and any models in Command Distance of such a Squad Leader 10 atl~mpt to overrule target priority (see the section on 'Special Abilities,).

AIMING

When using a missile weapon a model may spend I Action to Aim, unless they are in a state of Panic- Aiming gives the Firing model a borus of +3 to their RC stat This bonus applies to any subsequent shots made at the same target during the firing model's current Turn. However, if the target model moves or is killed the Firing model loses its Aim bonus.

DIAGRAM 1

1

3

1. TAROmNG PRIORITIES

Model I may target model 4 because the nearest enemy, model 3, is engaged in Close Combat. Model 2 is armed with an Anti-Tank weapon so it may choose to ignore models 3 and 4 in favor of the more distant vehicle 5.

120 IwanORe

ICOMBAT ...

I RANGlDCOMBAT ••

I

ROLUNGTO HIT

l"J ltl n wi t~ t~e Filing model's R~ ,liIl

l~ ~~btr.r ct iOY modilieR 101 De iiti19i~ B cIS such is fanie 0 I beiD~! outsive [om man d ,iistmo.

lJ Now app Iy any other mo diners fo lib B we. pon. Aiming .• orany SpicialAbilitii5.

SllE OF TARGET

BONUS TO HIT

+1 +1 +3 +~ +1

ARMOR ROLL

liTho base Almor Roll is alw81s I D or IBIS.

lJ II tho Damage ollh al.lilck and the iIlmor 01 the IiIIQBI are eq,ualthBothebaSBmUisnotrnouiliidandlool8liBlnnvs 1.0 rolll00110ss.

lJ If lhe Oam a! B ,01 the weapon is greater Ihan the I.rget'!

Ann Dr In eo 10 e lalliet s~blractliliom the baSI Aim Dr Roll lor eachpointoldilieren~B.

l~ 111~e target's ArlAor is 9188111 than Ih Damage oll~B wea pon ilIen lhe tal gel ad ds I 10 the base Almo I Roll for Bath poinl 01 diflmDI!.

,oJ lil~percentol:le!sollalgBt~sibll,taIliBlisObscurBu·llo hil.

lJ filly peltenl or less oflal!lot ~sible anu, in 'om contactwilh 19na in. lar~QI iliD Cller, ·110 hit

n lerroin il classed,s Hard limr, DBm'ji ul firini mudBi's w~apon SU~!ll p !oal~ al ·1 ta Uim'1B.

ROWNG TO HIT

When Firing Missile Weapons players need to roll to see if the Firing model hits the target. Use the following procedure 10 determine the number you need to roll for a successful hit.

Start with the Firi ng model's RC stat

Subtract any modifiers for negative affects such as Panic or being outside Command Distance.

Now apply any other modifiers for the weapon, Aiming, or a fly Specia Ii Abil mes,

This will give you your modified RC stat. This is the number you need to roll equal to or under to make a successful hit Regardless of any m odifi e rs wh enroll i ng to hit a 1 is a Iways counted as a suecess and a 20 is always counted as a failure.

Example:

lets assune thaI the Firing model is an average human Squad member with an RC of 7.

The model finds itself outside Command Distance and its RC stat is therefore halved (rounded down), gwing a modified RC 013.

The te rget is at Short Range and th e Firi n g model's weapo n givesi! a mo dif er of +2 to hit givi n g a f nal mod fied RC 01 5. The player now needs to roll 5 or less on a d20 to make a successful hit and if he does then the target needs to make an Armor Roll.

TARGmNG URGE MODELS

large r (reatu res and Veh i (I es are 0 bviously goi n g to prese nt an easier target to models targeting them in Ranged Combat. To account for this any model Firing at a large model gains a bonus to hit dependant on the Size of the target see Ihe following table.

Size 0' targel Bonus to hn

I 0

2 0

3 +1

4 +2

5 +3

6 +4

7 +5

And so on

CAlCUUnNGDAMAGE FOR RANGED COMBAT

When a mod el scores a su ccesstul hit Ihe playe r must calculate the Da mage of th estta ck to see if the attack penetrates the til rget' s Armor. The Damage is staled in the weapon's Profile in most cases this is written as a sin gl e fi gu re but in som e cases the Da mage is equal to the model's Strength.

ARMOR ROll

An Armor Roll is made by the target to determine Whelher or not il ta kes ~,Wou n d from a successfu I hit

The base number for an Armor Roll is always 10 or less. However, the base Armor Roll is modified by comparing the Damage of the attack with the Armor of the target Use the following method to. fi nd th e num ber you n eed to ro 1110 ma ke a successful Armor Roll.

The base Arm or Roll is always 10 0 r 'I ess.

II th e Dam age of th e alta rk and th e Armor 0 f the ta rget are equal. then the base loll is not modified and the target needs to roll 10 or less.

If the pamage of the weaponis greater than the target's Armor th en the ta rget subtracts I fro m th e base Armo r Roll lor each point of difference.

If the target's Armor is greater than the Damage of the wea pon th e n Ihe target adds 1 to. th e base Armo r Ro II for each point of difference.

Regardless of any modifiers when making an Armor Rolla 1 is always (0 u nted as a success and a 20 is a Iways counted as a fail u reo

Here are some examples of Armor Rolls:

If the Damage of the anack and the target's Armor are equal then no modifier is applied.

Dam=7 Armor=7 (No modifier)

Armor Roll =' 10 or less to avoid taking a Wound.

II the Da m age of th e ette ck is grea te I tha n ihe til rget' s Arm or then the target subtracts 1 from his Armor Roll for every point of differ· ence.

Dam=9 Armor = 7

Armor is less by 2 points; base Armor Roll of 10 suffers a penalty of -2.

Armor Roll: 8 or below 10 avoid taking a Wound.

I f the Da mage of the alia ck is less the n the te rgef 5 Armor then th e target adds 1 10 his Armor Roll for every point of difference.

Dam=5 Armor: 1\

Armor is greater by 6 points; base Armor Roll of 10 receives a bonus of +6.

Armor Roll = 16 or below to avoid laking a WDund.

-------

I

Wallone I 21 I

« RANGm COMBAT I

COVER

Cover describes any kind of Terrain that a model is hiding behind to avoid being shot by the enemy. A model can either be in Cover or Obscured and the obstruction can either be Hard Cover or Soft Cover.

For example, a model hiding behind a bush might be more d~Dill It to hit because you ra n't see it properly but if the shot is on target then the leaves of the bush are unlikely to have any affect on the bullet. However, a model hiding behind a wall will be difficult to hit because you can't see it properly and even if the shot is on

target the wall is likely to stop the bullet •

If a Firing model can only see fifty percent or less of the target beGIUse of intervening Terrain then the model is said to be Obscured. If the target is in also in base contact with the intervening Terrain then it is said to be in Cover. When a target is Obscured Ihe Firing model suffers a penalty of -1 to hit. When a target is in Cover the Firing model suffers a penalty of ·2 to hit.

To d eterm i n e how much of a target is visib I e players need to gel down to eye leve I with the Fi ri ng mo d el. It is no rma Ily quite easy to decide whether or not you can see fifty-percent or more of the targel. However, if players can not agree simply roll the Peacemaker (see Diagram 9).

The target can be either Obscured or in Cover and that Cover can be either Hard or Soft. If it is Hard Cover the Damage of the Firing model's weapon suffers a penalty of -2.

Whether Cover is Hard or Soft depends on the nature of the Terrain and not how much of the Target is visible. It is impossible to (illegorize every piece of Terrain so players will need to agree on whether a particular piece of Terrain provides Hard or Soft Cover. It is best to decide th is before the battl e begi n san d once a ga in, if players can't agree ... roll the Peacemaker.

For example, bushes and undergrowth would provide Soft Cover, while rocks and stone walls would provide Hard Cover.

SUMMARY FOR COVER

Fifty percent or less of Target visible, target is Obscured -1 to hit.

Fifty percent or less of Target visible and in base contact with Terra i n, target is in Cover, -2. to hit.

Terrain is classed as Hard Cover, Damage of Firing model's weapon suffers penalty of ·2 to Damage.

DIAGRAM 8

1

4

8. COVER AND OBSCURED TARGOS Modell prepares to Fire.

Model 2isin base contact with the Terrain so is in Cover.

Model 3 is not in base contact with the Terrain so is only Obscured. Model 4 is neither in Cover nor Obscured by the Terrain.

DIAGRAM 9

9, VlSIBlUTY OF. MOOR

More than 50 percent of the model is visible.

·1 22 I Wanone

ICOMBAT .••

11EMPlAT1 WUPONS ••

I

PRONE

i; While Prnne a mooel'; Mmillent is halved.

i,; While Prone a mooers firinl Are is red~eld Ifllm IBD deifies tJi g D deirles. The Pron e C1l~nte r has a YD d lim! ~arlio~ on it sOWieR the plajer plam it beside the Pillne rnn del he ~an i nditate the model' s ~rin I Aie.

I; While Pmne B model's [[ is hallod (iuded down).

l); Whio targeting a Prone model Irom melond Poinl 81ant range the Rring model's RCsuHers a penalty 01·1,

Ii; Ifa model is Prone aod in [ulerilgains Ihe honus forbBing Prone in addition to Ihe bonus lor being in [over.

1

A

DIAGRAM 10

B

10. DEAD GROD 0

A) Vertical distance

B) Half the vertical distance measured horizontally

C) The shaded area shows Dead Ground.

Model I and model 2 are outside Dead Ground so they may target each other over model 3. Modell and model 3 are inside Dead Ground so they may NOT target each other.

PRONE

Prone basically describes a model that is unable to get into Cover so is lying down to avoid being hit by Ranged Combat Fire. A model must spend an Action to go Prone and a Prone Counter is placed beside the model to show that it is Prone. If a Prone model wants 10 sta n d up aga i n it must spend an Action 10 do so a nd the Prone Counter is removed. While a model s Prone the following rules apply:

While Prone a model's Movement is halved.

While Prone a model's Firing Arc is reduced from 180 degrees to 90 degrees. The Prone Counter has a 90 degree marking on it so when the player places it beside the Prone model he

can indicate the model's Firing Arc. .

While Prone a model's CC is halved.

When targeting a Prone model from beyond Point Blank ra nge th e Fi ring mod el' s RC su ffe IS a pe na Ity of - I.

I f a model is Prone and in Cover it ga ins the bonus for being Prone in addition to the bonus for being in Cover.

DEAD GROUND

Dead Ground describes the area close to a building. structure or Terrain feature where the difference in height between two models makes it impossible for them to target each other with Direct Fire missile weapons. To decide whether two models are within each other's Dead Ground, measure the vertical distance between the models. The Dead Ground is half this distance when measured horizontally from either model. When two models are wfthin Dead G ro u n d th ey do not have Line of Sight to each other. Models may shoot over any mo d els with i n their Dea d G ro u n d (see D.iagra m 10).

EMPLATE WEAPONS

Some weapons affect an area rather than a specific model. The area of effect is represented by a template and you will find a selection of these included in this box set for use in your battles. There are two main types of Template Weapon - Directl.y Placed and Ranged.

DIRECny PUCED TEMPUTE WEAPONS

Directly Placed Template weapons include weapons like flamethrowers where the effect of the weapon spreads out directly from the weapon itself. Players do not need to roll to hit with Directly Placed Template Weapons they simply need to spend an Action to Fire the weapon, The template is placed in base contact with the Firing model and centered on the target. The weapon hits any model whose base is even partially covered by the template, as shown on diagram 11.

Directly Placed Template Weapons can NEVER be used in Close Combat unless they have values for CC in their stat line, in which case the template is not used and the model must roll to hit the target as normal.

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Warzona I 23 I

c c TIMPlITE WUPOIIS I

RANGED TEMPLATE WEAPONS

Ranged Template Weapons include weapons such as grenades and rocket launchers where the weapon affects an area at some distance from the Firing model. Players need to roll to hit as normal with Ranged Template Weapons. If the hit is successful simply center the template on the target and the weapon hits any model whose base is even partially covered by the template. Any Waiting models under the template may attempt to Dive For Cover (see the section on 'Diving For Cover). However, if the weapon misses the target ~ is still going to affect an area even if it is not the area that the Firing model intended.

To determi ne where the shot a ctua lIy hits we use a proced u re called Deviation.

DEVIAnON

If a Ranged Template Weapon misses its target the shot is said to have 'deviated'. A Deviation Template is included to help determine Deviation. If a Ranged Template Weapon attack is unsuccessful use the following procedures to decide where it deviates to.

Place the center of the deviation template on the original target with the number I facing directly away from the Firing model.

To determine in which direction a shot deviates roll a d20 and divide the result by 2 (rounding up). This will give a number between I and 10 which corresponds to a direction on the Dev.iation Template.

To determine how far a shot deviates in inches ·roll a d20. However, the maximum distance a shot can deviate is half the original distance to the target. For example, if the original target was 16 inch es away th e shot ca n not deviate mo re tha n 8 inches. Once you have determined the direction and the distance that a shot has deviated place the weapon template over the new target point and work out any hits as normal. Any Waiting models under the template may attempt to Dive For Cove r as no [mil I.

• If the line of Deviation is interrupted by intervening Terrain simply place the weapon template at the point where the Terrain interrupts the line of Deviation.

SPECULAnVE FIRE

There are orcasio n s wh en ma d el s may wa n t to fi re at a target to which they do not have LOS. This may only be attempted if the model is equipped with an Indirect Fire weapon. Indirect Fire weapons can either be Thrown like a grenade, or Fired like a grenade launcher but unlike Direct Fire weapons they do not travel in a 'straight line' to their target. Imagine throwing a grenade over a wall or Firing a grenade through a window with your launcher. Such weapons would allow the model to attack a target on the other side of a wall or intervening piece of Terrain so long as the target was in effective range of the weapon.

When Firing models are attempting Speculative Fire they specify a 'target point which mayor may not be a specific model. This illustrates that they are taking their best guess as to the position of

DIAGRAM 11

11. DIREeny PlIcm TlMPlATE WUPONS

The template is placed in base contact with the Firing model 1 and centered on the target model 2. The template touches models 3 and 4 so they are also hit.

The weapon does not affect modelS.

DIAGDM 12

12. UEVIAnON OF A DNGED TEMPlIn WEAPON Modell rolls to hit model 2 and misses.

After rolling for Deviation the template is centered on the new target point X. Any models touched by the template are now hit by the weapon.

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IlEMPlATl WIAPONS ••

I

B

B

13. THROWN SPECUUnVE RRE

A) Shows the height of the obstruction.

S) Shows the minimum distance from the obstruction for Thrown Speculative Fire, Modell is outside minimum distance so it can attack over the obstruction.

Model 2 is too close to the obstruction.

Model 3 is outside minimum distance and is therefore a valid target

DIAGRAM 14

B

B

14. RRED SPECULAnVE RRE.

A) Shows the height of the obstruction.

B) Shows the minimum distance trom the obstruction for Fired Speculative Fire, Modell is outside minimum distance so it can attack over the obstruction, Model 2 is too close to the obstruction,

Model 3 is outside minimum distance and is therefore a valid target.

the target. Before we move on to Firing a shot in this way we shall look at the minimum distance a model must keep before being allowed to Fire over an obstruction. This minimum distance is decided by the weapon's trajectory.

WEAPON TRAJECTORY

S p ecu lative Fi re may 0 n Iy be do n e with I nd i rect Fire wea pons. The missiles from such weapons will follow a trajectory, an arching path through the air. A Thrown weapon will have a short trajectory while a Fired weapon will have a longer trajectory. The trajectory determines how far the Firing model must be from a wall or intervening piece of Terrain before it can Fire over it The trajectory also determines the minimum distance of the target point on the other side of the obstruction. For example, you couldn't launch a grenade over a wall and expect it to drop straight down on the other side, it would obviously fall some way beyond the wall (see diagrams 13 and 14).

THROWN SPECUUnVE FIRE

The minimum distance that the Firing model must be from the obstruction is half the height of the obstruction it is Firing over.

The minimum distance of the target point is half the height of the obstruction the model is Firing over.

FIRED SPECUUnVE nRE

The minimum distance that the Firing model must be from the obstruction is equal to the height of the obstruction it is Firi ng over.

The minimu m distance of the target point is equal to the height of the obstruction the model is Firing over,

TAKING A SPECUUnVE SHOT

Using a weapon to attack a target vou can not see is something of a gamble because you can never be 'certain of the target's exact position or if there is a target there at all! To use Speculative Fire the following rules apply:

Only model's with Indirect Fire weapons may attempt Speculative Fi reo

If there are no enemy models in LOS, or if all such models are beyond the range of the Firing model's weapon, then the Firing model may spend an Action to attempt Speculative Fire. Otherwise the normal target priorities apply as staled in 'Targeting Priority'

In order to use Speculative Fire the Firing model must make a successtul leadersh'p Test If the Firing model fails the Test it can not Fire and the Action is wasted. If the leadership Test is suecessfullhen the model may Fire but with an RC penalty 01-3. The Firing model may use an Action to Aim in an attempt to ga uge th e b est a rea, to p I ace its shot.

If successful the player centers the weapon template on the target point If the shot is unsuccessful follow the rules for Deviiltion.

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c c lEWftII"E MAPOHS I

c c c COMIUII'I

RESTRICTIONS ON RANGED COMBAT

In addition to the rules covered so far there are situations when a model might have LOS but may still not be able to take a clear shot. For example, th e Firi n g model mig ht be beh i n d Iri e n dly mode~s and therefore concerned about the chance of hitting his comrades. Likewise, if a Firing model wants to Fire at an enemy model hat is in Close Combat with a friendly model then he runs the risk of hitting his comrade even as he attempts to kill the enemy.

