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Dawn of war for Warzone 1st Ed
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COMPENDIUM VOLUME #1
THE DAWN OF WAR
DESIGN: CHRIS BLEDSOE, DAVE JONES
ADDITIONAL DESIGN: CHRISSY CASEY, JOSEPH GOODMAN,
BILL KING, MICHAEL MORSARE, SAMI SINERVA, HENRIK PO. BOX 105
STRANDBERG, JEREMY WEBB FOLSOM, PA 19033
EDITING: HENRIK STRANDBERG, THOMAS J. TALAMINL USA
‘SAMI SINERVA, MICHAEL MORSARE, JOSEPH GOODMAN gg.
PAGE DESIGN: MARCUS THORELL, ANDREAS RONDAHL
HENRIK STRANDBERG
INTERIOR ARTWORK: PAOLO PARENTE, ALEX HORLEY, PAUL
BONNER, PETER BERGTING, STUDIO PARENTE, TONY
BAGGE, GUILLAUME FOURNIER
‘COVER ARTWORK: PAUL BONNER
‘COVER DESIGN: MARCUS THORELL oi
ART DIRECTION: NILS GULLIKSSON
FOR MORE INFORMATION
HEARTBREAKER
HEARTBREAKER
(GO GAMECRAFT
‘A16 GARDNER'S ROW
LIVERPOOL 13 6JT
ENGLAND.
HEARTBREAKER
LUNE EDITOR: HENRIK STRANDBERG
PROJECT MANAGER: MICHAEL MORSARE
C/O WALRUS & CARPENTER
IST FLOOR
ADDITIONAL CONTRIBUTIONS: MATT FORBECK, BOB 97-99 ARGYLE STREET
WATTS, FREDRIK MALMBERG, STEFAN JUNGQVIST.
JONAS MASES, PATRIC BACKLUND, CEES KWADIK
PARRAMATTA, NSW 2150
AUSTRALIA.
PLAYTESTERS: LES ROBERTSON, SHAY ANDERSON, ROBERT OR
HAMMOND, ARVID BLOMBERG, TIM McGRAW AT «FLIGHT
(OF THE PHOEND, BRIAN FAY & CREW, JON «GREY:
SCULPTORS: TM PROW, MARK COPPLESTONE, MARK KAY, ore information also available at this WWW site:
PHIL LEWIS, KEV ADAMS
FIGURE PAINTERS: JACKIE APPLETON, JOAKIM RANNIKKO, TIM
PROW, JONI TEITTINEN, ANDRES ROCABADO.
Heawmearer
Copyright © 1996 Target Games AB. All Rights Reserved. Mutant Chronicles, Warzone, The Dawn of War and
all character names and the distinctive likeness(es) thereof are Trademarks of Target Games AB,
‘Mutant Chronicles is a Registered Trademark in the U.S.A.
Used under Authorization. Printed in the US.A.
Miniatures and paint available from Heartbreaker Hobbies.
warzone@target.se
worwtarget.seTABLE OF
WELCOME .
NEW OFFICIAL RULES ..4
Pre-measuring oi
‘An Issue to Scream About .. 4
Model Sizes... .. 4
Fear...... eet
5
6
6
6
6
Using a Wait Action
Maximum Armor Rating. -
Lucky Fate + Combat Medic?
Flamethrowers Seem
Grenades
Firing Shotguns in Close
Combat .......
Clubbing Your Adversary...
Sidearms and Close Combat
Arms
Rocket Launchers «
Indirect Attacks
‘Sweep Attacks
Panic and Rout
Sniper Checks
Close Combat Attacks (New
lose Combat Rules) . 9
‘Artificial Intelligence .......12
“The Dark Technology ......13
OPTIONAL RULES ..
Extra Cover...
Half and Full Cover Rules ..14
Jungle Rules for Warzone ..15
PERSONALITIES
wee
‘Agent Nick Michaels...
Mitch Hunter ......0...418
Big Bob Watts 19
Valerie Duval 20
Max Steiner 2.0.0 .006.21
et) hier arenn ane
Yojimbo eee
Edward S, Murdoch 24
Sean Gallagher... 25
Vince Diamond a6
Cyril Dent 27
Crenshaw the Mortificator .28
Cardinal Dominic of Luna ..30
Billy... mae?
Alakhai the Cunning... 33
Valpurgius, Archmagus of
Alekhal «ois ise dee.
NEW TROOPS 36
THE CARTEL .........36
Corporate Medics -. 36
War Medics .....2.....36
BAUHAUS .. ey
Dragoons 37
MISHIMA...
