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Warzone Resurrection Beta Rules v1.0.pdf

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Page 1: Warzone Resurrection Beta Rules v1.0.pdf
Page 2: Warzone Resurrection Beta Rules v1.0.pdf

Mutant Chronicles Warzone Resurrection Beta Rules v1.0 February 2013

Introduction:

Welcome to your copy of the Beta Rules for Mutant Chronicles Warzone Resurrection. They are designed to give you a flavour of this exciting 28mm skirmish game. Please be aware that they are Beta Rules and so far from the polished and complete offering we will make available in a few months time. At the end of this document you will find some cards to cut out. Obviously the real thing will be much more interesting and of the highest quality. Please give us your feedback on the Facebook Forum. Very shortly we will have our warzonegame.com website up, which will include a beta rules test forum. We hope you enjoy. The Prodos Games Team P.S. And a big thank you to our alpha testers, Rob Alderman and Kim Rapson for their help on this.

1. Dice and Rolls - Warzone Resurrection uses 20 sided dice. These are referred to as ‘D20’ throughout

this document. If there is a number in front of ‘D20’, then that is the number of D20s that should be rolled (i.e. ‘2D20’ = Roll 2 20 sided dice).

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

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

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

- Rolls of natural 1 are always successful. - Rolls of natural 20 are always a failure. - In order to pass a skill test you must roll equal or less that the skill value. For

example, if the model has a ‘Range’ Skill of 12 after any modifiers, you will have to roll 12 or less on D20 to successfully pass.

- Modifiers to skill checks follow the basic mathematical principle: first multiply then divide, add then subtract (i.e. (2x2)+2= 6). For example, Alakhai has movement 5 and wants to charge, then uses the Strategy Card “Rage (adds +3 to movement)’’. He will therefore charge 13” (5” x2 for charging +3” for strategy card).

-

2. Model Height and Facing Area - You may measure any distances (i.e. movement, shooting) before engaging in any

actions. This is commonly referred to as ‘pre-measuring’. - Measurements are done from base to base (not from gun to model). - All of the miniatures in Warzone Resurrection have a ‘Facing Area’ in games, which

is defined by the base that the model is standing on and the model’s height (to top of model’s head). For example, the ‘Facing Area’ of an infantry model will usually be 30mmx32mm (the width of the base x the height of the miniature). This makes solving ‘line of sight’ a lot easier.

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

o Small Bases: minimum Facing Area Height – 1” o Medium Bases: minimum Facing Area Height – 1.75”

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o Large Bases: minimum Facing Area Height – 2”

Minimum Area for Small Bases =30mm

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

can shoot at the model.

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

3. Shooting and Line of sight

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

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

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- The COVER MODIFIER IS CUMULATIVE. Therefore, if a target model is behind heavy cover and there are intervening models the target can be very difficult to hit! Imagine shooting through people whilst at a market at a target 40 feet away and behind a brick wall. You can use strategy cards to increase your chances of successfully hitting the target. This will be covered later in the rules.

- To take advantage of cover, the model’s Facing Area must be at least 25% covered.

- Heavy Cover: -4 to RS (walls, trees and intervening models). - Light Cover: -2 to RS (barbed wire, low-lying scrub, bushes, etc) - If you are within 30mm of a piece of ‘cover’, then you will not suffer the cover

modifier for that piece of cover when shooting through it. - You cannot shoot at a model which is behind more than 3 pieces of cover

(including other models), unless you declare a ‘Lucky Shot’ attempt. A lucky shot hits only on the roll of a natural 1.

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

moving (it is a battlefield after all!).

Example 1

If Model A shoots at model C, he will receive one modifier to his shoot skill because Model C is behind Light cover (-2 RS) and there are no intervening models within more than 1” of the shooter, therefore a total of -2 RS. e.g. Model A’s Range Skill is 12 (60% to chance to hit) – 2 = Range Skill 10 (50% chance to hit). If Model C wants to shoot at Model B, there are no modifiers as Model B is not in cover, but if Model C wants to shoot to Model A, there is a modifier of -4 (Facing Area of Model B is blocking line of sight)

A

B

C

Debris

Light cover -2 RS

-

-

Less than 1”

between models

from the same

squad Model C is within

30mm (Small base)

of the Light Cover

therefore models A

and B cannot claim

that cover so model

C will fire with no

Cover Modifier.