FIRING BETWEEN FRIENDLY MODELS

Mooels may attempt to Fire through a gap between friendly models so long as there is sufficient clearance between them. In order to Fire between friendly models there must be a dear channell inch wide between the models' bases, This 1 inch channel is also required wh en attem pti n g to Fire betwee n frien dly mo d els a nd a pece of Terrain, Basically it allows for the fact that the Firing model is concerned about hitting his comrades, Even if the Firing model has a sufficient gap to Fire, the target might be Obscured to one side of the channel either by Terrain or friendly models, in which case the rules in the section on 'Cover' will then apply (see diagram 15),

RHING INTO CLOSE COMBAT

When a model wants to Fire into dose Combat between two or more models tt can not be sure of httting the model it wants to as the models are considered to be milling about. The model that gets hit depends on the number and the Size otthe models in Close Combat. To decide which model gets hit use the following procedure:

The Firing model chooses the original target and rolls to hit this model, The Firing model must still follow the rules for Targeting Priority and Firing between enemy models.

Roll to hit the target as normal.

If the shot is unsuccessful then it misses completely and does not hit a ny of the models in Oose Com bat. Un I ess it is a Ranged Template weapon in which case you would roll for Deviation centering the Deviation Template on the original target model. If the shot is successful then players roll 1 d20 for the original target and one for each model in base contact with it They add double the models' Size to the roll and the model with the highest tolar score becomes the new target and takes the shot. This model must now make an Armor Roll to see if it takes a Wound or Wounds.

The same procedure is used for Directly Placed Template weapons, The template is centered on the new target model and a r1y model wh ose base is n ow touched by the template is hit

DIAGRAM 15

15. fIRING THROUGH FRINDLY MOORS. A) Gap is 1 inch wide, target is available.

8) Gap is too narrow, target is not available.

THROWN SPECULATIn fiRE

i·1 Th miBi~urn dillmi thil t~e firiog model musl h fmm Ihe ebstru!lion is half Ihe heighl cll~e obstruction il il firini Oler.

i; The minimulll dislance allh largel poinl is hall the heigh I of Ihe abstruclion the model is filing Cler,

FIREO SPECULATI~E FIRE

~·I The lIIinimulll distme thai t~e firing modellllull be fmm Ihe obslruction is equal 10 the height 01 the obltru~tion it is fir· ingom,

~; The minimum distanCI ollh l!r~91 poim is equal to Ihl he ig ~I 01 the obslrutti on Ibe mode I is linn y over.

TAKING A SPECULATIVE SHOT

~i Onlf Illodel's with Indirect Fire weapons may allempt Specu lal~e lire.

~.:J IIlhm al~ no en eml models in lOS. 0 I il ! II su ch m U dels Illi bllen d the rani e ollhe lirin y rna der I ~lpon. Ihe n the ~ring medellilif spend in Aclion to attempt Sp8wlativi fire Olherwise Ihe Ronnal target priorities apply as staled in ·Tar· geting Priori\'t'

ii In order 10 use Spmlatiie lin the lirin! model must male a successlul Leadership Test. IIlhe firin9 model lails the 19s1 it c,n not lim and Ihe ActiDn is wasled.1I the llIadelship Test is mcelslul then the ~Ddel may fire bul Ivith an HC penailf 01·3.

~!i Thl liriny modll rna, use an Action 1.0 Aim in aD atlernplle gauge Ihe illst GlSa 10 place ill shot.

i; II! muslul the plalel Clnlers the weape n lam pi ate on the taryet point. II the shot is unmcesslul 101101'1 Ihe rules lor Deviation,

FIRING INTO CLOSE COMBAT

[i·1 The Finni model ~~oesellli9 original target aDd mill to hit Ihis model. TIiB firing moo!1 mUllllilllollow thi rules fUITar· geting Pricritrand firing belween enemy models.

i:i Roll to hit the largel as nonnal.

~·i III~e Sbol is unlUCcmfullhefl il misses com~lelell and does not ~i1 any of Uti roo dell in Close Combat. Unl ill il is a Ranged Template wBa~on in which me IOU would miller DlJiialion cenlering the Oe~auon Template on the original !aryet model.

~; II the shot is luctelslullhen plale~ 10111 dl0 fm Ihe origi· nallargel and one for eiE~ model in ban conlael wilh it. Thel a dd double t~e me dels'S~e 10 the ro II and I~e m U del wilh the hig huttolG I sec re b mmil Ih I new targe t and takes the shot. This model muSI now make an Armor Roll to sn il it lates a Wound or Wounds.

i:i Thl same prmdm is used ler Direclly Plmd Telllplate wei pen .. Thl template is cenlmd on the newI31get model and an) model wII ose ba se is flDW tou chid br the Ie mplate is hit..

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ICOMBAT )))

I ClOSE COMBAT "

ROLLING TO HIT IN CLOSE COMBAT

ij firsllake four CC sl.t and apply any mo~ifiels lor Panic or beiDi out of C1J~.and Distance.

,j Applf anr modifiers for Cnargini.lleapDns and Special Abili· tii!.

ii The base enance of hittini lour oppoooot is alwals 10 or less.

.i:J II your modilied [C an~ lour opponent"s mo~ilie~ te arB e~ual tIIen tha bm 1011 is not modined and ,DU Dud to roll 10 or lesltolucmsfull,hit.

'i II fOur modified CC is greater Inan rour opponan!"s modified CC add I to your base roll of 10 lor each point of diflerence.

ii If lour modified te is less tban your oPPoDan!"! modilied tt lublract I 110m lour base roll 01 10 for each poinl of diller· em.

ClOSE COMBAT

Close Combat or CC, describes two or more models fighting in very close quarters. In Warzone all Close Combat occurs simultaneously unless otherwise stated. This way it is quite possible for two models to kill each other in the same Close Combat exchange. The outcom e of Dose Com bat is d ecidedi n two stages:

First by comparing the skill of the two combatants to determine whether or not they hit each other.

Second by comparing the Damage of a successful hit with the Armor of the target to determine whether or not they take a Wound or Wounds.

To define Close Combat clearly we say that only models in base contact with each other are considered to be in Close Combat. However, there might be exceptons when two models are not in base co ntact but sti II considered to be inClose Com bat. For exa rnpie, certa in models have very d ra mati c poses and it may not be physically possible for them to stand in base contact with each other. In this case il is sufficient for the models to be 'in contact' with each other. At other times it might be realistic for models to fighl over an obstruction but this will be covered shortly. In the case of any disagreement simply roll the Peacemaker.

For now we shall assume that only models in base contact with each other are considered to be in Close Combat.

INmADNG CLOSE COMBAT

In most cases Close Combat is initiated by a Charge but before we go on to talk about this in detail we shall explain how Close Combat wo rks, Mo d el sin base co ntact with enemy models may do one of two th ings: Atta tk or Break Away.

Close Combat occurs simultaneously. In other words, while you are attempting to hit your opponent he is also attempting to hit you. This can result in two models killing each other in the same Close Combat exchange. Unless otherwise stated, both the attacking model and the target model roll to hit each other at the same time.

ROlliNG TO Hn IN CLOSE COMBAT

The Active player indicates the attacking model and the target and sp ends a n Actio n to attack inClose Com bat PI ayers then com pa re the modified CC stats of Ihe two models to determine the number they need to roll to score a successful hit. Use the following procedure:

First take your CC stat and apply any modifiers for Panic or being out of Command Distance.

Apply any modifiers for Charging. weapons and Special Abilities.

This will give you your modified CC stal. Now compare your modified CC with your opponent's modified Cc.

The base chance of hitting your opponent is always 10 or less. If your modified CC and your opponent's modified CC are

equal then the base roll is not modified and you need to roll 10 or less to successfully hit

If your modified CC is greater than your opponent's modified CC add 1 to your base roll of 10 for each point of difference. If your modified CC is less than your opponent's modified CC subtract 1 from your base roll of 10 for each point of difference.

Regardless of any modifiers when rolling to hit a 1 is always counl· I'd as a success and a 20 is always counted as a failure.

Here are some examples of rolling to hit in CC:

If your modified CC and your opponent's modified CC are equal then no modifier is applied.

Your CC=9

Your opponent's CC = 9

No bon us or pena Ity is ap plied

You need to roll 10 or less to successfu1i;y hit

If your modified CC is greater than your opponenrs modified CC then you add 1 to your roll for every point of difference.

For example:

YourCC=9

Your opponent's CC = 7

Your CC is greater by 2 points so your base roll of 10 receives a bonus of +2.

You need to roll 12 or below to successfully hit your opponent.

If you r m odilied CC is less th an you r 0 p ponen t's mod ilied CC then you subtract 1 from your roll for every poinl of difference.

For example:

Your CC=5

Your opponent's CC = 11

Your CC is less by 6 points so your base roll of 10 suffers a penalty of -6.

You need to roll 4 or below to successfully hit your opponent.

BONUSES TO Hn IN CLOSE COMBAT

When making an attack in Close Combat the attackjng model may spend mo re tha n one Action to i ncreaseits cha n ce of hilling the en emy. Fo r ea ch add itio na I Actio n spen I th e attacki ng model gets a CC bonus of + I. This is added to the attacking model's CC total before comparing stats with its opponent. For example, a model with 3 Actions decides to spend all three Actions to attack the enemy with one devastating attack and therefore receives a CC bonus of +2.

Models armed with two weapons that can be used in Close Combat do not get to attack with both of them. However, they do receive a bonus. First of all the player must decide which weapon is to be the primary weapon. This will be the weapon used to actually make the attack. To account for the second weapon. the model gets a CC bonus of +1 when attacking with their primary weapon.

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Warzone I ~1 I

c c ClOSE COMBAT I

ccc c.AT1

MUlDPI1 AnACKERS

If more than one frendly model is in base contact with an enemy model they gain an advantage because they outnumber the target. When an Active model attacks a target in Close Combat it rKeive5 a CC bonus of + 1, to a maximum of +3, for each additional friendly model in base contact with the target. This is added to the attacking model's CC total before comparing stats with its opp 0 n ent.

There is a limit to the number of models that may attack the same target in Close Combat and this limit is determined by the Size of the models in question. Start with the Size of the target. You may have a combined Size of up to 4x this Size. So if the model is Size 2 you may have up to four Size 2 or two Size 4 models in base contact with it.

CHARGING INTO CLOSE COMBAT

A Charge describes the act of deliberately moving into base con(,Jet. Models may never voluntarily Move into base contact with enemy models unless they are initiating a Charge. When a model Charges into Close Combat it may end the Charge by either attacking the target or Engaging it. In either case a Charge costs one Action and incorporates a Move followed by either an atlack or an Engage The bonuses for Charging and for Engaging the target will be detailed shortly. Unless otherwise stated the Charge distance of a model is equal to its Movement.

USO PRIORm WHEN CHARGING

Target priority controls the way a Charging model chooses its target. The Targeting Priority for models attaCking in Close Combat is as 101 lows:

When Charging, models must attack the nearest enemy model in LOS unless this model is already engaged in Close Combat, in which case priority moves to the next nee rest model.

When Charging, models must attack the target by the shortest possibl e route.

MAKING A CHARGE

The following steps outline a basic Charge.

The Active player measures the distance between the two models to see if th e ta rget is with i n Cha rge d ista n ce if it is not then the Active model cannot Charge 'it.

When declaring a Charge the Active player must indicate the Charging model and the target model.

A model must spend an Action to Charge.

The attacking model then initiates a Charge by say.ing that he is Charging.

Once initiated the model is committed to Charging and can not ta ke it ba ck.

The Charging model now moves into base contact with the target

AI this point the Charging model can choose whether to Engage Of attack the target.

BONUSES WHEN CHARGING

Models Charging into Close Combat get certain bonuses to reflect the offensive nature 01 their attack. When a model Charges into Close Combat they get what's known as First Strike. This means that if they manage to kill their target with their first attack the target does not get to stri ke back. However, if the Chorging model does not kill the target with the first attack then the target may strike back. If both models survive this in itial exchange then the normal rules for simultaneous Close Combat apply.

In addition to First Strike, Charging models receive a CC bonus of + 1 but only for this first attack.

When a Charging model ends the Charge with an attack it may use any remaining Actions to improve his chances to hit the target as described in 'Bonuses to Hit in Close Combar.

ENGIS.G AN ENEMY MOOR

There may be occasions where several models want to attack a model that is more powerful tha n. they are in Close Combat. If they simply Charge in one at a time they will surely be cut to pieces. However, if they could somehow bring to bear their greater force of numbers they might just stand a chance. To allow for this models are allowed to Charge an enemy model without actually trading blows with it. We call this Engaging the enemy.

Engaging the enemy essentially mea ns that the model is posing a threat and keeping the target busy but not actually attacking it. Engaging the enemy like this ends the Charging model's Turn but it would allow the next model that Charges the target to gain the bonus for having another model in base contact with the enemy. However, the maximum number of models allowed in base contact with the target remains the same (see the section on 'Multiple Attackers').

CHARGING AND WAmNG MODELS

When the target of a Charge is Waiting it can attempt to use its reserved Action to Countercharge. Waiting models that are not the target of the Charge can also attempt to interrupt a Charge.

A Waiting model can use its reserved Action to Fire at or Countercharge a Charging model at any point along the Charging model's path, before the Charging model moves into base contact with it's target. Once a Charging model is in base contact with its ta rget it can no longer be interrupted. A Waiting model may still fire at the model that Charged once it has finished its Move, but this would count as firing into Close Combat and would need to follow the rules described in that section. See the sections on 'Waiting' and 'Countercharge' for more details.

lARGEI PRIORllY WHEN CHARGING

l!i Whn ~hariing. m~di Is m ~st a"ack Ihe nemst enelllj m ~dll in lOS unlan this model is alliad, en~aged in Close Combal in which me priori" mgvello Ihe nelt nearest model.

ii When Illallling. model! must attack the talllet b, the shD~est possible mute.

MAMING A CHARGE

i·i The Active pla,er lDeames the distance htween the twv models 10 see il the targat is within Charge dislme il it is not thin the Active model cannot Charge it.

~i Whe n declaring a eharge the Actiie p I.,er m ~!I indicate thi Cha(gingrnodelandthetal!llimodel.

ill A model m~st spend an Aclion to [IIarga.

ii The attacting model Ihen initiales a Challle hy sa~ng that he is [IIsfJlinl

~·i Once i nitiateu tlie mod 81 is com milted to ChI rging and Co n not take it back.

ii The Charging mouel now mOles inlo baSI contact with the talllet.

ii At this point lhe Charging model cln chme whether tv Engage o(attacklbe tlHgel

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ICMII' ",

I ClOSE. COIIIAT "

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DIAGRAM 16

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16. COUNTIIICHARGING A CHARGING MOOH Model 1 declares a Charge against model 2.

The path of the charge would ta ke it within Charge distance of Waiting model 3 so model 3 declares a Countercharge.

Model 1 must now Charge model 3 and the models meet half way between their starting positions.

I

COUNTIIICHARGE

A Cou nterch a rge si mp Iy describ es two mod els that are Cha rgi n~ each other. A Countercharge can only performed by a Waiting model (see diagram 16), can only be declared in response to a Cha rge a nd the fall owi ng ru I es ap ply:

Waiting models may only Countercharge a model that begins its Charge in their Front Facing.

Any Waiting model that makes a successful leadership Test may declare a Countercharge so long as the two models waul d be a ble to reach each other. For exa rn pi e, if th e model> are 7 .i n dies epa rt and th ey both have a Cha rge distance of 3 inches they can not physically reach each other.

Charging and Counterclmging models meet half way between their original sta rti ng positions or at the I im it of the slower model's Cn a rge distance.

When models ana rk ina Co u nterch srge siluati on neither of them get the First Strike bonus so they attack Simultaneously as normal. Both models still get the CC bonus of + 1 for Chargi ng but th is wi II cancel itse If out wh en they co me to compare their C C stats.

Th e mod el that initiated the eha rge may use any rerna ining Actio n 5 to imp rove his eh ances \0 h it the te rget in th a t f rst attack as d esci bed in' Bonuses to Hit inClose Co mba!'.

The Charging model can not choose to Engage an enemy mo del that has Countercharged it

CALCUUnNG DAMAGE IN CLOSE COMBAT

When a model scores a successful hit the player must calculate the Damage of the attack to see if the attack penetrates the target's Armor. The Damage is stated in the weapon's Profile. In most cases this is written as a single figure but when using a weapon such as a sword the Damage is equal to the model's Strength (see the sec" tion on 'Calculating Damage' for more details).

ARMOR ROll

An Armor Rallis made by the target to determine whether or not it takes a Wou nd fro m a su ccessful h~.

The base number fa r an Armo r Roll is always to or I e5S. However, the base Armor Rallis modified by comparing the Damage of the attack w~h the Armor 01 the ta rget. Use the followi n g method to fi nd the number you need to ro II to make a successfu I Arm or Roll.

Th e base Arm or Roll is always 10 or less.

If th e Da mage of the attack and the Armo r of the ta rget are eq ua I til en the base roll is not mo d ifiecl and th e ta rget needs to roll 10 or less.

If the Damage of the ana ek is greater tha n th e ta rget's Armor then th e ta rget sub!ir acts 1 from the base Armor Roll for each po i nt of difference.