Combat Warheads »
Suicide Warheads
IMPERIAL, -39
Golden Lions 39
CYBERTRONIC
Machinators
Chemiman
Enhanced Chasseurs «
Cuirassier (Attila) Samude a2
DriDranay ses. 200 < 2143)
DARK LEGION ........44
Mercurian Maculator ... ..44
‘Spawn of Demnogonis .. ..46
CONTENTS
NEW RULE FOR EXISTING
TROOPS ........
Eradicator Deathdroid .
Nepharite of Demnogonis
Ezoghoul
ARMORIES «2.5.0.0... 38
Demnogonis Armory
Maguebringer
Mishima Armory
Deathshreker Screedgun
Kenjursu
Brotherhood Armory .....54
‘Avalanche Handgun
Deathdealer Sword
Capitol Armory .
Gapitol Sword of Honor
MB16D Shotgun
Nimrod Mk, MG
Bauhaus Armory «
SG-99 Sniper Rie
Hectrocharged Nighsticks
Plasma Handcannon
Dragoon Kampfkanone
Imperial Armory .........58
Enhanced Invader "
Gybertronic Armory.
1000 Handgun
(CSA404 Electroheated Sword ~
‘854100 AMG i
56 diy
TEMPLATES ..
}
4
FICTION STORIES o
Live to Ride
Business as Usual.
AHard Lesson.
‘The Nepharite’s Rage -
Have Metewan is All ©
Fight to the Death
Mortificator Assault ..
Mishima...
NOTE: The new rules in this book has been
divided into two separate parts—New Official
Rules (clarifications and changes that are official
for tournament use), and Optional Rules (decide in
your gaming group before starting a scenario
whether you use them oF not). If you have seen
previous material that contradicts any of the New
Official Rules, forget it. Should you have any
further questions or inquiries, please don't hesit-
ate to contact us. Above all; HAVE FUN! "INTRODUCTION
Bon derbies ond ache spree
Clea ol el if cn
eastern ge Vos
Ho eee
Fallovinga secon devoted ote darinon of
nitude of the Mutant Chronicles
sad was
WELCOME
addition of new close combat
rules, well turn our attention to
the backbone of the Mutant
Chronicles tl
and the personalities that drive
Doomtroopers,
this universe. In this section
you'll find such Mutant Chronicles
avorites as the courageous
Mitch Hunter, the fanatical
Cardinal Dominic, the ferocious
Sean Gallagher, and the cool
mystique of Crenshaw the
Mortificator. What exposé on
the personalities of the Mutant
Chronicles would be complete without a look at some
Of the Dark Souls top minions, like Alakhai the
Cunning and his chief magus Valpurgius?
Youll find allthis and a whole lot more to expand
your Warzone game and crush your opponents within
these pages. We hope you enjoy this first volume of
the Warzone Compendiums and urge you to be alert
for the second volume, coming very soon,
— Chris Bledsoe & Dave JonesNEW OFFICIAL RULES NEW OFFICIAL RULES
NEW OFFICIAL RULES
This section clarifies and expands some rules in the Warzone rules
book, and introduces some completely new ones as wel
Warzone isa very la
of this nature, you just can’t cover everythin
e and detailed game, and like most games
the first time
around. As we improve our system and define new rules for a
more vicious Warzone, we'll make sure to release them within
pages of future Warzone Compendium
PRE-MEASURING
In Warzone you are not allowed to measure ranges until after you
declare an action. For example, you should not measure the
range and then decide whether you want co fire. You declare a
fire action and then measure the range. If your target is out of
range, then that's just too bad.
AN ISSUE TO
SCREAM ABOUT!!!
(These rules serve as clarification and modification to those given in
the basic rules book, page 127. They replace the old rules for
tournament purposes.)
The entire squad must use all three actions to create the
whirlwind (including the Soulslayer), but the Soulslayer does not
count towards the modifier. Regarding the potency, itis as
follows:
‘+ First, total up the number of Legionnaires in the
squad (not including the Soulslayer), then subtract
1 from the total, because the Soulslayer’s presence
WHIRLWIND TABLE suicks up some of the potency of the Dark
The player may use the Screaming Legionnaires as Symmetry. Every attack the Whirlwind makes
normal reduces the modifier by one, even if it doesn't
‘The Screaming Legionnaires must move at least inflict a wound. Being hidden does not save you
‘one full move action towards the’closest enemy from the Wind.
model this turn + Also, every time you activate a Screamin
The Soulslayer is not doing its job and the entire Legionnaire unit (though nor ifthe Soulsiayer is the
squad moves (full movement) with all their actions only model remaining) you have to roll a D20 and
towards the nearest enemy model. consult the Whirlwind Table,
‘These chanj
rules on pag
MODEL SIZES
es should be used in conjunction with the
es 126 and 127 in the Warzone rules book.