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Example 2

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

4. Facing All models in Warzone Resurrection have two facings: Front and Rear, Front facing is 180 degrees taken from the centre of their base. (We would suggest you paint this onto your base to avoid confusion). Models can only perform shooting and close combat actions in their Front facing. REAR FACING FRONT FACING

A

B

C

More than an 1”

between

friendly models

from the same

squad

form

Model C is more

than 30mm (Small

base) away from

Light Cover

therefore he cannot

‘Claim’ the cover.

Debris

Light cover -2 RS

-

-

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5. The Stat line

The Stat line represents the basic skills and abilities of the miniature in question. Each ‘skill’ can be temporarily or permanently affected as the game progresses. Most are used as the starting point for calculating the number needed to roll on a D20:

Squad Card:

Example: Necromutant

M CC RS S Co WP LD W Ar pts 5 17 12 9 9 12 12 1 15 14 M – Movement. Maximum distance in inches the model can travel. Movement is affected by various modifiers such as type of terrain and played cards. CC – Close Combat. The number required to roll on a D20 for a Close Combat Test. This number can be affected by many factors. RS – Range Skill. The number required to roll on a D20 for a Range Skill Test. This number can be affected by Line of Sight and other factors too. S - Strength. The models strength will affect the Ar of opponent in close combat Co – Constitution. WP – Will Power. Used to activate special skills/ Psi/ Dark harmony etc. Ld – Leadership. The number required to roll on a D20 for a Morale Test. This number can be affected by many factors. W – Wounds. This is a way of tracking how much damage a model can receive. If the model’s wounds is reduced to ‘0’, then it is removed from the board as it has been killed.

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A – Armour value. The number required to roll on a D20 for a Armour Test. This number can be affected by many factors. Pts - Points Value. This number represents how much the miniature(s) is/are worth. This is used for working out balanced army lists. For example, each player will write an army list to the value of a set amount of ‘points’. You use the ‘points value’ of your miniatures/squads to work this out. Each model in a game has 2 Action Points. For simplicity this Value is not included on the Stat Cards. More about action points in ‘The Game!’ section.

Miniature definitions: Troops- basic models, based on 30mm bases. Heavy Troops – 35mm base. Monsters- 60mm base.

6. Cards There are four types of cards: a. Resource Cards (res.) – All players start the game with 3 Resource cards in play. A

maximum of 1 resource card may be added by each player at the beginning of each turn from their hand. These cards represent your resources. Each other card type needs the use of resources to be played. To use a resource the player must ‘Turn to burn’ the resource card. Each resource card represents 1 resource. In the Control Phase all used resource cards are reset to face the owning player. Res. cards count as Gear Cards, but are only issued in the control phase.

b. Strategy Cards – these cards mainly affect the battlefield. They can only be issued between the squad activations of each player. Only one Strategy card can be in play at any time, so control your timing carefully!

c. Tactical Cards– these cards affect squads or models; they can be issued any point in the game (however if they affect dice rolls they must be played before the roll).

d. Gear Cards - these cards are not normally removable (unless specified otherwise) and may affect a Squad, battlefield feature, individual model or resource cards. Gear Cards are also Tactical cards and as such, may be played whenever you wish. To affect a D20 roll the Gear Card must be played before the roll.

STRATEGY CARD GEAR CARD TACTICAL CARD

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7. Deck construction The minimum number of cards you can have in your deck is 60. You can have a maximum of 3 of the same Strategy Cards in your deck You can have a maximum of 5 of the same Tactical Cards in your deck.

You can have a maximum of 3 of the same Gear Card in your deck. You can have a unlimited number of Resource Cards in your deck.