.' If th e ta rger 5 Armor is greater tn a n th e Dam age of the attack then th e target adds 1 to the base Armo r Roll for each point of difference.

:

I

Warzone I 29 I

c ( ClOSE COMBIf I

((( COMBITI

Regard I ess of any mo difiers wh en m aki n g a n Arm or Ro II a 1 is a~~ays coumed as a success and a 20 is always counted as a failure,

Here are some examples of Armor Rolls:

lithe Damage of the attack and the target's Armor are equal then no modifier is applied.

Dam=7 Armor = 7

No bonus or penalty is applied.

Armor Roll = 10 or less to avoid taking a Wound,

ft Ihe Damage of the attack is greater than the targefs armor then the liirge! subtracts 1 from its Armo r Ro II for every point of difference.

Dam=9 Armor-7

Armor is less by 2 points; base Armor Roll of 10 suffers a penalty of -2.

Armor Roll = 8 or below to avoid taking a Wound.

ft the Damage of the attack is less than the target's Armor then the larget adds 1 to its Armor Roll for every point of difference.

Dam=5 Armor= 11

Armor is greater by 6 points; base Arm or Ro II of 10 receives a bonus of +6

Armor Roll'" 16 or below to avoid taking a Wound,

BREAKING AWAY

If a model wishes to Move out of Close Combat it must spend an Action and make a successful Leadership Test to Break Away. If it

fails the test the Action is wasted and it must remain in Close Combat. If the test is successful then it may Break Away, However, any enemy models in base contact get a free attack at the departing model with a CC bonus of +3.

CLOSE COMBAT OVER RRRAIN OBSTRUCTIONS

There may be occasions when models find themselves fighting in Close Combat over an obstruction on the battlefield. This could be models fighting over a wall or through the window of a building. Players will need to decide whether models can enter Close Combat over a particular piece of terrain. If they can not decide simply roilihe Peacemaker. To clarify lighting over Terrain Obstructions the following rules apply.

The obstruction can not be more than linch wide.

Both the attacking model and the target model must be in base contact with the obstruction.

Models must be as close as possible to each other (see diagram 17).

The maximum number of models thai can attack a single target over an obstruction is decided by the models' Size, The total Size of attackers can nol be more than twice the Size of the target model,

Models that are only armed with melee weapons suffer a CC penalty of·3 when attacking over Terrain obstacles, For example, it is easier to shoot someone over a wall than it is reach them with your sword.

Models do not need to make a Leadership Test to Break Away when fighting over Terrain Obstructions and enemy models do not get the normal free attack.

DIAGRAM 11

11. RDHT1NG OVER TERRAIN OBSTRUmONS

Modell is a Size 3 model. Therefore up to 3 Size two models may attack it in Close Combat. Model 2 and 3 are as close as they can get and may attack rnodel l.

Model 4 is not as close as it can get and may not attack rnodel l in Close Combat.

co U NTERC HARGE

'i Waitifli mo ~el& mlY onll Cou~ 19rch'!9B a m u ~el that bl iim ilS Charie iu their FlDut Fa~i~i.

i"i Au! Waiting model that makes a suecmM Ln~enhjp !&sl rna, declare a Counlercharge so 10Ui aslbe two 1Il0deis would h able to rmh uch olhr. for mmple. il tile mod· els alll J incbes apa~ i~d Ihil molb nail' a CAiriS oislancs ~ I J in ches lhe, .an not p nysi cal~ rea ch mh othel.

~·i Charging and C~untir£biliini mooals mnl hall way batween their original slarting positions or allh limil 01 the slower mode!"s ~hlflle ~isl.nls,

iii When models ,mel in a Countercharge siluation ueilber 01 Ihem iSllh! fi r~ Strike bonus so th!J all,ci si~ullau aousl, as normal. 80Ih lIlodels still geilAI CC bonus of + I for Chilling bul this will emal ilsall out wilsn Ihey tomiio compare Ihlir CC stats.

ii·i Ih lIlodellht iniumd the Clrarge may m ,ny remaining Alii ons 10 imp rm his chan CIS 10 h it the tlrg at in Ihal flnl allaci as described in 'ionuse! 10 Hil in Close I:ombat'.

'i Ihe Charging model tan n~t ch~ose 10 Engage an enemy model thai has Countercnarged it

ARMOR ROll

ii; Ihe bm Arm~r Roll is alwaYI u or Ins.

iii lithe Damage ~f the allack and the Armor 01 the laryet are equallhln lAS base roll is nol modilied and tbe target needs 10 rolll~ ~rleu,

ii If lhi Damagl ollhe aHaci is grealer than the larget's Arllor then Ih B la riet dUa~ts 11m rn the ~!SI Arm N A 011 lor e, cn poinloldiilerem.

~~ II the targil's Armor is §reatorthan Ihe mamage of tbe anatk then the I.rget adds I to Ih base Armor R~lIlor lath pDi~t oldif1erence.

CLOSE COMBAT aVER IIRRAIN OBSTRUCTIONS

ii>i The o~struction con nOI ~e mOllllhan I iuch wide,

ii Both Ihe allacking 1Il00e13n~ Ihe targel model must be in base conlalilonth Ihllobstruclion.

'i Models muSI be as close ,$ possible to olch olhr (lee dia· gram 111,

'I The lIlaximum number ~llIodols Ihat can attack a single lar· g81 ovar an obslrucuon is decided by Ih 1Il0dels· Size, Tbe total Size 01 an.cken tan not be more Ihan twice the Sile of Ihtafll8lmodel,

ii Models that .re only arllled wilh mill! weapons sulfer ace penally 01 .J when atl,ckini 0111 Terrain o~slacles, for ellmple, it is easier to sho~t s~meone oler a wall than it is reach them with four sword.

~i ~Iodels do nol need I~ ma~ a leadorship !esll.o Bre.KAwal when li9 hli"g olelleffli n Obslructio DS and onem, models do no t gel the norm.1 hoe allack,

I 30 I Warzone

ICOMW»)

I SUPERlllTURll POWDIS ),

I

USING A SUPERNATURAL POWER

i:1J Ihe bm roll is alwall IU or leu

II II the Power 01 the madel and tli9 Diflicul~ of the Supernat· ural fower are equat then the ball mil is nat m adili ad and thB ~adol nudsto rolllO or 1m.

RI lithe Power 01 the model is 9malsr lItaD th Diflicull! 01 the Supe rna turo I Power the n llIe mo del usin ~ ilia Sup em atml POlVer adds 1 to the b!!l roll IOf mh point 01 difference.

II II the fowm I die model is less tban thl 0 illi culij olthe SUW n,turol Power then the modol using tbe Supomatural Pawor subtracts lirom the base 1011 lor each point of differml.

SUPERNATURAL ,POWERS

Certain models in Warzone have Supernatural Powers that allow them to perform deeds far beyond the ability of normal human bei n gS, The use of S u pe rnatural Powers is based arou n d a rnod el' s Power (PW). All models have a PW stat but this does not rnean that all models have Supernatural Powers, Whether they have or not will be stated in the model's Profile.

Like models and weapons, Supernatural Powers have a profile to describe their various characteristics. Supernatural Powers will be stated in the Army List book.

Hame

This is simply the name of the particular Supernatural Power.

COst

This is the Point Cost of the Supernatural Power. Supernatural Powers are bought as part of your army in the same way as models, Players should bear this in mind when choosing their armies, Don't buy a model with the ability to use Supernatural Powers and leave yourself with no points to spend on the Powers themselves. When you buy a Supernatural Power for a model it may use it as rnany times as you wish However, a model can only use any particular Supernatural Power once per Turn.

Range

This states the effective range of the Supernatural Power, This might have a limit in inches or simply any target within line of Sight Any further details will be stated in the Effects for the Supernatural Power,

DiHieullY

This illustrates how difficult it is to use the Supernatural Power. The procedure for using a Supernatural Power will be detailed shortly.

AeUons

This tells you how many Actions a model must spend to use the Su p ernatu ra I Powe r.

Save

Th is sh OINS wh eth er or not the ta rget has a ch a nce to avo ida r resist the Effects of the Supernatural Power. The target model might need to make a Leadership Test or an Armor Roll for example, Some Supernatural Powers might require the target to Save by using its Power. In this case the method used is the same as that for an Armor Roll, where the base chance of success is 10. Simply replace Damage wrth the difficulty of the Supernatural Power and Armor with the PW stat of the target Any specific conditions for saving will be detailed in the Effects of the Supernatural Power.

Enect

This describes the effects of the Supernatural Power when successfully used. Any further details concerning the Supernatural Power will be detailed here.

USING A SUPERNATURAl POWER

Some Supematural Powers are more difficuh to use than others. However, a more powerful model would obviously stand a better chance' of using a particular Supernatural Power than a weaker one, To allow for this the Power of the model is compared with the Difficulty of the Supernatural Power. This delerm i nes th e number a mod el needs to successfully use a Supernatural Power. Use the following procedure:

Th e base roll is a Iways 10 a r less.

If the Power of the model and the Difficulty of the Supernatural Power are equal then the base rotl is not modified and the model needs to roll 10 or less.

If the Power of the model is greater than the Difficulty of the Supernatural Power then the model using the Supernatural Power adds I to the base roll for each point of difference.

If the Power of the model is less than the Difficulty of the Supernatu ra I Power th e n th e model using the S u pe rnatu ra I Power su btracts I from the base roll fa r each point of d ifferen ceo

When attempting to use a Supernatural Power a roll of 1 is always counted as a success and a 20 is always counted as a failure. A model may only use any particular Supernatural Power once per Game Ium.

COncentrate

Models may concentrate to increase the chance of successsfully using a Supernatural Power. For every Action spent concentrating add 2 to the user's pw.

Here are some examples of a model attempting to use a S u pernatu ra I Powe r:

If the Power of the model and the Difficulty are equal then no modifier is applied.

Power = 7 Difficulty = 7

No modifier is applied.

Model needs = 10 or less to successfully use the Supernatural Power,

I f the Power of th e rna del is greate r th a n the Difficu Ity then the mod el a dds I to their roll for every po i nt of difference.

Power=9 Difficulty = 7

Power is greater by 2 points; base roll of 10 gains a bonus of +2. Model needs = 12 or less to successfully use the Supematural Power.

If the Power of the model is less than the Difficulty then the model subtracts \ from his roll for every point of difference.

Power: 6 Difficulty = 9

Power is less by 3 points; base roll of 10 suffers a pen a Ity of -3. Model needs = 7 or less to successfully use the Supernatural Power.

n I

Warzone I 31 I

c c VEHICLE PRonus I

IClE

In Warlone Vehicles are treated somewhat differently to ordinary models and this will be detailed in this chapter. Regardless of the number of crew a Vehicle might have it is treated as a single model but with several components. A typical Vehicle consists of the Vehide itself and a driver. Some Vehicles have additional crew-members and if so these will be stated in the Vehicle's Profile. Before we move on to look in detail at how Vehicles behave on the battlefield we shall begin by looking at the Profile for a vehicle.

VEHIG E PRORLES

The mai n differe nee betwee n In e Profi Ie for a Vehicle and t hat of a no rma I model is that Vehicle Pron I es have m ore than one Stat Line. The formal for a Vehicle Profile is as follows:

NAME

This simply tells you the name of the model.

POINT COST

The Cost of a Vehicle includes the Vehicle including any weapons it might have, the Driver and any other crew-members.

STAT LINES

All Veh id es will have at lea st two Stat li n es, one for Ih e Vehi cI e itself and one for the Driver. Any additional crew-members will also have a Stat Line of their own ..

Vehicles have an additional characteristic that is not included in the Profile for normal models. This is the known as the Vehicle's Maneuver Points, which are used. by the Driver when it spends an AUion to drive the Vehicle.

MANEUVER POINTS (MP)

Maneuver Points give an indication of the maneuverability of a Vehicle. For each Maneuver Point a Vehicle has, the Driver may expend an Action to Drive the Vehicle. Details on Driving Vehicles and turning are described in the section on Vehicle Movemenr.

STRUCTURE

This describes the composition of a Unit and whether the Unit is a Squad of Vehicles or an Individual Vehicle. If the Unit is a Squad the Structure will state the maximum and minimum number of models allowed in the Squad. If the Unit is an Individual it is still considered an Individual regardless of the number of crew-members.

IS2 Iwanone

IVlllCIlS PfIOfIE$ ))

I

EXAMPlE OF • VDllClE PROFRI: GT-OFFROAD

GT-OHroad VehICle

COSt 136

TYPE

Veh iel es are divid ed into differe nt Types depe nd ing 0 n how they Move and whether they are (overed or Open, thp d eta i Is 10 r which will be given she rtly.

MP W MY A S
3 5 6 12 ~
DragOOn DriVer CC RCPW tn AC W

8 9 8 12 3 1

KapOan Gunner

S1 M.Y A

7 3 10

s l

HIT AllOCAnON

This allows players to determine which part 01 the Vehicle gets hit when th e Veh i de is alta cked a nd is determined by roll i ng a d20. For exam pie, roll a d20, on a roll of 1-15 the Veh ide is h~ 16·20 the 0 river is hit. Th is wi II be d eta iled furth er shortly

ee Re PWLD AC W

10 11 10 15 3 2

Sln.tctuJ8: IDVIDUAl

S1 MY A

a 3 10

s :£

EQUIPMENT

This gives a list of all the weapons and equipment that the VeIli· cI e and any' rrewrne mbers possess. The eq u ipm ent lor the Vehicle, the 0 river and any crew-mem bers is listed separately bees use ihs affects th e way they it is used, as deta i led she rtIy.

1 GT-Offroad 1YPtI:

Open I Wheeled Hh AJlocaUon:

SPECIAL ABIlITIES

This lists any Special Abilities that t:he Vehicle or crew-membe rs might possess. They a re I isted sepa ra te Iy because d il· ferent crew-members might have different Special Abilities. You will find a list of Special Abilities and an explanation of their effects in the 'Special Abilities' section.

1-16 = Vehicle, 17-20 = Crew EauIDmoot:

Vehicle: Mounted HMG Drive r: Pistol

Gu nner: Pistol

SDeclal AbItUes,

Vehicle: Weapon Immunity 10 Driver: High Morale +2

Gunner: High Morale +2, Tactical Sense, Give Orders SpllClal Rules:

None

SPECIAL RULES

This describes any Special Rules that might apply to the model.

DIAGRAM 18

.",,_._fII#'-_'-~~-....

".,;

.....

","

....

. /

,/

.. ..( ...

.. "'

,~ , A'

" ''\.'- -

" "

, ,

" ",

I "

, ,

" -.

I ,

: '"

: ~

: B '

I I I I I

~---------------------------

.. ,

.. , , '\ ... ,

.. ...

/ .... ,'~ .. '\\

, . . . \

.. \

...... \

.. \

,.. \

.. \

,l~ , \

'.\

I

I I I I

U-~~~ 2

18. FIRING ARC Of. VEHIClE

Area A shows the Vehicle's 90 degree Firing Arc

Areas A and B show the Driver's and the Cunner's 180 degree Firing Arc.

Model lis in lOS but not in the Firing Arc of either the Vehicle or the Crew-members.

I

Warzone I 33 I

( ( MOVItG VEIIClES I

USING VEHICLES IN WARIONE

Because Vehicles contain a number of different elements they behave differently on the battlefield compared to normal models. Before we go on to look at this in more detail here is a list of genera I po i nts concerni ng Vehicles:

Vehicles have 360 degree LOS.

Vehicles are always considered as a single model regardless of the number of crew.

Crewmembers may never leave the Vehicle. Veh i des can not 0 ive For Cove r.

Veh i des can not go Pro n e.

Vehicles can not Charge unless otherwise stated.

USING AenONS

Vehicles do not have Actions as such, but the crew-members manni ng them do. All Veh id es have a Driver. Th e Driver is responsi bl e for controlling the Vehicle during the battle. The crew of a Vehide cannot leave the Vehicle therefore their own Movement stat is never used. Apart from this they may use their Actions as nomnal and in any order.

Further details on how crew-members may use their Actions will be covered shortly. However, for a Vehicle to Wait all crewmembers must spend an Action. The Vehicles Turn is then over and a Wait Counter is placed beside the model.

CHARACTER TESTS

When making a character test, such as a Morale Test, Vehicles use the highest relevant stat among the crew.

MOVING VEHICLES

Vehicles do not Move on their own they are driven by the Driver. The number of times a Vehicle can be driven is shown by the Vehicle's Maneuver Points.

DRIVING VEHICLES

This is the term we use to show that tile driver is responsible for Driving the Vehicle. To Drive a Vehicle the Driver must spend an Action and by doing so he may use one of the Veh ide' 5 Ma n euver Points.

For example, if the driver has 3 Actions and the Vehicle has 3 Maneuver Points then the Vehicle can be Driven three times. If the Vehicle only has 2 Maneuver points then the Vehicle may only be driven !Wi ce even if th e drive r ha s m ore Actio ns. The d river may use any additional Actions to do something else but he may not use them to Drive the Vehicle.

CHANGING GEAR AND REVERSING

Some Vehicles have a reverse gear, which simply means that the Vehicle can Move forwards and backwards. When a Vehicle

wants to reverse the Driver must spend an Action to put the Vehicle in reverse gear. When reversi ng, a Vehicle's Movement is halved, When the Driver has spent an Action to put the Vehicle in reverse a Reverse Counter is placed beside the model to indicate that it is in reverse. To remove the counter the Driver must spend an Action to cha nge gear. The cou nter is then removed to show that the Veh ide is once aga i n Moving forward.