There are four general categories for model sizes in SMALL MODELS. Sinall models are smaller than @
Warzone, These categories cover most of the normal human. They are so tiny that they are often
miniatures you'l encounter, although they obviously | overlooked on the battlefield. This has its advantages
cannot cover every conceivable model. The ifone wishes to stay alive, and its disadvantages if
ntroduction of super-large vehicles (how about ‘one wishes to prove one’s might. At distances greater
fielding a Grizzly?) or enormous monsters of the Dark, | than 12”, small models are always considered hidden.
may elicit the need for even more categories of model | Attempts to spot small models always receive an
sizes. For now, however, the following four will suffice. | additional -4 penalty to the LD roll. You may chooseNEW OFFICIAL RULES.
to target a normal, large, or giant model even if'a
‘small model is closer
NORMAL MODELS. Normal models are approxim:
ately human sized. The standard rules, as written, apply
to normal models with no modifications
LARGE MODELS. Large models are larger than
human sized, but less than twice the size of a
human. Large models may never hide, and you may
shoot at large models even if they are not the clos-
est targets. Nepharites and Razides, for example,
are large models.
GIANT MODELS. Giant models are larger than twice
the size ofa human. The Ezoghoul isa giant model.
(Note that although the Ezoghoul is not described as a
sant model in the Worzone rules book, itis considered
ne. All ofthe rules for large models apply to giant
‘models; you may choose to target a giant model even if
a lange model is closer. ll giant models cause Fear in all
normal and small models (except for those immune to
its effects) as described below.
FEAR
Fear is caused by any creature so immense, or so
frightening, or of such a dangerous reputation, that it
immediately makes an enemy consider its own mort
ality. A creature that causes Fear will cause weak
willed enemies to retreat upon sight of it, without
even attempting to stand and fight. Units facing a
Fear-causing creature become particularly aware of it
when they get closer to the enemy. As soon as troops
realize that an enemy’ ni
sight they'll ever see, they feel the e
¢ move may be the last
ffects of the fear
MAKING A PANIC TEST. Whenever a Fear-causing,
creature gets within 6 inches of an enemy model, t
model must make a panic test. Additionally, any unit
or individual model CHARGED (as described in the
new close combat rules in this book} by a Fear-causing,
creature must immediately make a new panic test.
‘Success. Ifthe panic testis passed, the unit over.
comes its trepidation regarding the Fear-caus
ure and will not suffer from fear of the creature again
this battle. (Ifthe mode's unit is already panicked and
broken, this panic testis considered a rout test)
FAILURE. If the panic test is failed, the unit suffers
all of the effects of panic or rout, as appropriate.
IMMUNITIES. Any model listed as being immune
to panic is also considered immune to Fear. All large
and giant models are already considered immune to
Fear, as are all Nepharites.
NEW OFFICIAL RULES
USING A WAIT
ACTION
There has been some confusion when it comes to
‘what you can actually do during a wait action, and
this is how it works:
WHAT YoU MAY Do:
+ First, iFyou want to SHOOT at your opponent's
model during a wait action, you have to fire at the
first legal model in your line of sight. or you have
to wait for the entire squad to be done
performing their actions and then fire at the
closest enemy model in that squad
‘+ You may DIVE FOR COVER as explained in the
Warzone rules book.
‘A Waiting troop may try to SPOT an enemy model
at any time,
‘+ You may make a SNIPER CHECK as described in
this book. This is not an action.
‘You can COUNTERCHARGE as described in the
new Close Combat rules in this book.
WHAT YOU CAN'T Do:
You may never perform actions that you may only
perform “once per turn’ as Wait actions. This
includes Use Special Power (using Art or a Dark
symm ), Rally, and Give Orders.
‘= You can’t HIDE as a Wait action.No armor rating can ever be greater than 30 for
any reason. If you have an armor rating of 28 and
you take cover (see below), then your armor rating,
will be 30; not 32.
LUCKY FATE +
COMBAT MEDIC?
The effects of the Lucky Fate special ability and the
Combat Medic Unit special equipment are NOT
cumulative, A single figure can HAVE both, but it may
only make ONE saving throw against each wound it
takes {it can still be useful to have both, should the
Combat Medic Unit be struck by Malfunction).
When Darkness falls e
bring out your Pukert
PURCHASING GRENADES
+ When purchasing a grenade launcher, the cost of
grenades is extra
+ Agrenade launcher may only be equipped with
one single type of grenade
THROWING GRENADES
+ Troops can throw grenades 6 inches plus their
strength,
GRENADE LAUNCHERS. There are two types of
‘grenade launchers:
(of 10 inches with a cost of 2 pts.