At any point in the game you can discard any number of cards from your hand. At any point in the game you can spend one Resource Card to draw one card (we recommend doing this at the end of the turn, before your Control Phase).

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

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

Example 1: A model with a movement value of 6” is moving through light terrain. He moves 3” to edge of the terrain then he takes penalty of 2”. He has 1” left which can be used to move into the terrain. In the model’s next Activation it will receive a 2” penalty to its movement instantly as it started its movement in light terrain (so will move 4”).

Red line = 6”

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Example 2 The Model has a Movement Value of 6”. The model is performing a Run Action (Movement Value X2). As a result, the model would normally move 12”. However, the miniature is running through 2 pieces of Light Terrain, so will only move 8” (2” penalty for each Light Terrain piece the model is moving through).

9. Morale tests

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

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

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

- ‘Pinned’ squads have the following negative modifiers: RS (-2), CC (-2), LD (-2) and a

positive modifier of Ar (+2) against ranged attacks only (not close combat). - ‘Broken’ squads MUST immediately Run (x2 Movement Value) towards their board

edge. Subsequent LD tests to ‘Rally’ are modified by -6 (LD). When at least 1 model touches the board edge the whole squad is removed from the game and otherwise counts as a casualty for determining the winner at the end of the game.

- Recovery from Pinning: To recover from pinning, a Morale test with a LD -2 modifier is

completed once squad is activated. Each attempt of recovery will cost all models in the squad one Action point, so you can try twice per turn to recover from pinning. If you recover on the first attempt any other action can be taken.

10. Win Conditions

1. You win the game if you complete your primary objective as per Mission Description. (see later).

2. You win the game if your opponent’s deck is exhausted (reduced to zero cards).

Red line = 12”

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The Game!

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

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

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

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

Turns and Phases The game starts with the first turn. Due to the nature of Warzone Resurrection all players play in each turn. Therefore, each turn is split into a number of ‘phases’. The number of phases is dependent on the number of units in play. Each turn has a ‘Control Phase’ and a ‘Battle section’ with a number of ‘Activation Phases’ dependent on the number of units in play. 1. Control Phase - A. From turn 2 onwards both players roll their D20 for ‘Turn Initiative’. The winner is the

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

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

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

D. Reset all Resource (Res) cards

2. Battle Section -

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

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

C. Check for unit coherency (LD value in inches from Squad Commander), if any model is out of coherency it must be the first model in the unit activated and must complete a ‘closing action’ (Run action) to return to unit coherency. If more than 1 model is out of coherency, activate all in turn and complete a closing action for each. Once all models are in unit coherency, models not yet activated from the same squad can be activated in any order.

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Models engaged in close combat ignore the ‘Closing Action’ rule, but they have the same modifiers as if they are pinned (“Where are my comrades!” rule, which is explained later in the rules). Example: Squad Commander’s LD10 so coherency is 10” from him.

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

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

BASIC Actions -Move Action – models can move up to their Movement (M) value in inches (more rules below). - Engage Action - (Movement Value x2), model is Engaged if he ends his movement either in his or his opponent’s close combat weapon Range. Models gain Bonus to ST based on their base size when they move to Engage: Small Bases (30mm) +2 St Medium Bases (35mm) + 4 St Large Bases (60mm) + 6 St Charge bonus is only applied to 1st attack. A model must move at least its Movement (M) Value when completing an Engage Action to claim the Engage bonus.