TURNING

A Vehicle may perform one turn of up to gO degrees at the beginn i ng or the end of ea ch Acti on sp ent Moving. Som e Ve h icJ es ca n only tum up to.45 degrees at anyone time and this depends on the type of Vehicle. However, all turns must be separated by an element of forward movement. It does not matter how small this forward movement is but it prevents Vehicles turning on the spot

while Moving at speed. .

Therefo re yo u can not b egi n aMove Acti on with a turn if you ended your lest Move Action with a turn. This restriction only applies to Movement that takes place in the same Game Turn. If a Vehicle ends its current Activation with a turn, then the next time it becomes A.ctive it can begin its Movement with a turn (see diagram 19).

For example, a Vehicle begins its Turn facing north. By spending an Action the driver Drives the Vehicle forward 6 inches and ends the Movement with a turn of gO degrees to the left The Vehicle is now facing west Before the Vehicle may turn again it must perform some forward movement. This lorward movement could be the full 6 inches or less than half an inch - it doesn't matter. The Vehicle can then end this Movement by making another turn of up to 90 degrees.

The amount that different types of Vehicle may turn at the beginning or end 01 their Movement is as follows:

Wheeled and Tracked Vehicles

Wheeled vehicles can perform turns of up to gO-degrees. Their Movement is halved when Moving over Rough Terrain and they can not move over Terrain Obstruct.ions unless players agree that they would be able to do so.

Walkers

Walkers can perform turns of up to 45-degrees. Their Movement is halved when Moving over Rough Terrain but the driver can spend an Action to have the Vehicle step over Terrain Obstructions so long as the Obstruction is less than half the height 01 the model.

HOvering Vehicles

Hovering Vehicles can perfomn turns of up to 4s-degrees. They are not affected by Rough Terrain or Terrain Obstructions up to half an inch in height If the Obstruction is higher than half an inch they must Move around it.

U SI ~G VE H I CLES IN WA.RZON E

il Veh ides hOle 3 BD 00 mlu lOS.

E\~ Vehicle! !Ii alwIl! tonsidered as a single modelremaroless

01 the number of crew.

n ~lewmernbelS maf never lem the Vehi.le. E\~ Vehicl IS can not Diill fiji COli I.

i~ Vehicles tan not go 1rm.

ii Vehicles can not ~barye unless otherwise st. ted.

I 34 I Warzone

I

FIR INiifH 0 M VE H I CLES

Ii DrBI'I·m emhrsvse the ir own R[ ll~l

II CrBI'I-IIlBmb B IS mBI spen d an Actiun lu Fim i 0 anI Draer, for ~am, II. ilia Driilr might splRd an Actio 0 10 fi ra his pislol; t~e G ~nn II t~en s~en ds !n Atli un m filii his, i,tul. hlullI tbe 0 rilel Ipen ds ! Si cu nd Atti uo to 0 rilS tbe VB bkle lor· wam,

III lb! I.ryel musloe witbin lOS ,Dd within thl crew·membe(s Rrin~ Art, w~ich miyht h U Bleffili oed Dylhl Clew·membeI's r,ciny urlhiwiapoo's firingAr!,

B

A

19. VEHIClE TURNING

A) A Vehicle begins its Turn facing north.

13) By spending an Action the Driver drives the Vehicle forward 6 inches in a straight line and ends the Move by turning 90 degrees to the left. The Vehicle is now tacing west.

C) Before turning again the Vehicle has to move forward. The Driver drives 3 inches forward with its second Action and ends this Move by making another 90 degree turn to the left. The Vehicle is now facing south.

exa mp I e, th e 0 river might spe nd a n Actio n to Fire his pistol; the Gu n ner then spends an Acti on to Fi re his p islot before the Driver spen ds a seco n d Actio n to D rive the Veh i de forwa rd. Th e ta rget must be with in LOS a nd with in the crew·member s Firing Are, which might be determined by the crew· members Facing or the weapon's Fir,ing Arc.

DRIVING AND RRING

Crew-members may Fire while the Vehicle is Mov.ing but they suffer an RC penalty of ·3. The driver may Fire its own One-Handed weapons or weapons mounted on the Vehicle itself.

For exa mple, sorn e Veh ides such as th e Mis h ima 0 ragan Bike have wea pons mo u nted on th em. Th e d eta ils for these weapons will be stated in the VehiCle's Profile, Such weapons are designed to be Fired by the driver while he is Driving the Vehicle. The Firing Arc lor such weapo ns wi II be stated in the Vehicle's Profil e.

VEHICLES IN COMBAT

I n com bat Ve h ides behave differently to no rma I mod els. This is beta use they are si n gl e models but conta in more tn an 0 n e co rnponent

RAHom COMBAT FROM VEHICLES

. When crew-members Fire from Vehides they follow the normal rul es fa r Ranged Com bat. However, there are certei n specifi c rules th at contra I the way crew-m embers Fi re and the way in wh ich Veh i· des are ta rgeted in Ra n ged Co mbat

RRIHG FROM VEHIClES

When Firing from Vehicles the following rules apply:

Crew-members use their own RC still.

Crew-members may spend an Action to Fire in any order. For

I

c c cllDtlClES I

w8nonel 35 I

c c RAMr.ING I

IARGmNG VEHICLES

Because Vehicles have more than one component it is difficult to choose a specific target. The Firing model target's the Vehicle and rolls to hit as normal. If the hit is successful players then refer to the Hit Allocation in the Vehicle's Profile. The Firing model rolls a d20 to determi ne wh i ch -oa rt of the Vehicle is hit Once th e ta rget has been determined it makes an Armor Roll as normal.

When targeting crew· members, the driver of a Vehicle is always the last crew· member to be targeted. Veh i des ca n be destroyed in one of two ways. Either by reducing the Vehicle's Wounds to zero or by killing the driver. If either of these things occur the Vehicle is removed from the table.

VEHICLES IN CLOSE COMBAT

The only types of Vehicle that can initiate' Close Combat are Walkers and they behave the sa me as norma I models in terms of Ch erging and Countercharging. Other types of Vehicle may not initiate Close Combat but they may alternpt to Ram other models and this will be detailed shortly.

Vehicles can either be Covered or Open. Basically if the vehicle has a roof it is Covered, if not it is Open. When attacking a Covered Vehicle in Close Combat the attacks are made against the Vehicle. When attacking an Open Vehicle in Close Combat models do not "Hack the Vehicle but the members of the crew who are defending it. The aHacking player states which crew-member he is attacking but he ca n not ane rk the driver wh i Ie oth er crew-m embers are still alive. Vehicles do not need to make a leadership Test when Breaking Away from Close Combat and enemy models in base contact do not get the normal free attack.

RAMMING

This section describes how Vehicles can Ram ordinary models and other Vehicles. However, players should remember that that Walkers cannot Ram though they may be Rammed as normal.

When a Moving Vehicle comes into base contact with other models rt is likely to cause them considerable damage unless they get 0 ut of the way. Vehicles can not Dive For Cover so they must take their chances. However, normal models may attempt to Dive For Cover as explained under 'Movement' in the main rules. When aHempt.ing to Dive For Cover from a Vehicle models receive a bonus of + I to their LD stat for each point of difference in Size between them and the Ramming Vehicle. For example, if a Size 5 Vehicle attempts to Ram a Size 2 model then the model receives a bonus of +3 when making its leadership Test.

In addition to this the target receives an LD bonus of + 1 for each model touched by the Vehicle in its current Movement, before reaching the ta rget. For exa mp I e, if the Ra m m ing model has already touched two models by the time it reaches the target then the target gets an additional LD bonus of +2 when making its Leadership test.

DIAGRAM 20

1

20. AVOIDING A UMMING VEHICIl

All models in the Vehicle's path must make a Leadership Test to Dive for Cover.

Modell receives no bonus for its Leadership Test. Model 2 gets a bonus of + 1 for its Leadership Test. Model 3 gets a bonus of +2 for its Leadership Test. Model 4 is not affected by the Ramming vehicle.

I 36 I Warzone

IVEMalS ."

I

OIA.GRAM 21

A

B

21. MODEL'S FACING AlTEREDAmR BEING RAMMED

A) Shows the path of the Vehicle and the Facing of the model In its path.

B) The model survives being hit by the Vehicle and IS shunted to one Side. The model is spun around and its Facing is decided by rolling for Deviation.

CAICULAnNG THE DAMAGE FOR COWSIONS

If 10 r any reaso n a mod el fai Is to get out of th e way of a Veh ide then a collision will occur. When a collision occurs both models will be affected by it. 0 bvi ously the la rget mo d el is less Ii kely to suffer any Damage but there is still a chance. When a collision occurs it is as if the two models have attacked each other and scored a successful hit.

The Damage of the Ramming Vehicle is equal 10 its Armor. In addition to this 'the Damage from Ramming has a Wound modifier, which is equal to the Size of the Vehicle. For example, a Size 5 Vehicle, with an Armor of 10 would have a Damage of 10(X5).

Once you have calculated the Damage the target makes an Armor Roll as normal to avoid laking a Wound or Wounds.

Don't forget that the target might also cause damage to the Vehicle. The Damage for a normal Size 2 model with an Armor of 7 would be 7(x2) and the VehiCle would need to make an Armor Roll to avoid laking a Wound or Wounds.

RESULTS OF A COWSION

When two models collide it is likely to affect the speed .01 the Ramming Vehicle and the position of the Rammed model.

II the Ramming Vehicle is destroyed then its is removed from the table and the Rammed model remains where it is.

If the Rammed model is destroyed then il5 is removed from the tab I e and th e Ra mm ing Vehi de co nti n u es on its way with any remaining Movement reduced by 1 inch for every Wound it s uffe fed in the collis ion.

I! both models survive the collision and the Ramming Vehicle is smaller, equal to, or only 1 Size larger than the Rammed model, then the Ramming Vehicle is stopped on impact.

If both models survive the collision and the Ramming Vehicle is larger by 2 Sizes or more, then the Rammed model is shunted asid e a nd the Ram m i ng Vehicle con ti n u es on its way with any remaining Movement reduced by 1 for every Wound it s u He red d u ring the collis ion.

When a model is Rammed and shunted asidei/ is spun a rou nd by the i m pa ct (en te r the Deviati on Temp I ate over the model and roll a d20. Hallthe number rolled (rounding up) to determine the new direction in which the Rammed Vehicle is facing.

Rammed model can only be shunted off the table if there is no where to place them at the side of the Ramming Vehicle's path.

I

Warzone I 3J I

c c c RYlNG MODELSI

FlY

Flying models might be normal models or Vehicles. If the model is a Vehicle then it follows the rules for Vehicles if not then it follows the rules for normal models. The additjonal rules for Flying models are detailed in this chapter.

Before proceeding further we shall introduce a number of new terms that we use when talking about Flying models:

Airborne: This describes a Flying model that is in the air and not on th e ground

Earthbound: This describes a Flying model that is on the ground.

Take Off: This describes the process of an Earthbound model becoming Airborne.

Landing: This describes the process of an Airborne model becoming Earthbound.

Altitude: This describes the height of the Flying model and is measured from the tabletop and not from the level of Terrain. Heigl1t-band: Height-bands are used to describe the Altitude of a Flying model.

Ascend: This describes the process 01 rising from one heightband to another.

Descen d: Th is descri b es th e process of d ro ppi n g from 0 ne heighf -ba nd to a n other.

GENERAL RU ES FOR KYING MODELS

Flying models can either be deployed Earthbound or Airborne at an Altitude of 3 inches.

Flying models are Activated in the same way as any other Vehicle or ordinary model.

Flying models may only land if they can do so without coming into base contact with enemy models.

Altitude Counters are used to show the Altitude of a Flying mo del, wh ich is divid ed into Height -bends,

Each height band represents a difference in Altitude of up to three inch es.

Heighl-Band

I 2 3

Ard so on ..

Allllude

From 0 up to 3 inches From 3 up to 6 inches From 6 up to 9 inches

PROFILE FOR RYING MODELS

The Profile for Flying models will be the same as for any other Vehicle or norma I model with one difference. Flying models have two stars for Movement. The first stat is the model's hori-

zontal Movement when Earthbound, while the second is their horizontal Movement when Airborne. By horizontal Movement we mean Movement across the table without any change in Altitude. For example, a Flying model's Movement might be written as 0/6 If the first stat for Movement is written as 0, then the model is not capable of moving on the battlefield while Earthbound.

COMMAND DISTANCE FOR KYiNG MODELS

When measuring Command Distance between flying models simply measure the horizontal distance between the models and add the vertical distance, counting 3 inches for each Height-band.

MOVEMENT FOR FLYING MODELS

A Flying model's Movement while Airborne, is shown by its second Movement stat Flying models may spend an Action to Ascend or Descend to a different Height-band.

All Flying models may turn up to 90 degrees. If the Flying model is a Vehicle then it follows the rules for turning as described in the 'M ovemen r secti on in the ch a pter on Ve h id es

FLYING MODELS IN COMBAT

Flying models suffer damage just as the same type of model would do on the ground. If a flying model is reduced to 0 Wounds whilst Airborne then simply remove the model from the tabletop.

RANGED COMBAT

Ranged Combat with Flying models can introduce some interesting situations as the Altitude of Flying models is represented by an Altitude Counter. The rules for Firing and targeting remain the same as for the relevant type of model with the exception of Template Weapons.

Directly Placed Template weapons can not be used on Airborne models. Indirect Fire Ranged Template weapons can not be used on Airborne models. Direct Fire Ranged Template Weapons can be used on Airborne models. However, if the Firing model misses the ta rget it does not roll fa r Deviati on, the shot just Hies straight past. If the shot does hit the target then center the template as usual. Any models even partially covered by the template are hit by the weapon but only if they are in the same Height-band as the target.

GENERAL RULES fOR FLYING MODELS

~.~ flriny mouuls !!n !it~nr me ue,tolsu E!rtRmound or Airborne at an Altitude of 3 inch!!.

~i filing models are Activated in the sam·e w.y.s any other Vehicle Dr oniinary illodel.

~·i fljiny models may only land il they can do so without coming imo bm conta~t with mmy models.

~; Altitude Gountersare used to show the Altitude ol,lIying modil.whichisd~id8uinto Height·bands.

ii Each height b,nd r8~rmnts, difleruntB in Altitude 01 up to lliree inch91.

HEIGHT·BAND ~LTlTUDE

lrom 0 up to 3 inchns from J up to Sinthes fl1lm6uptoSinchBs

138 IlN8rzOoe

- -------------------

I GlIJINGMOIJUS H

I

GENEIlAL RULES 10 R G U 01 N G M 0 OELS

~ ~ ~ lidi~R modils m diploId It I hii mol of 18 i~ chs_ E-i Slidi~y mouels mil nOI Wlit whilsl Airboml.

(oj Slidi~y modilm~ lurn up ID IS uigmBs,

,.j ! lidi~i m OUlis m" nol Alland,

U 6lidi~ ~ modell rna! 0 BStBn d up 10 B ioehespel Action spent OBSCBodioi.

E,l Once !;nn~Dund Glidini ~Odill tan only lale Off~Qm 919- Illed ! err. in willl • elnr doo p 01 i 1198113 inch9~ u nl eSI u(herwis9staled.

E,i II 61id i ng mo de Is tali a Wu un d wh i Ii AirBU rn ethel mu st make a leade~hip lesl.ll1lrBJlail th8 lest the,lu18 CQ~trQI ,nd clish to the g IU d, The! su~er da mage I rom tlie lall .$ d8s~nhBd ,in Jumpi~g and l.lIi09·.

When trying to determine line el Sight to or from a Flying model, use your ruler to measure the position of the model as represented by the model' s Altitude then judge if yo u ca n see th e ta rget lrom that pos itio n. If p I ayers are una ble to agree simply roll th e Peace make r,

When measuri n g th e ra n ge to the target s imply m easu re th e horizontal range to the model and add the vertical distance, counting 3 inches for each Height "band,

The ru I es for Dead G ro u nd only a pply to Flying models that a Ie Fi ri ng d own at a target. Otherwise th ey a re the sa me as no [mal as shown in d iagra m 22. Models fi ring up at a Flying mo de I a re no! subject to the rules for Deod Ground (see the section on 'Dead Ground' in the main rules),

HYING UNITS IN CLOSE COMBAT

Flyi ng mod els can 0 n Iy ta ke pa rt in CI ose Co mbat when they are Earthbound and they would then follow the rules for Vehicles or norma I models as 11 pprop riate.

GLIDING MODELS

G I id i ng models are sim ila r to Flying models but with a red u ced Fly· ing ability.

GBIIIAl RIllS FOR GIIIING MOl'IlS

Gliding models are deployed at a height of 18 inches_ Gliding models may not Wait whilst Airborne,

Gliding models can turn up to 45 degrees,

Gliding models may not Ascend.

GI idi n g models may Descend up to 6 inches per Actio n spent Descending.

Once Earthbound Gliding models can only Take Olf from elevoted Terrain with a clear drop 01 at least 3 inches, unless oihe rwise stated.

If Gliding models take a Wound while Airborne they must make 11 teedersh ip Test If th ey fa i I the test th ey lose control and crash to the gro u n d. They sulfer da mage from the fa II as described in 'Jumping and Falling'.

DIAGRAM 22

2

A

1

B

22. DEAD GROUND FOR RYING MODElS

A) Is the model's vertical distance above the target.