+ MARK II: 2 more powerful one that can only be
mounted on an assault rifle or bought as a
separate weapon: it has a range of 20 inches
GRENADE LAUNCHER TABLE
TYPE RK
Grenade launcher, Mark | 10
Grenade launcher, Mark I 10
See special rule
new orem. noes VAI we ormecnese
MAXIMUM ARMOR RATING
* MARK I: described in the basic book, with a range
NEW OFFICIAL RULES
FLAMETHROWERS
Flamethrowers get to use either of two different temp
fen in the basic Warzone rules book, or
the one given in the back of this book. Be warmed; once
Yyou use one of the templates for a Flamethrower, you
must continue to use that template for the entire round.
Additionally, Flamethrowers cannot be fired in
close combat; their great size and ranged area of
‘effect would simply make it too costly to try.
ates—the one
GRENADES
‘minimum range of 6 inches, and it costs 6 points,
(if you mount it on a weapon), or 10 points (fit is
bought as a separate weapon). You may only
equip one model in a squad with a grenade
launcher instead of his normal weapon. If the
squad consists of nine or more models (includ
the squad leader), two models may be equipp.
with the grenade launcher. The grenade launcher
is NOT considered a heavy weapon.
ncher on a weapon, the
teed the "basic weapon's” maximum
range, 4 inches. For example: the Mark I grenade
launcher mounted on a Shogun assault rifle has @ max:
of 14 inches, asthe Shogun itself has a MX
iount the grenade l
MX RM DAM_—COsT
4 = soNEW OFFICIAL RULES
NEW OFFICIAL RULES
FIRING SHOTGUNS IN CLOSE COMBAT
If you choose to have your model fire a shotgun.
in close combat, you must make a strength test.
In order to do this, you and your opponent both
roll a d20 and add your respective models’ ST to
the roll. If your score is better, you may work out
the shot as normal. If your opponent wins the
roll, he automatically evades the attack and the
action is spent.
CLUBBING YOUR ADVERSARY
Eventhough most firearms are too clumsy to be
effectively used in close combet, they make
clubs and can easily crack your opponent's skull if
used properly
HANDGUNS, SMGS AND SHOTGUNS. All
handguns and SMGs are SIDEARMS and may be fired
as ustial in close combat. Shotguns can be fired if you!
make a ST test as described above. You can also
pistol-whip your opponent in close combat with any
of these weapons, to make DAM 7 plus your ST
bonus. SMGs only can be equipped with a bayonet to
increase the DAM to 10.
ASSAULT RIFLES, SNIPER RIFLES AND.
Ls. Assault Rifles, Sniper Rifles and LMGs can
not be fired in clase combat, but you can use the
stock or barrel to club your opponent. Use your CC
stat to hit. This attack makes DAM 8, plus any ST
bonus. Assault and Sniper Rifles can be equipped
‘with a bayonet to increase the DAM to 10,
HMGS AND ROCKET LAUNCHERS. HMGs and
Rocket Launchers cannot be used to fire in close
combat, but can be used as a club only if the user's
ST is greater than the weapon's DAM modifier. They
make DAM 9. Add the ST bonus and DEDUCT the
‘weapon’s DAM modifier
Example: in order to use a Deathlockdrum—DAM
16(%3)—in close combat, the user must have a ST of 3 or
greater. A user with STS would make DAM 11 (95-3)
when using the Deathlockdrum asa club.
LIVE TO RIDE
Kenshiro cradled his ges mask in his left hand, sipping water from his canteen with his right, He glanced up at the
sun and wiped the sweat from his brow. Venus was always humid, never dry lke his home back on Mercury. Still,
never felt happier. His assignment on Venus gave him the chance to ride the Dragonbike in the service of
Mishima, and that was all that Ken had ever wanted. He loved the freedom of riding full throttle down the winding
streams of Venus on his bike, the wind whipping through his hair. To him it was almost like flying. His patrol
afforded him the opportunity to test his mettle on many occasions, for Kenshiro loved to tinker with his bike's
systems, trying to squeeze as much speed and agility out of it as possible. Every chance he got he volunteered for
extra patrol shifts. “The Emperor would be proud of your dedication to our compan, Ken” hs leader was always
telling him. He would always humbly bow and thank him, in the proper Mishima traditions, never telling him that
be only did it to get a chance to test out a new modification.