- Aim Action – A model can spend one action point to gain +2 Range Skill (RS) modifier to their shooting action (which must occur in the same activation phase). The bonus is added only to their first shot in the case of models with a Rate of Fire (RoF) higher than 1. - Hide Action – A model can spend one action point to increase their Cover Value from Light Cover (-2 to shooters RS) to Heavy (-4). This action has no affect on the heavy cover value. The Hide cover bonus is lost once models perform any other action. Place a hide token next to the model to indicate this action is in effect. To hide in light cover the model must be within the cover or within 30mm (small base distance) of it. Shooting Action – A model can spend one action point to open fire at an enemy target. When shooting, the miniature will make a number of Ranged Fire Tests equal to the ‘RoF’ of the weapon they are firing. Close Combat Action- A model can spend one action point to perform a close combat attack. When fighting in close combat, the miniature will make Close Combat Skill tests equal to their ‘RoA’ (Rate of Attack) characteristic. Special Skills – A model can use its Special Skill by spending one action point. Special skills are listed on the model’s stat card (if they have any). ADVANCED Actions - Run Action– A model may spend two action points in order to run. By doing

this, the miniature will be able to move twice it’s normal movement

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characteristic. For example, a miniature with Movement (M) of 6 would get to move 12” instead, affected by terrain as normal.

- The Engage – A model may spend 2 action points in order to ‘Engage’, this

move must always be made in a straight line, (you can face model in any directions before you perform ‘Engage’ move). If your model passes through any enemy models close combat weapon range, the enemy model can try to engage (counter-charge). Counter-charge happens on a LD test on D20 taken by the enemy character attempting the counter-charge. If the test is successful then the ‘Engaging’ model is stopped and is engaged by the counter charging model. Models already engaged cannot Counter Charge. Once a miniature is engaged, it may make no actions other than a single ‘Close Combat’ action in its own activation. It may only leave combat by defeating the opponent or by failing any forced Morale Tests.

- You may choose not to activate a unit or models from a unit if you wish. Once you have completed your activated unit’s phase, play moves to the other player, who then activates a unit that has not already been activated this turn.

- If one player has less units that the other, the player with the most can activate all their remaining units once the first players units have been activated. E.g. Thomas and Jean are in turn 3 and Jean has 3 units remaining while Thomas has 6. Thomas gets initiate, so activates first, they take it in turns then, when Jean has no more units left Thomas activates his 4-6th squads in turn, completing all the actions with each.

- Every unit must be activated per turn.

Actions: -

1. Moving Models can move up to their Movement value (M) in inches Any movement reduces a weapon’s RoF by 1, to a minimum of 1. A model can not move through any other models (friend or foe) 2. Running Running reduces RoF to 0 for all weapons. A running model can move up to 2x his Movement (M) value.

3. Shooting 1. Select target –target must be in weapon range (remember pre-measuring is

allowed) 2. Check for line of sight 3. Calculate cover for model you are aiming at (remember its cumulative and if

more than 3 peices (including other models) mean you will need a natural 1 to hit)

4. Roll D20 vs RS (Range Skill) minus or plus all modifiers (natural 1 always Hit) 5. If model is hit, Wound Effect is applied on hit model, model with Would Effect

must perform Armour Test 6. If a miss is rolled, carry on targeting the target model until RoF of weapon is

reduced to 0 7. If target model is eliminated and the shooting model’s weapon’s RoF has more

than 1 RoF remaining, move to point 1.

4. Shooting into combat

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a. A model can shoot at engaged models. If it does he receives a -8 modifier to its RS. If it misses it automatically hits the nearest friendly model. The friendly model may take normally modified armour saves. If it is removed from play its squad take a break test instantly. (What the Hell! rule).

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

6. Armour Test

The Armour Test depends on three factors.

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

Light Bio Heavy

Piercing 0 +3 -3

Plasma +3 -3 0

Blast -3 0 +3

Rail 0 0 0

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

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

+10 … +3 +2 +1 0 -1 -2 -3 -4 -10

C. Critical Force

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

An Example: A Razide with BioArmour is hit by a Piercing St12 weapon. The Razide’s Armour Value is 14. Because Bio armour is more effective against Piercing Weapons, a + 3 bonus is applied to the Razide’s armour (bringing its Armour Value up to 17). The weapon strength is 12, so there is also a -2 modifier to the Razide’s Armour Value, therefore in order to stop a Wound Effect, the Razide must pass an Armour Test of 15 on a D20. If the Razide was hit by a Plasma St12 Weapon, then the Razide would have to pass an Armour test on 9! (14 -3 for Plasma and a further -2 for Weapon Strength).