B) Is the vertical distance measured horizontally.

Modell is outside Dead Ground so it may be targeted, Model 2 is inside Dead Ground so it may not be targeted.

The models on the ground may target the Flying model as normal.

I

c c c BUIDIIGS I

. Wanone I 39 I

t t 1If1R00000ON I

BU

INTRODUCTION

This cbapter describes how buildings are used in Warzone. USing buildings adds another dimension to the game of Warzone. This chapter will allow players to fight their way into heavily defended bunkers and battle their way through caverns and underground complexes. The rules allow players to deploy models inside different rooms where they will remain hidden from the enemy until they make their presence known or the until enemy explores the area. This presents a host of exciting possibilities as models move through a building not knowing whether or not their opponent has deployed models in the next room.

There are many different types of buildings and all manner of indoor environment that players can battle in. For simplicities sake we use the term 'building' in this chapter to describe not only bUildings but also to describe all other indoor environments. Thus we (an describe small huts, fortified military installations and underground caverns and mines as buildings.

In this chapter we will introduce some new concepts and certain exceptions to the main rules. When fighting inside or around build ings, the ru les deta iled in til is eh apter ta ke precedence over those in the main rules. However, unless a specific rule or effect is changed to simulate the unique characteristics of indoor battles, then the main rules should be used.

BUILDING PHORLES

Buildings don't have a Profile as such; there are just too many possibilities. What they have instead is a 'building record sheet' and 'floor pia ns',

The record sheet contains all the necessary informabon relevant to the building in question much like a model's Profile. While , floor plans are like an extension of the tabletop and used to represent parts of the building when it is not physically possible to place models inside.

Players need to prepare a record sheet and floor plans for any buildings being used in a game of Warzone and the procedure for this will be detailed later. We shall begin by defining buildings in terms of how many Hoors they have, which we refer to as Levels, and any rooms and corridors on these levels, which we call Areas.

I 40 I warzone

1l1VBS AND AREAS ••

I

DIAGRAM 23

23. LEVELS Of ABUllDrNG

Level-l Level 0 Levels 1 & 2

is below ground level. is ground level.

are the first and second floors.

DIAGRAM 24·

, ,
,
, :
, 0 0 ®
,
, ,
;
; ., -
- - 2.4. AREAS Of A BUIlDING

Three rooms, Areas A, Band C divided byintenor walls.

lEVELS AND AREAS

All bu i Id i ngs in Wa rzone Whether a srna II hut, (J la rge bu ild i n g or a cavern system are described in terms of levels and Areas.

• Levels are the different floors of a building. For example, the cellar, grou n d floor and fi rst flo or.

• Areas are the various rooms and passageways on a single Level and are divided by interior walls. AreilS could be guardroo rns, priso n cells, or caves.

• Areas can be descri b ed as Exposed or (overed.

• If an Area does not have a roof it is Exposed.

• I fan Area do es have a roof it is Covered.

• Areas can a lso be described as Friend Iy or H osii I e.

• A Friendly Area is one in which a player's own models are the sale occu pa nts,

• A Hostile Area is one in which a player's own models are Not the sale occu pa n Is.

• When us i ng a model bu i ldi n g on the battl efield con sider the ta bletop as a n Area in itself.

ACCESS· TO BUilDINGS

Th e Levels and Areas 0 f a bu i Id ing a re conn ected by d oorways, wi ndows, and hatchways etc. We refer to such 0 pe n i ngs as Access Points and we group them into the following categories.

ponals

Portalsi ndud e doorways, cave entran ces and gatewa)'S.Bilsically any opening con nedi ng two Areas that models wou I d wa I k lhro ugh.

Windows

Windowsindude windows, machine gun slits, and holes or gaps in walls. Bas ica lIy any 0 pen i n g can necti n g two Areas tha t models would need to climb tbrough.

HatchwayS

Hatchways include trapdoors and holes in the floor of an Area that I in kane Leve'l to a noiher by sta irs or le d de rs. Basica Ily a ny open ing connecting two Levels that models would have to walk or climb through.

HalChwav lodicators

Hatchway Indicators are used on the Level·directly below a Hatchway to mark the foot of the ladder or stairs that lead up to the Hatchway directly above.

I

Warzone I 41 I

u THE VIEW 10lIl1

REPRESEtmNG ACCESS POINTS

We use symbols and counters to indicate the position of Access Points, On record sheets, Access Points are represented by symbols, while on floor plans we use counters. For further details see !he section on 'Depicting buildings in Games' (See Diagram 25),

ACCESS POINT SIZE

Like models, all Access Points have a Size rating which determines the Size of model that can pass through them. A model may pass through an Access Point if the Size of the model is equal to or less than the Size of the Access Point For example, a Size 2 model can pass through a Size 2 Portal, but a Size 3 model cannot.

The Size rating also determines how much a model can see beyond an Access Point and we call this the View Zone.

THE VIEW ZONE

The Vi ew Zon e is th e area arou n dan Access Po i nt that allows m odes in different levels and Areas to effectively interact, Obviously, the closer you get to an opening. the more you will be able to see of what lies beyond. Equally, the closer you get to an opening the easier it will be for anyone in the adjacent room to see you. A model must be within the View Zone of an Access Point in order to draw LOS, Fire. or use a Supernatural Power for any distance into an adjoining Area or Level.

The View Zone for a Portal or Window is determined by the Size of the Portal or Window as shown in the following table. This gives you the radius of the View Zone and is measured from the center of the Portal Of Window. A model is within the View Zone of d Portal or Window if any part of the model's base is within the View Zone (see Diagram 26),

VIEW ZONE FOR PORTAlS AND WINDOWS

panall Window Size View ZODe
1 Base co nta ct
2 2 inches
3 3 inches
4 4 inches
S 5 inches DIAGRAM 25

L

rs® m
) -f"1 .....
-P2-
® I
Pl
_9 LEVEL 0
3 001
-
Hl 1
® ~
o
2
~. LEVEll 25.IIVELS. AREAS AND ACCESS POINTS OF A TWO lEVn BUILDING, SHOWING: • The ground floor - Level 0, consisting of two rooms - Areas A and B.

.' The first floor - Levell, consisting of one large room - Area C.

• Portals (P: and P2), allowing access into Areas A and B.

• A Hatchway (HI), allowing access between Area A (on Level 0). and Area C (on Levell),

• Windows 1 to 5.

-'

142 I w8rzone

I BUUIIGSItGAMES ••

I

DIAGRAM 26

1

I 2 .......... __ ...... __ ..........

26 •. PORTAL AND WINDOW VIEW ZONES

1. The model is In base contact with a Size 0 Window so is within the View Zone.

2. Shows the View Zone of a. Size 1 Portal, measured from the center of the Portal, where the radius of the View Zone (8) is 2 inches.

...- .. & DIAGRAM2.) ,

LEVELO'............_,m~.··.·. Ii?

A

LEVEL 1

21, HATCHWAY VIEW ZONES

• Model Ais in base contact with the Hatchway Indicator on Level 0 and is therefore within View Zone, so it can see up into Level 1.

• Model B is in base contact with the Hatchway on Levelland is therefore within the View Zone, so it can see down into Level 0

• Model C is NOT in base contact with the Hatchway on Levelland is therefore NOT within the View Zone, so it can NOT see down into level O.

DIAGRAM 28
- - - - - - - - - _ - - - - - - - - _ - - - - - - -
- - - -
- - , , - - , ,
, - , , , - , ,
- - , A , - - ,_ , A , - -
- -: ) ..... - I )- -
- - - - - - _ - - - -
- - - - - - - - -
--.. ~, -:_,,~ .;o;.::_
0 1 J: I(
- _~ - - - - - c ___ -
- - - - _ - -
- - .A - , , - - - A - _ -
_- - .... - :;-- '- - - - .. ;..~ -,
, - , - , , , -
- , - -
- - - - , , - - -
-_ - - - - - - - - - - - - -
- - - - - - - - - - - - - - 28. PORTAl AND WINDOW VISIBIlITY ARCS A '" 120 degrees.

VIEW ZONE FOR HATCHWAYS

The View Zone lor a Hatchway is treated differently. Only when a mod el is in base contact with the Hatchway or th e Hatchway I ndicalor is it considered to be in the View Zone (see Diagram 27).

VISIBIUTY ARCS

I n add itio n to the Vi ew Zone, a II Po rta Is and Windows have a Visibi I ity .Arc of \ 20 degrees. A me d el m us! be with i n th e Vi sibi I ity Arc of an Access Point, in order to see or be seen from the other side 01 the Access Point. In other words, you can not draw lOS through a n Open Access Po i nt unless you and you r ta rget are with in tl! e Visi bil ity Arc.

There is a Visibility Arc template included in this box set to enable players to easily decide whether or not a target is visible through a Portal or Window (see Diagram 7).

BLOCKED ACCESS POINTS

Access Poi nts ca n eitb er be open or blocked. Fo r exa mpl e, a Porta I can be blocked by a door; a Window C~ n be blocked by shutters and Hatchways can be blocked by a trapdoor (see Diagram 29) .

Doors, shutters and trapdoors are represented by symbols and (0 u nters a nd will be deta iledi n the loll owi ng sections.

DEPICTING BUILDINGS IN GAMES

The way buildings are depicted in games will depend upon the type of battle you are play.i ng, You might set out the ga mi n g ta bl e to represent th e i nteri or of a la rge bu il ding or a co mpl ex mine system, in wh irh case the bu il ding may well occupy th e enli re battlefield.

Alternatively, you may want to play a scenario in which you place a model bui I ding on th e tabl €lop rtsell a nd the be ttl e ta kes pia ce in and a rou nd the m odel For exam pi e, the scenario might reqo i re on e pi ayer to make h is way a cross the ta b I e an d attack a bunker d €fended by h is opponent. Th is could be a, model 01 you r own design an d constru etion 0 r one 01 th ose produced by Target Ga mes.

Whatever the case, some Areas will probably be Covered and th e refore any mod els ins i de th em wi II be co n c eel ed fro m view. Th is ad ds anew di m e nsion to you r battl es, when playe rs do nt kn ow exa ctly where the en e my has p 13 ted his models. Players ca n see open Areas just like any other part 01 the battlefield but in order to use Covered Areas effectively we use floor plans and building record sheets.

FLOOR PLANS

It is not always poss i ble to place models i nsi de a model bu i Idi ng. Th eretore we use Iloor pia ns to represent th e in teri or levels and Areas of a bui I di ng. These sho u Id be placed off the battlefield 0 n a srna II si de-ta ble, wh ile the bu i Id i ng i tse If is actually placed 0 n th e battl eli el d.

I

Wlrzone I 43 I

. To determine the Size of the floor plans for a model buildin& measure the outside of the building and draw a floor plan to the same Size on a piece of paper or card. We also suggest that you keep the interior of the building simple, with only one or two Areas per level. However if you want a more complex indoor banle, more power to you (see Diagram 30).

LAYING OUT flOOR PUNS

When laying out floor plans players must make sure that they are correctly aligned. Nominate one edge of the table as being north, then mark north on the floor plans. The floor plans can then be laid out in the correct orientation. Any Access Po i nts and other si gnifica nt featu res in the Area, such as pillars or walls, should also be marked on the floor plan. liccess Point counters are included in this box set for you to use on your floor plans.

layout the floor plans adjacent to each other on a sidetable or a part of the table top not being used. layout Levels in ascendi ng 0 rder starti n g with the lowest level 0 n your left. Make sure the north edge of the floor plans is pointing in the same direction as the north edge of the tabletop (see Diagram 31).

LEVEL 0

DIAGRAM 29

LEVEL 1

MCI)DEl STRUCTURE

29. BlOCKED ACCESS POIfTS Blocked Portals and Windows on Level o. Blocked Hatchway on Levell.

FLCI)CI)R PLAN

30. GENERAnHG A ROOR PIAN FOR A MOon BURDING

DIAGRAM 30

B

144 I Wanooe

DIAGRAM 31

LEVEL 0

LEVEL 1

~

I

I--D

I

LEVEL 3

LEVEL 2.

31. LAYING OUT ROOR PlANS

The player has indicated North on his floor plans, and placed them in order and adjacent to each other.

DIAGRAM 32

DESCRIPTICDN C0UNTER

PCDRTAL

DCOOR

~ I ....

• •. ., ",., fr' .,.. .--

;J;..::.r'." ~'ii:' \ ~ ~.~

SECURED DaOR

W1NDCOW

SYMB0L

DESCRIPTI(!)N C(!)UNTER

SHUTTER

HATCHWAY

TRAPD(!)OR

HATCHWAY lNDI<!AT(!)R

SYMBOL

l~l]

32. COUNTERIND SYMBOL m

wanonel 451

I

iC BUIUJIIGS It GIMES I

ccc __ 1

" BUILDING RECORD SHEm

For each building you should prepare a 'building record sh eef, sh owing th e lollowi n g:

A plan of the building,

• Levels and Areas,

• Access Points, their Size and whether they are blocked or open.

The location of any Units occupying Areas. Any special rules applicable to the building.

When positioning Access Points between Levels, the Hatchway must be placed directly above the Hatchway Indicator on the adjoining level below. The symbols used to indicate the p ositio n of Access Po ints etc on th e b u i I ding records heel

should match the counters used to indicate their position on the relevant floor plans,

A player starting the game with Units in an unrevealed Covered Area should indicate the presence of the Units on the building record sheet. You do not need to record the exact position of the models in an Area until the Area is revealed; you need only record Which Units are in the Area (see Diagrams 32 and 33),

DOORS, SHUmRS AND TRAPDOORS

When Doors, shutters or trapdoors are used to block Access Poi nts we ca II them blocks. Blo cks ca n eith er be secu red 0 r

unsecured. For simplicity's sake we suggest that you keep secured blocks 10 a minimum until you are familiar with playi ng battles in build ings.

• Unsecured blocks can be opened by any model in base contact with them,

• Secu red blo cks can 0 n Iy be open ed by models in base contact with one side and we call this the 'Latch-Side'. The Latch-Side of a secured block is depicted by the presence of a key on the counter. Models that are not on the Latch-Side will need to destroy the block before being a b I e to pass th ro ugh On bui I di ng record sheets secured blocks should be marked with an '5' to indicate that they are secured.

/-~ ~
I
® =
[[IJ]

CD ® D.IAGRAM 33

LEVELS I AREAS
LEVELS AREAS UNITS
0 A Unit No.1
1 B -
2 C Unit No.2
- - - SPECIAL:

None

TYPE SIZE BL(!)<!KED ARM0R W(!)UNDS
P1 Portal 4 Reinforced 13 8
Hl Hatchway 2 - . -
H2 Hatchway 2 Normal 10 4
All Windows 1 - - - -

LEVEL 0

ACCESS P<DINTS

LEVEL 1

LEVEL .2

33. BUILDING RECORD SHEET, SNOWING:

• The north facing of the building to help when laying out floor plans,

• The three Levels of the building (Levels 0, 1, and 2).

• The three Areas on those Levels (Areas A, B and C).

• The positions of all Access Points and any Blocks.

• Details of Access Point Size and Block types noted in the relevant section of the Record sheet

• Special characteristics of the building. In this case - 'None',

• Two Units deployed in Areas A and C inside the building, marked in the relevant section on the record sheet.

I 46 I warzone

I

CON CEALEO MO~ ELS

PORTALS ponal SII.e

1 2 3 4 5 6

CONCEAllD MODELS

Concealed models are models that were deployed in a Covered Area at the begin n ing of a ga m e. Your oppo n e nt will not kn ow of their presence until they do something to reveal themselves or yo u r oppo n e nt explo res the Area in wh ich they are d epl oved

AnlCOMlal B d models in a ~Olilid Ama III, mnlp9il1 ~I u d wben uoo ofl~e loll BWing silu a tiD os OCIUlt

l·~ lbol pllfo rm In Actio n oinlr lb. 0 Wlit In lhilli\Ullion only the mou 91. pu rfo rnrioi Ihu Aelioois fiiU lid a.ndplmd on tbe Hool pl,n lor Ih [elmnt Am. Ibe posilion 01 any com· panium is nol IIIBileu unlil thll perloffilln Aclion ollhe ir own.

In the loll owing silu OIi DOl all Imealeu rn 0 dell u ceuPli n~ a ~D~ ell U Am I m 1111i1 e ulnd placed on tho feloiG nt flu 0 r plan.

(i~ WhoD an BnBIIIj mu delil wilbin tho View Zone. nu l'ilib ili~ Art 01 .n unbiD ehd Am Ill'll int (0 liIBIOllIBu Alii"

(i~ WIIon an B~ ~ml mu del u!u~ ! S~eli II Ability Dr luprtmotmal I'rrwer Ie nll~!1 modil! in a [j]1~1II0 Am a

(i~ WB9n a (i mplale ellect wilpa n a r Supema1Ural fower is tar· ielio UJ d Bliat!1 ima IIr B ~Olered Alea.

ll,j A m ouelenlers the COllred Are a.

Depicted gap on counter 05 inch

1 inch

15 inches 2 inches 25 inches 3 inches

Any co n cea led models ina Covered Area a re only revea I ed when one of th e followi ng situati ons 0 ccu rs:

Th ey p erlo rm a n Actio n other tha n Wa it. I n this situatio n only the mod el perlo rmi n g th e Action is revealed and placed on the f 00 r pia n for th e releva nt Area. The posfion of any com" pa n ions is not revealed until th ey perto rm an Action of Ihei r own.