Grinning with anticipation he recapped his canteen and slung it on his belt. Ken carefully checked his Windrider
SMG to make sure it was loaded properly and slid it in between the control grips of the bike. There had been reports
that the Dark Legion was infiltrating this sector's ruins and he wanted to be prepared justin case. Ken clipped his
nask back in place and gunned the engine on the Dragonbike and leapt forward, spraying the trees and foliage
Continued on p-10NEW OFFICIAL RULES
SIDEARMS, as d
in the Wara
rules
book (page 49), are
firearms that can be
FIRED by a figure that
is locked in close
combat. ALL handguns
and sub-machine-guns
are SIDEARMS.
SIDEARMS are always
auinchers need to LOCK ON TARGET
jred. This requires one action. If
+ All Rocket
fore they
they are not, the missile will automatically deviate,
In order to achieve a proper lock on, the weapon
must first be held absolutely steady, which means
that unless the wielder is strong enough to
‘weapon unbraced (i.e, has a ST equal to or greater
than the Rocket Launcher's damage modifier), the
tuser must ALSO spend an action bracing the
ise the
weapon as he attempts a lock on,
* You do not have to brace a Rocket Launcher
mounted on a vehicle unless stated otherwise.
The s ill apply for troops firing Rocket
Launchers from vehicles that aren't mounted: itis
NEW OFFICIAL RULES
SIDEARMS AND CLOSE
COMBAT ARMS
used with one hand, and if your figure has two
sidearms, it can make a secondary attack as defined
‘on page 55 in the rules. (If, for some reason, the
SIDEARM is used with two hands, as per the force list
description, you lose the capability of making a
secondary attack.)
Using the rules in this compendium, most firearms
can also be used as melee weapons. However this does
NOT mean they become SIDEARMS. Also, Shotguns
don't qualify as SIDEARMS unless otherwise stated.
ROCKET LAUNCHERS
assumed that the trooper will use any part of the
vehicle to keep the Rocket Launcher still
+ All Rocket Launchers have an automatic cut-off at
minimum range. This is to prevent the user from.
accidentally blowing himself up if his rocket
explodes too close. This means no Rocket
Launcher can be fired at a target less than 10
inches away
You must always fire a Rocket Launcher at an
enemy model—you cannot just fire at a spot in
the terrain (for example to have the template
cover two models instead of one). Le.
always center the template on the target of your
attack (unless of course if it deviates)
you must
INDIRECT ATTACKS
Indirect attacks go towards their targets passing.
over intervening obstacles. The best example of an
indirect attack is with
uunchers. You can lob
meaning that the target does not gain the
behind a wall. This
es grenades very usefil for winkling
jenades and grenade
renades over walls at you!
benefit of cover for bein,
obviously ma
out troops in such b
You can make indirect attacks with Rocket
Launchers, Grenade Launchers, and thrown
jenades. You must have a SPOTTER to perform an
indirect attack. The spotter is another figure from
the same squad as the attacker, or an individual
model, that is within 12” of the target AND has line
of sight to the target model. Only fig
LD-score of 13 or more can be spotters. The
spotter does not have to spend an action to lead
indirect fire
In this type of indirect attacks with hand held
grenade/rocket launchers, the attacker must still
have line of sight to the target. Indirect attack
simply cancels the target's cover bonus.
Fd cover,NEW OFFICIAL RULES
SWEEP ATTACKS
here are three sweep attack templates in the back
Of this book: one for normal size models, one for
large models, and one for giant-sized models, making,
sweep attacks easier
Simply center the template over the model
making the attack, It may hit any enemy mode
partly under the template with one close combat
attack. If there are any of your own models in the
way, you can stop the sweep attack when it reaches
them, If you are playing Dark Legion and you want
to cut through your own models, work out the
ack as normal, You decide which direction the
sweep revolves in. Ifthe sweep attack is successfully
parried, the attack ends.
PANIC AND ROUT
When a squad takes multiple wounds from the same
attack, such as from a burst fire weapon,
Jamethrower or rocket launcher, it need take only
one panic or rout test no matter how many
casualties are inflicted. You never need to make
more than one test of any type from the same
attack. If your squad panics as a result of taking a
casualty from an attack, you do not need to make a
rout test as a result of the same attack.
Aso, INDIVIDUAL models never need to make
Panic and Rout tests at all, unless stated otherwise
SNIPER CHECKS
A sniper check isa special type of spot action, useful
against those foes who can attack while remaining
hidden, such as Mishima Shadow Walkers.
A sniper check can only be performed by a waiting
troop in the same squad as a model that is being fired
NEW OFFICIAL RULES
at. The spotting attempt is made right after the
hidden troop attacks, If successfully spotted, remove
the Hide marker from the model, and all waiting
troops in the squad may attack the hidden model
The difference between a Sniper Check and an
‘ordinary Spot action, is that the Sniper Check is done
‘automatically without requiring an action. All waiting,
troops in the same squad as the target get to make
one Sniper Check each.