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

7. Close Combat.

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

incorporate any modifiers for movement. - If the model is able to ’Engage’ (movement plus close combat weapon range (CCWR)),

move in a straight line towards the target. - If there are more than one enemy model in your CCWR you must allocate one as your

primary target. All others are classed as secondary. The primary target must take the first attack. Only one attack can be allocated to each secondary model in your CCWR, the remaining must be allocated at the primary target.

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

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

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

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

- Models forced to leave Close Combat take an automatic hit. The strength of this hit is equal to the opponent’s Strength (S) plus weapon strength (St) x2.

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

hit the target it must pass a Armour (Ar) test. The strength of the attack is equal to the attacking model’s strength, plus his weapons strength, plus his ‘Engage’ bonus (see the ‘Engage action’ section). If the Ar test is passed, the target model is unaffected by the attack. If failed it takes a wound affect. If W is reduced to zero or less the target is removed from play.

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

Example:

A

B

Model B Close

Combat

Weapon Range

is 2” Model A Close

Combat Weapon

Range is B2B (base

to base)

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Both models are Engaged. Model B can attack without performing a Closing Action in his activation phase. Model A is Engaged BUT cannot perform Close Combat Action as his CCWR is base to base (B2B). Therefore Model A must perform a free Closing Action when it is activated. The free Closing Action can be performed EVEN if models are both in CCWR. This may allow you to bring other models into the engagement. Models using the closing action must stay within Front Facing of the enemy model.

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

Levels of Heroes:

1. Squad Commanders: Quite simply, their job is to command squads. Before the game starts nominate one model to be your squad commander in each squad. Inform your opponent about your choice if it is not obvious. If your squad commander is killed the squad is automatically under the ‘Lost Command Chain’ rule (LD-2) for all tests for the rest of the game. In this case the owning player must nominate a new squad commander. Replace the nominated 2nd in command with the fallen commander model.

2. Lords and Heroes are individuals that can join squads or act independently. The owning player must nominate if the Lord or Hero is attached to a squad before the game starts. They cannot leave this squad or join another during the game.

3. Warlord: this is your General; the ultimate communication link with HQ. All units can use your warlord’s leadership if at least one model from the unit is within 10” of him. Warlords always act independently. Why would they lower themselves to leading a unit, that’s what the squad commanders are for!?

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

A

B

C

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BETA TEST RULES AND PLAYING THEM

1. Special rules

- Heal (X) - models gain extra save to attempt to stop a Wound Effect. (X) is the D20 roll needed. For example: A Model with Heal (4) needs, after unsuccessful Armour Test, to pass a Heal test on 4 (1-4) on D20.

- Rage – models/squads with the ‘Rage’ special rule automatically pass any morale tests and also gain +2 to M (Movement) and +2 to Ar (Armour).

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

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

2. Army and Deck Composition.

Each model has a point Value. A model’s Points Value depends on the effectiveness of the model in the game. In the Full version of the game the force composition is:

1. Hero (varying Base sizes). Selected from the rule book or custom made. 2. Troops (30mm/25mm)- minimum one Squad, maximum 4 Squads. 3. Heavy Troops/Walkers/Monsters (all 35mm bases) - minimum 0 Squads, max 3 Squads. 4. Super Heavy (50mm bases or larger) minimum 0 squads, maximum 1 squad.

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

Squad Leader and one model has a heavy weapon. 3. One Monster model (35mm or 40mm base) 4. To share: A tape measure and a D20 5. A table no bigger than 4 foot square and some bits of scenery or items to represent

barricades, trees etc.

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

Hero: 100pts

Squad 1: 150pts

Squad 2: 150pts

Monster: 50pts

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

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The minimum number of cards in your deck is 60. You can have a maximum of 3 same Strategy Cards in your deck

You can have a maximum of 5 same Tactical Cards in your deck. You can have a maximum of 3 same Gear Cards in your deck.