WINDOWS WindowSile

1 2 3 4 5 6

Depleted gap on COUDI.er 0.25 inch

0.5 inch

0.75 inches

I inch

1.25 inches 1.5 inches

In th e fo Ilowi n g situatio ns a II co n rea I ed models occupyi n g a Covered Area a re reveal ed and pi aced 0 n the relevant floor plan.

When an enemy model. is within the View Zone and Visibility Arc of an unblocked Access Point to the Covered Area.

Wh en an enemy model uses a Specia I Abi I ity or Supernatura I Power to reveal models in a Covered Area.

When a tem plate effect wea po n or S u pe rnatur al Power is La rgeted or deviates into the Cove red Area.

A model enters the (overed Area.

As a guid e to Window Sizes, an observatio nor mach ine gu n slil wou Id be Size 1. If yo u wish to depict 10 ng n arrow observation slils or machine gun slits, treat them as one long Size 1 Window.

DE PI CUD CAP n N CnUNiE R

PORTAlSllf

O.5.inch linch Uincbes liocbsl Hinchos lincbsl

HATCHWAYS AND HATCHWAY INDICATORS

Halchwav SIze SiZe or counter 0.5 inch

Fo r more deta ils on pi ao n g models on revea I edf oor pia ns see the section on. :Activating Units'.

ACCESS POINT ANDOOUNTERSIlES

We sup ply cou nters of Access Poi nts in th is box set that yo u are 2

likely to use on your floor plans. If you require more simply photo- 3

copy the cou nters onto th ick pa per or card. If yo u need counters 4 for larger Access Points then you can make your own using the 5

progression of Size sh own here as a gu ide. 6

1 inch

1.5 inches 2 inches 2.5 inches 3 inches

WINDOWSll£

OEPICTEO GAP O~ COUNTER

minch D.Sinch B.1Sinchus linel! 1.15inchs Uiothi'

S11£ Of COUmEH

HATCHWAY SllE

0.5 in'" linch

L5 in~nol lineh!! ninthJl aincllel

r

warzone I 41 I

I

c c BUlDltGS IN BmlE I

USING BUilDINGS IN BlnlES

DEPLOYMENT IN BUILDINGS IN TABLOOP BAmES

Deployment zones will vary from scenario to scenario. You will need to agree on how, when and where your armies will be deployed. You may also decide that one player must deploy all their army fi rst, if they are playing th e defenders of a bun ker for example. However, when models are deployed in buildings, the following rules apply.

Models deployed in an Exposed Area are deployed as normal. Fo r exa m pie, a player wis h i ng to deploy mo d e Is 0 n the ro of of a building should place the models on the model itself. Models deployed in a Covered Area are treated in a different manner. See the section on 'Concealed Models'. A player wishing to deploy troops in a (overed Area should mark the location of the Unit on the building record sheet. When the Area is revealed the occupying player may place his models anywhere in the releva nt Area, as long as Ih ey are n 01 in base contact with enemy models.

Having discussed how buildings are depicted in terms of floor plans and building record sheets we shall now go on to detail how !hey are actua lIy used ina battl e.

DEPLOYMENT

The standard rules for deployment in Warzone are not always sutfuent wh en bu i I di n gs are i ntrod uced to a see na rio; th e re are ius! too many potential possibilities. The method used to deploy models in battles depends on the type of battle you are fighting.

The first and mas! common types of battle are those in which a model building is placed on the battlefield and players fight in and around the building. The second type are indoor or underground battles, where the entire tabletop represents a large buildi ng or underground co mp I ex. and th e re is no tabl etop rep resentation of the outside world.

DEPlOYMENT IN BUILDINGS IN TABLETOP BATTLES

,~ Models doplBiad in an ExpOlBd Area ara deplo,edis nOfillal. fBr mmple, a pi alBrwisnini to deploy models on tne roohf , b ~ild in ~ Ih o~ld pla~8 tne mo dels on lhi model itlell

,~ MDdels deployed in a Cora red Araa alB trealed in a diHerent manner. SlBlhe section on 'Conml!d 110 dell'. A player wisbin~ to rl eploy troop s in a COlorld Area sbo uld mark lit! location of the Unit on tliB buflrlini record shoel. When !he Am. is revealed the mup~ng plaver rn!y plm his models anrwhm in the relevant Area. as lung as thel alll OBI in hase ~onlaclwith enernymorlels.

I 48 I WanDne

IRIDIIGS »)

IBlIIJINGS IN BIJTU »

I

UN lIS DEPLOYED IN LEVELS AND AREAS

------

i"i Mi mbi~ ola si ngll Squ,o. m us! all h ~eplOjid in the s,mB Arn

ii Models may not h uiplojlO in Areas illheir bases will not Iii M) mo ~91s I.h!t t!D not b i plmd in !D Are! with out !lIei r basi Oil ~!P' iOi tb.1 01 .811hll moo B I m no! allowd to t.le pad in Ihebanle. '~'jer. Iboulo bm Ihis in mino WhB~ d B~dinD !o pl. Ci a lal!l ~ !~u!d in a small III om!

I:i Moolls m'l onilBI 09,1011 d in tilels or Ams to wIIi eb tbll would nDRDa111 be ,bl B ·10 iii n 8CliSS. 10 r Slil rnple . Sill 1 modils m'l onl) be olplojdin leills UI Arias tu wbich Ihmis alle.st 001 AC~ls! Point 01 ~i!e 1 Uf 1.11,11 r.

Members of a single Squad must all be deployed in the same Area.

Models may not be deployed in Areas iltheir bases will not liL Any mo d es that can not be placed in a n Area without th eir base overlapping that 01 another model. are not allowed to take pa rt in th e battle. Players sho u ld bea r this in mi nd wh en deciding to place a large Squad in a small; room!

Models may only be deployed in levels or Areas to which they would normally be able to gain access. For exarnple . Size 2 models may only be deployed in Levels or Areas to which there is at least one Access Point of Size 2 or greater.

DEPLOYMENT IN INDOOR OR UNDERGROUND HAnLES

When th e who I e tabletop represents the Level of a build ing and the Areas on this Level are Covered, then deployment is treated differ" enlly Players may not actually. place their models on the table, they may simply take turns to mark the location 01 their Units on their structure record sheets. This way both players enter the battle not knowing which Areas the enemy occupies. However, to avoid players from secretly deploying Units in the same Area they should either designate particular Areas at opposite ends of the table as dep I oyment zo nes or I eave certain Areas in In e midd I e of the table urlOccupied. Feel free to experiment, as Ihe possibilities are endless.

ACDVAnNG UNITS

UNns DEPLOYED IN LEVELS AND AREAS

When U nits are deployed inside buildings the following rules apply:

Players wishing to Activate concealed models in a. Covered Areil, declare the models Active and place the models anywhere in the relevant Area, then proceed as norma I.

PI ayers do not need to Activate concealed models if th ey wish to keep the model's location a secret from their opponent However, they may sti II be revealed by the Activity of their op po nenf s models.

~ ~ ~ BUILDINGS

FORCED TO REVEAL UNITS

Players forced to reveal unrevealed Units may place the models anywhere in the relevant Area, so long as the models are not in base contact with enemy models. Models revealed like this are always counted as Waiting and Unactivated. Once this is done the Turn proceeds as norma I.

COMMAND DISTANCE

Due to the restricted nature of fighting indoors Command Distance can be affected as detailed below.

COMMAND DISTANCE IN BUI DINGS

Remember to consider the tabletop as an AreB in itself. Command Distance is measured from the center of the Access Point. Models maintain Command Distance with their Squad Leader in an adjoining leve lor Area if th ey rerna in with ina 3-i n ch ra di us of the Access Point, and their leader remains within a 3-inch radius of the Access Point in the adjoining Level or Area. (see Diagram 34)

MOVEMENT

The constri cted nat u re of light i ng indo ors ca n restrict a mod e I' s Movement as follows.

MOVEMENT BETWEEN ADJOINING lEVELS

If a model wants to Move from one Level of a building to an adjoining Level, the following rules apply.

Models must spend one Action to move up or down through a Hatchway to an adjoining Level.

Models must sta rt the Move in base co nta ct with the H atchway or Hatchway Indicator and end the Move in base contact with Hatchway or Hatchway Indicator on the adjoining level. If access to an adjoining Level is obstructed by enemy models then Close Combat must be initiated.

Mounted models and ground vehicles may not normally move through Hatchways unless both players agree that a Hatchway is accessible before the battle. A very large stairway, for example, might be accessible.

~~ MOVEMENT

Warzone

DIAGRAM 34

, .. - - ....

, ..

'II ,

,

....... ~.

.... 'II

'II

,

, ,

• • • ,

,

, ,

LEVEL 1

LEVEL 2

34. COMMAND DISTANCE BETWUN LEvns

The circle shows the 3 inch Command Distance, as measured from the center of the Access Point.

• Free Marine Sergeant A is within 3 inches of the Hatchway Indicator on Levell.

• Free Marine B is within 3 inches of the Hatchway on Level 2, so remains in Command Distance.

• Free Marine C IS outside 3 inches of the Hatchway on Level 2, so is outside Command Distance.

DIAGRAM 35

11iiiii~ __ ""iillliiiiiiiiiillliiiill"'''''''IIIiIiiI--.:nUu... n.,..,.. ..

ali. CI/MM'NlII/IS71NCf Bl1MlN IIlMS

The circle shows the 3 inch Command Distance, as measured from the center of the Access Point.

• Venusian Ranger Sergeant A is within the 3 inches radius.

• Venusian Ranger B in the adjacent Area is also inside the 3 inches radius so remains within Command Distance.

Venusian Ranger C in the adjacent Area is outside the 3 Inches radius so is outside Command Distance.

I 50 Iwanone

•• v.NT.))

I

MomUSI S[lW[IN AnJ DI N ING IIvm

Ij,i Moo 8 Is Iml s, Bno one Acli on to m OIB up or dclmlh muuh a HII~hwallm an ~~jl in in m lelel.

I~ Mooe Is musllti~ lhe Mile in b mCI ntact Wilh tlIe Hatch· way or Hatchwa,ln di calo I ! nd Bno lhi Mille in bUB contact wilhHatcllwayorH,tchwilJlnoicilulonth8aojuininyleiel.

I~ II min 10 an aojuininy [elll is ubslmttld .bJ enemy mudels then am Comht most beinitialB d_

i"i Me ooled rou dels and ~JU d Ilbicl!l ~al nel n urrn.lIy mele Ihmoyh H.lchw8Js. un Ius both pi a,elS a inl e tlI at a Hatch· wo,isacclssibIBbBlulelhebalUl_Alerylaryastailway,lur 810 rnplB. mi ybl hi iClmibl'B.

MOVEMENT HEtwEEN ADJACENT AREAS

III a mudel wanlS to m UIB 110m un a Are a t.o an a dja el nl Araa, th models mosl pass Ihruomh e ilher a fDfial Dr a Win dow.

MUleffienllhrculh an ope n fonallollews the DORllalru Ii! 10 I M~le· menl in WI lIon e. Si mplj me,IUlBlh e distin e8 tnruoyb lh IPO ~al8s osuaL II a m olel eod s up i R 8n Ac ciSs~i 01 oelween Iw& Areas, mome the moo B I to h in tlIe Araa in which mOil 01 ils bale lie!. As nonnal, illh ele is anI d isagr! eme nt si rnplj rcll the hoce m8hr.

MO~IM!"I THROUGH A WINDDW

;:i ~~odlls most IIDeD duDe ACliuD 10 II irn b Ihrc oyh ,Window. ~:i Me dels must stl~ the 111018 iob!l! con tool wilh the Wiod ow ]0 d end the MOle i nomeo nlacl wilh Ih Window in lhi aojacenlAnl8

I~ Mo dais miy Dul M OIB dUDU ih • Wi nduwlh.t is 0 bstiocteo bl mldels on Ihe othel side.

RANGE 0 CD M BAT BETWEEN ADJ 0 I N I N G LEVELS

i:i lbe fi Ii ng mod al m usl be inside the Vi 8W Ion a ullhe u DBn H.IChw81 0 r H,lchw'llndic8ior, Ind the 1!f!l1 t mo del m osl be imide lbi Viell Zone on Ih e adjoining Llill.

;i The firing model m 81 onl, draw lOS to 8oem, mo del! 0 n Ihe UDPositiside 01 the Halchwal or Halchllay Indicler on the adjoininmleiel.

Ii As 8 yenerol rule ,SlOma thal8nge buiweM adjoining leills 10 be l i nehet uniesl p lalel! ag lie 0 Ihe Iwi se him the oanlesl,os. I n the em 01 lei) hi~h looms 101 ell mple (S88 Diamram31)_

RANGED CO M BAT 0 £TWEEN ADJACENT ARIAS

Ii Eilhlr IheliIing mO~II~r the Ii rgll most h within Ihi ~i iW lon901lheAecessfoinl.

ii Bolh Ih a H ~ng rn u del aou lh e taIY el muslbe wilhin the Visi· bili1j Arl 01 the ~IC B!$~int

Ii The firin~ mo nil mu.1 hail to! lhroumh the AlC8lsP~inllD the talYl1.

Ii. Ilfi~ ng inle in Are i Ilijffi the IBBlelop oulli de Ih I BU iluin ~ or ii CliSlsa, rem emhr 10 ueallhe lab letop as an Am! in ilnll (sn Diagram J8)

MOVEMENT BOWEIN ADJACENT AREAS

III a model wants to move from one Area to an adjacent AreiJ, the models must pass through either a Portal or a Window.

Movement through an open Portal follows the normal rules lor Movement in Warzone. Simply measure the distance through the Po rtal as usua I. I f a mo d el ends up in an Access Po i nl belwee n two Areas, assume the model 10 be in the Area in which most 01 .its base lies f16 normal, il there is any disagreement, simply roll the Peace maker.

Movem e nt Ih rou gh a Wi nd ow is ha nd led d ifferenlly and th e 101- lowi n g ru les apply.

• Mo dels must epend 0 n e Actio n to eli mb th rough a Wi ndow.

• Mo d es must start the Move in base co ntact with the Wi nd ow and end the Move in base contact with the Window in the adi a cent Area.

Models may not Move through a Window that is obstructed by models on the other side.

BLOCKED ACCESS POINTS

Models in base contact with an unsecured door, shutter or trap· do or may spen d on e Acti on to open or close it. I f it is secu red then only models on the Latch-Side can open it in this way. Move the counter representing the block to one side of the Access Point to indicale open access (see Oiagram 36).

Models, not on the latch-Side, attempting to pass through a secured door, shutter or trapdoor must destroy it before pass' ing through the Access Poi nt. Once destroyed remove the counter and mark the building record sheet accordingly. See the section on 'Destroying Blocks' lor more details on attacking Blocked Access Points.

DIAGRAM 36

..... .....

....

t;::=:::::!-~ ..... 0----1

"~

....

1

3

I

3&. OPENING A BlOCKED PORTll

1. Model uses its first Action to Move into base contact with the Latch-Side of a Blocked Portal. 2, Model uses its second Action to open the Portal.

3. Model uses its third Action to Move through the open Portal.

c c c BUI.IIINGS

Wanone

RANGED COMBAT

To measure the range between firing models on floor plans and a model on the tabletop or vice versa measure the range from the corresponding point on the model building to the model on the tabletop. In other words,locate the Portal or Window represented on the floor plan and measu re from that point on the model b u i I ding.

RANGED COMBAT BEtWEEN ADJOINING LEVELS

If players wish to Fire or use Supernatural Powers through a Hatchway from one Level to an adjoining level, the following rules apply.

• The Firing model must be inside the View Zone of the open Hatchway or Hatchway Indicator, and the target model must be inside the View Zone on the adjoining Level.

• The Firing model may only draw lOS to enemy models on the opposite side of the Hatchway or Hatchway Indictor on the ad jo i n ing Level.

• A6 a general rule assume the range between adjoining Levels to be 3 inches, unless players agree otherwise before the battle starts. In the case of very high rooms for example (see Diagram 37).

RANGED COMBAT BETWEEN ADJACENT AREAS

If a player wishes to Fire at a target in an adjacent Area through a Portal or Window, the following rules apply.

• Either the Firing model or the target must be within the View Zo n e of th e Access Poi nt

• Both the Firing model and the target must be within the Visi· bility Arc of the Access Point.

The Firing model must have LOS through the Access Point to the target

• If Firing into an Area from the tabletop outside the building, or vice versa, remember to treat the tabletop as an Area in itself (see Diagram 38).

DIAGRAM 31

LEVEL 1

LEVEL 2

31. RANOm COMBAT BETWUN ADJOINING lEVELS

o Model A on Levell, and model B on level 2 can shoot at each other as both models are within the View Zone of the Hatchway, and on opposite sides to each other.

o Model C on level 2 is within the View Zone of the Hatchway so can see down into level 1. It is also aware of model A but cannot target it.

o Model D on Level 2 is outside the View Zone of the Hatchway so can neither see nor shoot down into Level 1.

DIAGRAM 38

0 ..... . ., ...... ®
~~
~ .. ....
.. ..
..
, ..
.. 1~)~
,
~3 , I~
: •



• Q
I •

• ,
.. ,
.. ..
.. .. ,
.. ..
.... ... ...
.... _ . ... 38. RANGED COMBAT BETWEEN ADJACENT AREAS

The circle represents the View Zone of the Portal connecting the Areas.

o Model 3 in Area A, and model 1 in Area B, can shoot at each other as one of the models is within the View Zone.

o Model 3 and model 2 cannot shoot at each other as neither model is within the View Zone.