CLOSE COMBAT
ATTACKS
What follows is a new set of rules to engage in
close combat in your Warzone games. These are
intended to make close combat even more brutal
and exciting. They completely replace the Charg
rules in the first edition of Warzone. The Charge
action described below is the only way you can
ENTER close combat with another model. However,
ced, you follow the standard rules.NEW OFFICIAL RULES
CHARGE
Charge is a new action usable by any troop type. A
charging model rushes towards the nearest visible
enemy model, attempting to use the weight ofits
tackle to bring down the enemy. A Charge action is
essentially a Move action and Close Combat action
combined into one, single, action. You can choose to
charg
distance of your model. Note that you may not
measure the distance between models before charging.
+ After declaring that your model is charging,
remove any hidden or waiting markers from it.
Measure the distance between your model and the
the nearest enemy model within movement
nearest enemy, and ifthe distance is within your
model's MV statin inches, move the two models
nto base to base contact. Always use the shortest
route to determine the distance of the charg
* Once in base to base contact, your model may
make a single Close Combat attack at +2 to its
CC and DAM. Part of the benefit of a charge is due
to the extra momentum gained while running
towards the enemy
+ tis very difficult to charge a foe who is uphill, so if
a model charges up a hill or slope of any kind, you
should halve all CC and DAM bonuses for charging.
+ Ifthe opposing model is stil alive after a charge.
close combat proceeds as normal. You no longer get
the charging bonus to your frst close combat attack.
‘mentioned on page 55 of the basic rules book.
Grabbi
the cr
the river
into at
to his
Ken had two more waypoints o
‘800d time. Just ashe
picked up a large blip r
intending
Algerath. Ken quick
satisfaction se
torso before he sped past it. Ken cut the e
ned only angered by the wounds and roared at Ken, bringi
NEW OFFICIAL RULES
* Ifyou declare a charge against an opponent
beyond your model's movement distance, any
hidden or waiting markers on your model are
removed and your model simply moves its full
distance towards the enemy model, but since itis
still out of range it may not attack.
CHARGING WHILE WAITING. Waiting troops
can use a charge action to attack enemy troops
within their movement distance. As with all charges,
though, you cannot measure distances before
declaring the charge.
CHARGING A WAITING MODEL. See Counter
charge below.
IF YOUR MODEL IS HIDDEN. Ifyou begin a
charge while hidden, your opponent cannot
countercharge or parry (more on this below). The
enemy model is taken totally by surprise. This
surprise works in the favor of the attacker, giving
the attacking model an additional +2 to its CC
and DAM,
CHARGING HIDDEN TROOPS. You cannot
charge hidden troops. Instead, if you dec!
charge against a visible model and the movement
happens to bring your model into base to base
contact with a hidden troop, the hidden troop is
considered to have charged your model, and gets
a free attack
the brackish water ofthe
ed to full speed, weavin
imp. The bike quickly
id out of the swamp trees.
his patrol and he was mak
\s starting to cl swamp his seanner
through the water nea
up his Windrider Ken swerved over towards a fallen tree,
o jump it and land behind the blip. He gunned it at
last second and hit the log hard, sailing up into the air and
coming down on the water with a
me ash, surprising
fe ruins om the far side of
ature was a Mercurian Maculator, a servant of
fired a burst from kis Windrider, noting with
weral wounds erupting up the side of the Maculator’s
and threw the bike
pa plume of water. The Maculator
ure that was heading towards
The
turn, sendi
into bear on him. Kenshiro radioed his base for
assistance while he dodged out ofthe line offre, silently praying
estors that his modifications proved worthwhileNEW OFFICIAL RULES
COUNTERCHARGE
‘Awaiting model can choose to countercharge any
enemy that charges it. Once your opponent declares
aa charge at your waiting model, you can declare a
countercharge. Measure the distance between your
‘wo models, Assuming both models have the
necessary movement allowance, they meet exactly
halfway between their current positions,
When a charging model is countercharged, the
result of the combat often comes down to quick
reflexes and reaction time. In the event of a
countercharge, both players should roll a d20 and
add the respective charging model's LD score. The
model with the highest total gets to make its close
combat attack first. The losing model then makes
ITS attack, ifstill alive, Normal charging bonuses to
hit and damage apply to both combatants in a
‘combat resulting from a countercharge. If both
‘models are still alive following the countercharge,
normal close combat rules apply.
Ifyou have waiting models other than the one
who is being charged, you cannot declare a
‘countercharge with them—a model can only
countercharge the model that charged it.
NEW OFFICIAL RULES
PARRY
All models can try to parry a close combat
attack using whatever weapon it has at
hand (iit doesnt have a weapon, or only a
weapon that cannot be used in close
combat, it tried to avoid the attack instead)
Your model automatically attempts to parry
all incoming close combat atacks. You dont
need to use an action to parry; simply make
4 parry roll against every enemy attack
“To successfully pary, you must roll EQUAL
TO OR LESS THAN half your model's CC
score (rounded up). Ite roll is successful
the enemy blow has been blocked (or
dodged), and your model takes no damage
from the attack
‘A model cannot parry its opponent’ blows
if the opponent is suficently powerful I
the difference in ST between two models in
combat is 3 or more, the weaker model
cannot parry the blows ofthe stronger
model.
NOTE that you may parry ALL hand-to-hand
‘lose combat attacks; not only those that
are made as a result ofa charge.NEW OFFICIAL RULES
‘There are few Al's described in the basic Warzone
book, for example Cuirassiers and Eradicators. In this
book, you'l also find descriptions of Mishima’s
‘Combat Warheads and other Al's.
+ Since Al's are robotic, they don’t need to worry
about gas attacks. They are also immune to fear
attacks, as their actions involve no conscious
decisionmaking of their own. A's simply follow
their programming.
+ Also, all Al's are forbidden to use any special
equipment or heroic abilities: they have their own
ENHANCEMENTS that act as special equipment
options, and SPECIAL PROGRAMS that act as
heroic abilities, The AI player must still follow all
restrictions for purchasing special equipment and
heroic abilities.
‘+ Since enhancements and programs are internal
attachments to the Als, they are not affected by
the Malfunction Dark Gift
ENHANCEMENTS.
_ SELF-REPAIR MECHANISM. This piece of
‘equipment repairs any internal damage an Al might
_take during a battle. When an Al takes a wound, roll
| 220, ifthe result is a 10 or less, the Al ignores the
wound. If the weapon does two wounds, you have to
roll twice. COST: 13
Trance ay only be sed by Cybertron hough
allG jbertronic models may use it, not only the Al's)
c Ticker is one of the most interesting
‘enhancements made, The Ticker isa hyper
NEW OFFICIAL RULES
ARTIFICIAL INTELLIGENCE (Al)
conductive biomedical substance which is injected
into the cerebral cortex. It optimizes the
‘transmission of nervous impulses, improving brain
capacity and boosting its activity. With slight
alterations, the Ticker can also direct-transmit these
impulses to the electros of an Al.
‘The Ticker has two uses:
1) You may activate the Ticker at anytime for one
action. Once the Ticker has been activated, the
user may immediately take another set of actions.
When you have completed the actions the mode!
dies from cortical overload and is removed from
the table. Ifyou play for Victory Points, this
casualty does not earn any points.
2) Once the model outfitted with the Ticker is killed,
the Ticker takes over. The model automatically an
immediately gets to take another set of actions
before the model is removed from the table,
cost: 15
CELL LINK. This communication enhancement
extends command distance up to 12 inches from the
sergeant. COST: 9
UNBLINKING EVE. The Unblinking Eye is mostly
used for night raids because of its infrared sight. Fan
Ais enhanced with an Unblinking Eye, itwill have a
+4 to spot any hidden models. Further, if you use
any of the upcoming optional rules for night fighting,
your Al is not affected by any of these rules. COST:
ENHANCED COMMAND CHIP. The Al that is
‘enhanced with this chip gets an additional action per
tum, COST: 7
OBLITIVE ARMOR. This armor enhancement gives
the Al equipped with it 1 additional wound point.
COST:6
PROGRAMS
TRACKING PROGRAM. This program adds 2 to
the model's MW score and 2 t0 the DAM of the
‘models ranged weapons. This bonus also adds to the
‘lose combat damage of sidearms in hand-to-hand
combat. COST: 4
TACTICAL PROGRAM. This adds 4 to your score
when rolling for initiative. COST: 2
BATTLEFIELD COMMUNICATION PROGRAM.
The Al may use two Give Order Actions per turn
instead of just one, COST 5
SEEK AND DESTROY PROGRAM. Once per
ame, this Al may strike with perfect success with
any attack. You decide when. COST: 7NEW OFFICIAL RULES
THE DARK TECHNOLOGY
In this section, you'll find Special Equipment for the
Dark Legion. All of the Special Equipment in the
Warzone rules book are for anyone but Dark Legion,
but the Special Equipment shown here can be bought
to all squad leaders and individual models within the
Dark Legion, and only the Dark Legion.