-

I 52 IWarZO"e

I

DIA.GRAM.39

• • • • I

I ,

• ,

2~

39. TEMPLATE £filetS IN AREAS

The shaded areas show where the walls of the building stop the effects of the template. Models 4 and 5 are unaffected by the template

LEVELl

LEVEL 0

DIAGRAM 40

o

40. flRING A DIREGnYPLACED TEMPlIIE WEAPON THROUGH A HATCHWAY

o Model A, on Levell, Fires a Flame-Thrower through the Hatchway at the models on Level 0 below

o The template is centered on the Hatchway lndicator on Level 0, pointing away from model A.

Model B and model D are under the template and on the opposue side of the Hatchway Indicator to model A and are therefore hit by the weapon. Model C is not opposite model A and is therefore not hit by the weapon.

TEMPLATE WEAPONS

Template weapons and Supernatural Powers with template effects may still be used in buildings but the area of effect is likely to be restricted by walls and Blocked Access Paints. When a template placed in one Area overlaps into another Area" simp~ ignore the overlapping parts unless they pass through an Open Access Point.

Open Windows still provide some protection to models affect· ed by an overlapping template. Roll a d20. On a result of 1-10 the model is unaffected, on a result of 11·20 work out the hits as normal (see Diagram 39).

DIREmYPLACED TEMPLATE WEAPONS BETWEEN LEVELS

The effects of a, Directly Placed Template weapon, such a flamethrower, w.ill only affect models on the opposite side of the Hatchway and the range 01 the template will be diminished by the distance between Levels. To determine which models on the target Level are affected by the template use the following procedure:

Center the template on the center of the Hatchway or Hatrhway Indicator on the target Level witn the template pointing away from the Firing model.

Only mod els on the op posite sid e 01 th e Ha tchway or Hatchway tndicator to the Firing model are hit by the template (see Diagram 40)_

DIRECTLY PLACED TEMPUTE WEAPONS BETWEEN AREAS

Directly Placed Template weapons are used as normal when Firing between adjacent Areas. Simply center the template on the target as norma I. Firi ng rna d els m us! sti II loll ow the rules detai I ed in 'View Zone' and Visib i I ity Arcs'.

RANGED TEMPLATE WEAPONS

Using Ranged Template weapons inside a building can be a very dangerous affair. The Firing model chooses the target as normal and if successful then the template is centered on the target. If the shot is not successful they must roll for Dev,iation. ~iring models must still follow the rules detailed in 'View Zone' and Visibility Arcs' _ If the shot is not successful they must roll for Devia,tion.

I

c c 1lMPlAn.WEAPOMS I

Warzone I 53 I

DEVIATION IN BUILDINGS

Deviatio n in bui I<li ngs is affected by th e co n strieted nature of fighting indoors and by Firing up or down from one Level to another.. We shaH dee I wi th D eviati on when Firi n g between Levels Ii rst

DireclFire Ranged Template weapons

If a, mod el misses its ta rget wh e n fi ri ng a Oi reet Fi re Ra nged Template weapon UP through a Hatchway to an adjoining Level the te m plate has no effect. The weap on has eith er stru tk th e ceil i ng 0 n the Firing model's Level or flown past the target to hit the ceiling on its level. Either way no effects are suffered.

Indirect fire Ranged Template Weapons

II a mod el misses its target when Ii Ii ng a n In direct File Ranged Template weapon UP through a Hatchway the shot might hit the ceiling and fall down onto the Firing model's level. First, roll a d10 to determine on which level to place the Deviation template.

FIRING DOWNWARDS

The rules lor Direct and Indirect Fire Ranged Template weapons are the same when Firing down Irom one level' to another. If a Firing model misses its target when firing DOWN through a Hatchway ~ must roll for Deviation. Center the Deviation Template on the target and work out Deviation as normal. Remember that a shot cannOI Deviate more than half the distance to the original target, so if you are playing with 3 inches between Levels, then the shot can not deviate more 111 a n 1.5 inches.

On a roll of 1- 10 place the Deviati on tem plate a n til e ta rget Level centered on the Hatchway.

On a roll 01 11-10 pia ce the Devi atio n tem plate on the f ri ng model's Level centered on the Hatchway indicator.

Then work out Deviation as normal. Remember that a shot cannot Deviate.more than hall the distance to the original target, so il you are playing with 3 inches between levels, then the shot can not deviate more than 1.5 inches.

FIRING UPWARDS

The rules for Direct and Indirect Fire Ranged Template weapons differ when Firing up from one Level to another. Direct Fire weapons are more predictable than Indirect Fire weapons so we sha II deal with them fi rst.

HANGED ~UMBAT BETWEEN ADJOINING [EmS

ii loe ~ri~ i morrll mu sl be i ~sid 81h Vii\! 11 ~e of III I I~ID H8Ie~w'l or Hlltbw'lln rri calm. ,I U Ih laryel m 0 UBI musl be inside Ihl ~ewlo~i 00 Ihi,rrjoininy Liiel.

i~ lhB firinn mod 01 mal o~l!draw IDS to I~eml mod els on the o ppo;itl side of lhi Hatchwa, 01 HalthwOj I ~ditlOI O~ the ,dloi~i~g tiiel.

i~ As a ilomllllil mums Ihe rangi hll'leen adjoinin! lliels to hl inches, unless plalers a!ree otnerwise befme the b a till stans.1 ~ the c a~1 of lerl high m oms fir i1ample (lie OiagramJJi.

RANGED COMBAT BETWEEN ADJA~ENT AREAS

5!i I it~9[ tho fi ri~g m 0 ~el or I~ e I,rget m~st be wi t~i ~ t~e iialv lo~ 9 01 the A&ceu~ im.

;; Bolh the Jirioi model a~ U ths laryel muSI ~8 wilhio Ihe Viii· bili~A!CofthiAmssfoin'-

i~ Ihe liIi ny model m ~II hal'fllDS Ihrouih the Acces.s 1'0 io\ 10 thltaryet.

i~ Illirin~ i oto M lUea Irom lile lable to p ov tsi~8 1119 bv ilding, olli C'I il~ a, re rnem ber 10 Irn allll e ti blatop as an .Aru i 0 itsell(s88 Ui a gram ll).

UI H ECTlY PLACE 0 IE M PLATE WEAP 0 N S B ETWE EN ~EVELS III [e~ tllih temp I,tl 00 th ~enlir 01 the H.tchw31 01 H,ten· WilII~d icalor 00 the lar~81Lil181 with lbe tlmp lO1e poinling awal ~om Ih !irioi mod'it

il Onll models on toe 0 pposi Ie sid e of the Hatcow]! or HaIth· Will Indic,lor 10 lIie firi~gmDdel arnhilbll~eternplale (see

• Diagram 40).

INDIRECT FIRE MNGED TEMPLATI WEAPONS

II , ml del miss e sits torge t !'IbiD nri~ g 0 ~ lodi retl Fim R, Died J em· ,late wnpoll UP through a HaichWilI the shol might hillheceiling and fall down onlO thi Firing model"sleiJl\_ firsl.mll a dID 10 dller· mine on which lmllo ,lace Ihe OeliOlioo lemplate.

Il ~ 00 i mil of I-I 0 place Ihe Deli'lioD templ,te O~ the larget Lillal tlnl8rn U O~ Ihe H,lthwil

n .00 a roll ~f 11-10 pi, Ci I~i De~alio~ lem.~1 a ti I ~ tire firiDi mlde!'s lilel te~18r1d on [he Halthw.! i~iitaIOf_

i-i lhBnwork oul DeliatieR ,l normal. Remember'lbol, sbOI oann 0 I Oe~ate mOl9 th a ~ h.11 l~e dillaD!! tl the I ri yi ~allir· gel II if 10 ~ire pla~~ 9 willil i D,hes be lWein ~elels, the~ Illlshot!,nMtu8~alemorlilhan1.5inenls.

I 54 lwarzone

111MPI.A1I WEAPONS ••

I

D EVIAll 0 N BETWEEN AOJAeENT AREAS

DE"IAnON BDMEN ADJAOENT AREAS

Dev.i stion between a reas is the sa me fo r Direct and I nd i reet Fi re Ranged Template weapons.

If the Firing model is in base contact with the Access Point between the two Areas then Deviation is worked out as normal, II the Ii ri ng mod e I is NOT in base conta ct with th e Access Poi nt use the following procedure to determine where the shot Oeviates to.

Work ou t Deviati on as no rma I and mark th e new ta rget poi nt, II th e new ta rget p oint is with i n LO S of the Fi ri ng model si rnply cen ter the tem plate over th e new ta rget po i nl and workout the h its as norm a I.

If the new target point is not within LOS of the firing model then trace a line from the Firing model to the target point and center th e tem p I ate on th e f 1St 0 bstru ction tha t interrupts this line, then work out the hits as normal (see Diagram 41),

EXPOSED LEVELS AND TERRAIN FEATURES

Models withrT\issile weapons on Exposed levels, or Terrain features of the some height, may target each other according to the normal rules for Ranged Combat

;.:; Work B ul 0 iii ati in a! no rIIIal and m.r!; the new liliit point II II Ine now 11f!! il point is wilh in lD! 01 Iho filiny mo del sim· plrcenler Ine tempi,11 1m tbe new 1!1U11 poinl and II'lIlk Oulln! hils.s norm.1.

II II thl new I.r~el poinl ii nol wilbin LOS oll~~ firini mouel tho tfllC~! lin~ Irorn Ih~ filiny mod~1 10 tOB 1,Iiil puinl an d lin til to B tempi. te 0 n lhe li~1 0 Dslmclio n Ihil inl~ rrupts tnis line, thn work oull~e ~ils.s normil (m Oil~r,m 41).

DOVER IN BUILDINGS

To determine how much Cover a model. has when using buildings on th e battlefield use the following ru les as a gu ide.

Wi n dows of Size I, su ch as machi n e gu n or observati on sl its provide additional Cover. Models in base contact with them ga in a n ad diti onal Cover b on us of -3. Any models try,i n g to ta rget such models will therefore suffer a total RC pen a Ity of -5_ Windows of Size 2 or larger, provide models in base contact with Cover a" staled in the main rules.

Hatchways provide no Cover.

For Portals and parapets etc. use the rules for Cover as staled in the main rules. Where this may not be appropriate (when u si ng f oor pia ns for insta nee). yo u must decide fo r yo u rselves how much Cover the ta rget has. If th e re is a fly disagreement, sim ply ro II th e Pea ce maker.

COVER IN BUILDINGS

il Win UOI'IS 01 Sill 1.1uch ,$ m!l~ini i un OIObllll!lion slitl p ro~do addilion.1 eOier.Models in base con tact wilo Ihe m i ain 10 • duiti on811:111el b oou! ol·Unl moulls Ilrin y 10 I;] r~It sDch models will t~mlolll $D~el 8 tolal He pen,l~ of -5.

il Windol'lS 01 Sue 1 or 1,lill. prn~de modils in baSi ,anlitl wit~ LOier ,s sl.11 d in the mlin rulu.

("J Halcnw.1S prnlid i no Co~ r.

(oJ 101 furtals.nu p8fl1pets elc. Dse Ih mles fOI COier 8S staleu in 101 ~,in mlis. Whalli t~is mi! n 01 ~e appropri,l~ (wheR ~lin y II o~r pi iDS 10 rim tan c e), 10~ mu SI d Itid 9 for rou I· selies ~ow m ~th [Oi81 Ihe tnysl h,s. II t~ij re is an! dis· ,ireim int. simply mil t~i Pe,cemak~L

DIAGRAM 41

I ~

B

41. DMADOR BE1WUH ADJACENT AREAS

1. Model A fires a missile at rnodel B and misses.

2. After rolling for Deviation, the missile deviates to a new target point C.

3. The dotted line shows the LOS from model A to the new target point C.

4. The template should be centered at D, where LOS to the new target point IS obstructed by the wall.



Warzone I 55 I

(( CI.OSl COMBIT •

c c c BUIJIII8S I

ClOSE COMBAT

Portals, Windows and Hatchways provide natural defensive 'hotspots' for defenders wishing to deny access to intruding enemies and they can be the focal point of some very bloody and hard fa ugh! struggl es.

Any differences from the main rules are detailed below.

CLOSE COMBAT BnwEEN ADJOINING LEVELS

Models Initiating Close Combat through a Hatchway with an enemy model on an adjoining level must move into base contact with their target subject to the rules as detailed in the section on 'Movemenf in this chapter.

If th e attacki ng model ca n be placed on the ta rget level then it must be placed in base contact with the target model and in base coota ct with the Hatchway a r Hatchway Ind icator on that Level. No rha rge bonuses are gai n ed wh en models Cha rge between ad I oi ning Levels.

If a charging model can not be placed on the target Level because enemy models occupy all the space use the following procedure.

The player wishing to attack indicates his target but both models remain in their starting positions.

Resolve the combat between the models as usual.

If the target model is killed, place the attacking model in the space previously occupied by the target model.

If the attacking model is killed, remove the model.

If n e ilh er mod el is ki II ed, I eave both th e attacki ng mo d el and its target in their starting positions.

CLOSE COM AT BETWEEN ADJACENT AREAS

C10se Combat through Portals is treated as normal, subject to the rules detailed in the 'Movemenf section in this chapter.

Models cannot charge through a Window, if models fight through Windows follow the normal rules for lighting over Terrain o bstru ctions.

AnACIONG BLOCKED ACCESS POINTS

Blocked Access Points (doors, shutters and trapdoors etc.) can be attacked in exactly the same manner as an enemy model. The followi n g ru les a Iso apply.

If multiple attackers want to make Close Combat attacks on the same Blocked Access Point then the Size of the Access Point indicates the maximum total Size of models that may be in base contact with a ne side of th e Access Point at a ny one time. For example, two Size 2 models or one Size 4 model could are allowed in base contact with a Size 4 Blocked Portal. At least one model regardless of Size is allowed in base contact with one side of a Blocked Access Point and make a Close Combat attack. For example, a Size 3 model may attack a Size 2 Portal.

Close Combat attacks automatically hit; simply make an Ar mo r TO II to dele rm i n e wh ether the B locked Access Po i nt takes a Wound'. See the table in the following 'Destroying Blocks' section.

When attacking Blocks with Missile Weapons the Firing model must roll to hit as normal using their RC stat.

DESTROYING BLOCKS

Blocked Access Points have 2 Wounds for every point of Size. For example, the Block for a Size 2 Access Point would have 4 Wounds, and the Block for a Size 3 Access Point would have 5 Wounds.

In addition, some Blocks are more heavily reinforced than others, which is reflected in their Armor stat. The different types are as follows:

Light:

Armor 7, standard construction, designed for normal access.

Armor 10, sturdy construction designed to allow low security access.

Armor 13, solid construction designed to allow high security access.

Armor IS, armor plated, heavy construction, design ed to keep the enemy 0 ut.

Normal:

Reinforced:

Heavy:

CLOSE COMBAT BETWEEN ADJOINING lfYELS

If a charging mD~~1 ean not bti plac~d on die targel Leyel betause eOellllll1od&ls mopy all the s~ace use tbe lollowin~ ~foledure.

Ei The plallr wishing 10 atlac~ iodic,tes hillal~el But bolb

modelsrmininthoirltaningpolitionl.

I·~ Rssoln the tombat beMe ~D the models 8S usu.1.

I·~ II tho tariot rno del is tillo d. ~liCi the ,tt. eki ni mod e I in the spm pre~o usl, occupied b, the tar!o t model.

I!.~ II the anacki ny )looel is killed. rllrnO~O di 8 model.

I!·i II neitherillodel is killed,le'le both Ihe atl,cliny model and ils largel in their starting posilions.

AnA&KING BLn&KED AtnSS POINTS

Ii II mulhple allackelS want to make [1m Climbal atlatks on thl same Blolked Atcm Poinllhen the Sile olth! ACliss r.r in I ind'icalollhe maximom lolal Sile 01 modelslhat mil h inbmcontactwiillonosioeolths.AccmPointltlnyono time. 1m !II m~ I B, two Sim 1 models 0 I ono Sile 4 10 del co 01 d are ,lIowld in bm co nlnt with a SilO 4 BloclEd I'm· tal.

Ii AI least one lIlodel re«arllless 01 Size is allowed in base con· taci with one side of a Blocted Acms PoiAt and mate a Llosa Comh! sUalk.lol Blample, a SizI 3 moael may allack a Sile 1 Ponal.

Ei Close Lomba! allacks automalically bit; simpll make an Armor roll 10 diter~ine whether Ihe Rlothd AeciS! Poiol tahs a 'Wou od'. Sn III i iii bl e in Ihe loll owi og 'OiSlroli ng Blocks·Sittion.

Ii When allactiny Bloch with Missile Weapons Ihi firiny model must loll to hil is normal usiny Ihir R£ slat.

DESTROYINC BLOCKS

light: Armor 1, stanoanl construction, desiYBed lor normal mess.

Harmal: Armor 1 D, fWrd, tDnslru!lion dllignsd 10 allow low murily miSS.

Hmy:

Armor 13, soli d conslroclio 0 d asign B d 10 allow hiyh SICUri~ ac,cel!.

Mmor 15, armor plated, hearl mllructinn. dnig oed 10 hep Ihe e ooml out.

I 56 I Warzone

ISPEClAl ABIJIIES •••

I CAMOUFlAGE ••

I

Camoullage Feast

Models attempting to Fire at a Camouflaged model that is in Cover suffer an RC penalty of -1 in addition to the normal penalties for Cover. Enemy models attempting to shift their target priority to a Camouflaged model in Cover also suffer a penalty of -2 to their Leadership Test.

Cause Fear

A model with this Special Ability is so terrifying that it can instill Fear in enemy models that come close to it. The range of the effect is I inch for each point of Size of the model Causing Fear. For example, a Size 4 model would Cause Fear to models within 4 inches.

Any enemy models that begin their Turn within the area of effect and LOS of a Fear Causing model must make a Leadership Test. If they succeed they may continue as normal. If they fail they lose 1 Action for the Turn and may not Move closer to the Fear Causing model. Place a Fear Counter beside the affected model. If the model is no longer in the area of affect when it is next Activated. then it is no longer afraid and the counter is removed.

Climb

Models with this Special Ability are excellent climbers. When making a climbing roll such models on Iy fallon a roll of 20.

Enhanced Charge

Models with this Special Ability have an extended Charge Range. When such models Charge they may move up to twice their normal Movement. They also receive a bonus of + 1 to hit and + 1 to Damage when Charging or Countercharging in addition to the normal bonus for Charging.

Extra CCAnacll:

Models with this Special Ability get one or more extra Actions. However, these extra Actions ca n only be used to make Close Combat attacks. Apart from that they are used inexactly the same way as a normal Action. The number of extra attacks is stated in the model's profile.

Extra HC Anack

Models with this Special Ability get one or more extra Actions. However, these extra Actions can only be used to make Ranged Com bat attacks. Apart from that they are used in exactly the same way as a normal Action. The n umber of extra attacks is slated in the mod el' s p rofil e.

When a model with this Special Ability kills a living enemy model in CC it regains lost wounds by drawing the life force from its victim into itself. The Feasting model regains I Wound for each Wound the victim had. However, the Feasting model can never regain more Wounds than it originally started with

Ferocious Chame

Mo d e Is with th is Specia I Ab il ity Cha rge receive a bo n us of + 1 to hit and + 1 to Damage when Charging or Countercharging in addition to the normal bonus for Charging.

First Stnke

Models with this Special Ability always get to attack first entering Close Combat. If the target is killed with this First Strike then it does not get to strike back. However, if the target is not killed with this First Strike it may then strike back and Close Combat then continues as normal.

Form Fire Group

When two or more models of the same troop type have this Special Ability they may leave the Squads they were bought for and form an independent Squad of their own. During Deployment players may pia ce these mod els on th e ta ble just as th ey would any other normal Squad. The player needs to indicate which of the models will be the Leader of the Squad (see 'Squad Leaders and Command Distance' in the main rules). This Squad then operates just the same as any other in the playe(s army.

GIve Orders

Once per Turn a model with this Special Ability may spend I Action to Give Orders to a friendly Squad Leader or Individual within 6 inches and LOS. The Unit receiving the orders is then Activated at the end 01 the current model's Turn. A Unit that was given orders may not then Give Orders to another Unit during the same Game Turn. Some models may have only be able to Give Orders to particular Units and this will be stated in their Special Abilities.

Group Anacll:

Models with this Special Ability gain a bonus of + I to hit and + 1 to Damage for each additional friendly model, with this Special Ability, in base contact with the target. This bonus is in addition to the normal bonus for 'Multiple Attackers' as explained in the main rules. The bonus to hit, for Multiple Attackers with this Special Ability, can go to a maximum of +6, as opposed to the normal maximum of +3. The maximum bonus to Damage is +3.

I

i (i SPECIAl ABIUJIES I

wanonel 5JI

i. IIGH MORAlE I

HiOh Morale

Models wilh Ih is Special Ahi lity gai n a bonus to their L D stat when making Morale Tests. The bonus can vary and is shown by a number, for example, High Morale +2.

Immune To Fear

Models with this Special Ahility are not affected by Fear and therefore need never make a Leadership Test to resist the effects of Fear.

Immune to Panic

Models with this Special Ability never Panic and therefore need never make a M ora Ie Test to res st the effects of Pa n ie.

.nllnnte

Models with this Special Ability are only deployed when all other mode Is have been de played. If more than one player has models with Infiltrate then they follow the normal order of play after all other mod els have been deployed. Mod els with I nfi Itra te may be deployed anywhere on th e tab I etop except in the enemy Deployment Zone and not within 12 inches of enemy models. The models must be deployed Prone, in Cover or out of lOS of enemy models.

Inspiring leadership

Models with this Special Ability can hold together friendly Individuals and Squads whose leader is within 6 inches and in LOS. Individuals or Squad Leaders that are within range may rNoli a failed Morale Test once. However, they must abide by the result of the second roll.

lungle Fighter

Models wilh this Special Ability am completely at horne in jungle elwironments. They suffer no Movement penalties when operating in i u ngle te rlai n.

Klilino Strolle

Mode.ls with this Special Ability gain an additional (x I) Wound Modifier when using melee weapons. Thus a normal Sword of Dam 5T+O, would become Dam ST+O(x2).

Medic

A model with this Special Ability can heal wounded or dying models. The model may spend 1 Action to attempt to restore ! Wound to a friendly model in base contact If you have a model with this Special Abil.ity in your army then do not remove friendly models that are 'killed' during the current Game Turn. Instead, lay them on their side to show that they are not dead but dying. If a Medic manages to reach the model. in the current Game Turn it may attempt to restore a Wound by making a successful Leadership Test. If successful the dying model regains I Wound and ma,y rejoin the game. A model revived in this way is said to have had its Turn whether it did so or not, so stand the model up and pi ace an Activati 0 n (au nte r b esi de it At th e end of the current Game Turn remove all other 'dead' models from the table.

I 58 I Warzone

If'WCIm'E DEPlOYMENT I.

I

Parachute Denluvment

Un its with th is Special Abi I ily are not deployed duri ng the normal the Deployment phase. The Unit may be deployed at any time during the player's subsequent Turns. The Unit can then be deployed within 6 inches 01 any table edge. However, models must be deployed at leas! 12 inches from enemy models. Once the Unit has been deployed it cou nts as havi n g been Activated for that Turn.

RallY Others

A model with this Special Abi lily may spend I Actio n in a n attempt to Rally pankkedlndsiduels or Squads whose leader is within 6 inct!es and LOS of them. The panicked Individual or Squad Leader may then make one Morale Test using the lD stat of the Rallying model.

Regenerate

By spe nd i ng Actions a model with this Specia I Abil ily ca n attem pI to recover lost Wo u n ds. The effectiveness of the m oders Rege neration will be stated in the model's Profile - 'Regeneration to', for example. In order to successfully Regenerate a Wound the model needs to roll equal to or under this number on a d20. The model may make I roll for each Action it sp ends attempti ng to Regen erate.

Revulting

Models with th is Speda I Ab i lily have su rh a na usealing presence that all models in Close Combat with them suffer a CC penally of -1. Models with this Abilily are not affected by other models with this fIIbility.

Sniper

When a model with this Special Abilily spends an Action to Aim they do not only get th e Ai m b onus but may al so ch oose th ei r target as follows:

By expending 1 Action to Aim the Sniper may ignore normal ta rget prio rrties and ta rget the nea rest en e my model in a Unit of his choice sol ong as the target is in range and La 5.

By expending 2 Actions to Aim the Sniper may ignore normal target priorities an d to rget any mo d el it chooses so long as the target .i sin ra nge and lOS.

Supernatural Powers

Mo d ets with th i s Specia I Ab i I ily a re a bl e to use Su pernstu ra I Pow· ers. The number and Type of Supernatural Powers they are allowed will be detailed in the model's profile. You do not need to buy S u pern atul al Powers for su ch models but witho ut them their effect 0 n the battl efi eld is 1 ikely to be Ii mited.

Stalk

Mo~els with this Special Ability are extremely good at moving a round unseen. Deploy the model as norm a I and place a Sial kj ng Counter b esid e il Th e mo del's positi on on th e ta bletop is 0 n Iy an indication of its real position. When a model is Stalking the following rules ap piy:

The Stalking model is Activated as normal and may Wait as normal.

Th e S to Iking model ca n not be targeted by enemy models and is not affected by weapons or Su pernatu ra I Powers even if a tem plate covers the mo d el. nor ca n rt be ram med by Vehicles.

I

59 I·

wanonel _

c c lICTICALSEllSE I

The Stalking model's progress is not blocked by enemy models and neither does its presence block enemy models trying to Move past it Even in a narrow corridor filled with enemy mod" els the Stalker may pass from one end to the other. It is can" sidered to be using means that the enemy is completely unaware of. However, when placing models near the Stalker or when placing the Stalker itself there must be suffi.cient space to place the models without them be.ing in base contact.

When a Stalking model Charges it may not be Countercharged or interrupted by Waiting enemy models. It also receives a b onus of + 1 to h it and + 1 Da rna ge in a ddition to any nth er bo n uses it may have.

Wh e n a. Stal ki ng model attacks it is then revea led a nd may be targeted and affected like any other normal model for the rest of the game.

TacucalSense

When a model has this Special Ability it may attempt to ignore its normal target priority for Ranged Combat. Once per Turn the model may make a Leadersh i p Test a nd if successful it may ign ore its target plio lity for the rest of th at Turn and Fire at a te rget of th e player's choosi ng. However, if an en emy rna d el is wrth i n 6 inch es the Leadership Test suffers a ·4 modifier

If a Squad leader has this ability any members 01 the Squad that are within Command Distance and LOS may also attempt to ignore their target priorities in the same way using the Squad leader's LD stat.

Technomancv

A m ode I. with this Special Abi I ity ta n heal de rnaged or dyi ng Dark legion vehicles and N ecrotech Constructs. The Tech no mancer may sp en d 1 Acti on to attern pt to restore 1 Wo u nd to a ny such frie nd Iv model that is in base contact. II you h ave a Tech noma neer in you r army then do not remove friendly Vehicles or Necrotech Con,tructs th at are 'ki lied' during the cmrent Ga me Turn. I nstead lay them on their side to show that they are not dead but dying. If a Technomancer manages to reach the model in the current Game Turn it may enern pt to restore a Wo u n d by rna ki ng a successfu I leadership Test. II successful the dying model regains 1 Wound and may rejoin the game. A model revived in Ihis way is said to have had its Turn whelhe r it did so or n at, so sta nd th e model up a nd pia ce an Activa~on Counter besi de it. At tn e en d of the current Game Turn remove all other 'dead' models from the table.

Unseen .Assailant

Models with this Special Abi I ity have anal most supern atura I ab i lity to move over th e battlefield w~ho ut reveal ing th e.i r p rese n ce u nlil the i nsta nt of thei r eh oosi ng, Nothi ng bars th e i r way and th ey can gai n entry to p laces that a ppea red com pleteJy sew reo

Such models are not deployed during the normal Deployment phase. A player with an Unseen Assailant may Activate the model and place it a nywhere on th e tableto p at any tim e duri n g their Turn so I.ong as th ere is enough space to physically plae Ih e model with· out its base overlap ping those 01 oth er mod els Th e mo d el ca n be

I 60 I Warznne

.WEAPON IMMOHIJY ••



placed within the enemy Deployment Zone and even inside locked and Covered Areas of a building. The model may charge from its unseen state and when doing so it receives a bonus of + I to hit and + 1 Damage in addition to any other bonuses it may have. A model Charging like this can not be Countercharged or interrupted by models on Wait.

Once the model has been placed on the table it then behaves as any other model and can be targeted just like any other model for the rest of the game.

Weapon ImmunilV

When a model has this Special Ability there is a chance that anti-personnel weapons will simply bounce off it without causing any harm, The level of Immunity can vary and is indicated by a value, for example 'Weapon Immunity 10',

When a model with Weapon Immunity is hit by an antiD erso n n 1"1 weapo n th e player rolls a d20. If th e result is eq ual 19 Dr 1\'55 Ih~J) the mOQeJ's Wegp9JJ Jmml)))~y YnJjjf Ihe}) 1M model takes no Damage and does not need to make an Armor Roll.

Zombie

Models with this Special Ability are Immune to Panic and Immune to Fear. They may not go Prone and may not Dive for Cover, Models with this ability that start their Turn outside Command Distance must make a Leadership Test. If successful they operate as normal with the usual penalties for being out of Command Distance. If unsuccessful the model may do nothing unless it is attacked in C10se Combat, in which case ~ fights with a CC 011.

I

••• ACnVJJY APPENDIX I

Warzone I 61 I

GIIV

ENDIX

HERE IS A LIST OF ACTIVITIES THAT MODELS CAN PERFORM BY SPENDING AN ACTION OR ACTIONS. AS YOU DESIGN YOUR OWN CAMPAIGNS YOU MAY COME UP WITH ADDITIONAL ACTIVITIES SUCH AS PULLING A LEVER. PICKING UP AN ITEM OR PUSHING THE BIG RED BUTTON. THIS IS FINE SO LONG AS PLAYERS AGREE HOW MANY ACTIONS IT TAKES TO PERFORM A GIVEN ACTIVITY.

ACTIVITIES

AIM ASCEND ATTACK CHARGE CLIMB

DIVE FOR COVER

FIRE

GO PRONE

RAM STANO UP STOP

USE SUPERNATURAL POWER WAIT

CLOSE CONCENTRATE COUNTERCHARGE

JUMP

DESCEND

MOVE' OPEN

WAITING MODElS

THESE ARE THE ONLY ACTIVITIES THAT CAN BE PERFORMED BY WAITING MODELS:

CHARGE FIRE

COUNTERCHARGE GO PRONE

DlV E FOR COVE R

STAND UP

THESE ACTIVITIES CAN NOT BE INTERRUPTED BY WAHING MODELS:

ATTACK FIRE

DillE fOR COliER USE SUPERNATURAL POWER

S uad

S uad Members

Model

cc:

ftC

PW

LQ

AC

w

1jJ

MY

A

s

00

Hit Dam

Hit Dam,

, Weapon

P.B.

Short

Long

Hit Dam

Hit Dam

Hit Dam

Hit Dam·

Model

SOecUM .1UeS r SDecIaI Rules L Notes

S uad Members

Model

Woaool1S

cc

HC

PW

LQ

Ie

w

ST

MY

A

s

00 P.B. Shun Med long 00
weapon Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hil Dam



,
Model

Spec!alAbllIUIII &oedBI Rules I ,Noles

Vehicle J:osl
Vehicle W88DORS .. W _MW_ A S

Craw-member Wsagonl! cc III PW W AC 1M II Mll A S






cc P.B. Shun Mild long hi
Weapon Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam



,



Model Spodal AbHilles L llueClallql8S I Notes

Vehicle Cost

Vehicle Weal!ons fill W MW A Ii

Crew-member WeaDORS 00 ftC PW lD AG 1M II MI A s






CC P.B. ShDn Mad long hi
Weapon Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam







Model Spedal MIW. I SQeclal RUles I Homs
Individual

Name

ns

Hit Dam

Short

long

Weapon

Hit Dam

Hit Dam

Hit Dam

Hit Dam

Hit Dam

P.B.

Mad

Individual

Name

Weapons

CC

ftC

PW

lD

AC

w

ST

MV



s

cc P.B. Short Mad tong Ext
Weapon Hit Dam Hil Dam Hit Dam Hit Dam Hit Dam Hit Dam Individual

Name

wea DRS

cc P.B. Short M8d long Ext
Weapon lIit Dam Hit Dam Hit Dam Hit Dam Hit Dam Hit Dam RIGHT£OUS SPEED

The Rules 01 War

Warzone 2nd Edition

The solar system is being torn apMt by the fury of the Second Corporate Wars.

From the sun·baked planet of Mercury to the ice-fields of Ganymede the five megacorporations do baHle. And even as the armies of humankind struggle for

supremacy, the DaR Legion has returned.

The spiritual forces of the Brotherhood try to hold humanity together but the forces of the Dark Legion are marching and the battlefields of mankind bear wihless to nightlllares beyood imagining. There is no respite, no safe haven.

The only way to end the conflict is to fight with cOlrage and emerge victorious from the carnage of the Warzones.

Ii Alternate activation of units.

il Separate activation of squad members. il; Simultaneous close combat.

ili Rules for fighting underground and inside buildings. Ii Rules for vehicles and flyiag models.

Warzone 2nd Edition is the lIost comprehensive skil1lish battle system available. Designed for two or more players the new structure greatly enhances the strategy and tactics of Warzone battles. This 64 page book is richly illustrated with diagrams and photographs to accompany the rules that cover every aspect of combat in Warzone including:

Target Games U.S. P.O. Box 544, Secane, PA 19018 U.S.A.

Target Games U.1l 2 Commercial Street. Edinburgh. Scotland. EH6 61A.

Target Games AB, Asiigatan 121, 5TR, Box 4628, S-116 91 Stocl!.holm, Sweden Target Games Polska Sp. Z 0.0.28 KRltza Street. 00-522 Warszawa. Poland.

~11t1:l1ll93 iarge1ilM1l1 AS AI RiII~ f!eRmld. WAR!ONE, MlIIlNT CIIRONIIllES!)1Ill1ll ct."",,, _!III Ill! ~ 1le_(II) l!iereoll~ T!ldem!rI:I of JaruelIlMIe:s II!. Ylllrn CHRDiIClES® ill ~is1IRd Tradem

7 331387 024239

1 0

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