Dark Legion squad leaders can have one piece of
Special Equipment while individual models can have
three pieces. If the squad leader or individual model
is a Heretic, it can have one in addition to the
Ifa Dark Legion Squad Leader or Individual model
is allowed to purchase Dark Gifts, then the number of
Special Equipment is counted against the total
rhumber of Dark Gifts it can have, but the model is
stil limited to have no more than one or three pieces
of special equipment
EXAMPLE: The Nepharte Zarabanar can have 10
Dark Gifts. If he buys thre pieces of special equipment
(Nepharites are individual models), he can have only seven
Dark Gifts
PERSONALITIES MAY NOT BE EQUIPPED WITH ANY
SORT OF SPECIAL EQUIPMENT, EXCEPT FROM
WHAT'S ALREADY INCLUDED IN THEIR PROFILES
THIS GOES FOR CORPORATE PERSONALITIES ALSO.
SYMBIOTIC LINK. Can only be given to individual
models. The figure and another figure are linked
together by a biotechnical link. IFthe two figures are
within command distance of each other, they can be
activated as a squad if you make a LD roll equal to or
under the highest LD of the two figures. If you don't
succeed, you choose which one you want to activate.
Ifyou fumble the LD roll, both figures must do the
same actions, in the same order, the turn they
fumbled. COST: 10 points for two figures
REGENERATE. This biotechnical gift repairs the
figure’s body every time it gets wounded. ONCE
every turn the figure may use one action to try to
regenerate/repair a wound it has taken. Roll a d20—if
the result is 8 or less the figure regenerates one
‘wound. Ifthe figure fumbles the roll, the biotechnies
instead damages the body even more, and the figure
loses another wound. Of course the figure can't
regenerate more wounds than he started the
‘with. COST: 10
SYMMETRICAL NODE. This gives the figure the
ability to use one Dark Gift of a power (PW) up to 12.
Choose one gift from the Dark Symmetry list (not gift
of Apostle list). the figure fumbles when trying to
use the gift, the figure may not use the gift anymore
this game. COST: The gift’s power level, +3 points
NEW OFFICIAL RULES
ARMOR SKIN. The model’s body has been replaced
by necrobionic tissue. This adds +4 to the model's
armor rating (up to a maximum of 30). COST 5
IMPROVED REFLEXES. The mode!’ reflexes are
improved with the help of necrobionics. The model may
take one extra attack action every tum. COST 6
GREAT SPEED. This model's legs are enhanced
with necrobionics that makes the model move
incredibly fast. You can use this twice a game. Roll a
420 when attempting to use this piece of equipment.
na roll of 13 oF less, the model may double its.
movement for every move action this turn. Ifthe roll
is a perfect success (a roll of a 1), the model's
movement is tripled, but if you fumble the roll (a roll
of a 20), the model’s movement isn’t affected and it
still counts as one of the two times you are allowed
to use this ability a game. A model's movement may
not become greater than 10. COST 8
ENHANCED VISION. This necrobionic adds +4 to
the model's LD when it's trying to spot hidden models.
It also adds +2 to the model's MW score. COST:3
SIXTH SENSE. Every time an enemy model shoots
at this model, the model reacts on it and tries to
jump out of the way. When this model is hit with a
fire attack, roll a d20. Ifthe result is less than half the
model's LD, he jumps out of the way of the shot and
doesn't need to roll for his armor. COST: 14 points
(this takes up two special equipment slots)
NECROBIONIC TARGETER. This necrobionic
enhances the model's ability to hit targets in a shoot
combat. Add +2 to the model's MW score and +2 to
its weapon's damage. COST: 5OPTIONAL RULES
The below are rules additions that can be useful in
some scenarios under certain circumstances, but not
always. There are hints on the pros and cons of each
of the op
should agree
nal rules in their descriptions, so you
before you begin the scenario which
“optional rules to include in your game,
EXTRA COVER
EXTRA COVER is used when a warrior wants to
increase his chances of not getting shot. The
ht be in a trench, with his head
between his knees while crouching,
boulder, or squatting down behind some sand bags.
Instead of defining cover as SOFT or HARD, you
may wish to define it as HALF or FULL. These cover
rules have their advantages—it's quicker to deter-
mine and better reflects the size of the target—but
also its disadvantages (it may for example seem
tunlogical that you can fire at someone's nose with
only a ~4 penalty), but we have found them useful
enough to include them here and let you have the
choice of which ones you prefer. If you use these
rules, ignore the rules on page 47 of the basic
rules book,
This can be especially important to represent in a
smaller skirmish, where each side has maybe only
200-300 points, and where the survival of every
single figure is very important. In larger battles it may
slow down play
Ifone of your models is behind a wall, in a trench,
behind sandb
sete. (we're guessing you get the
Jdea), you can state that your model is SEEKING
EXTRA COVER, (place an EXTRA COVER marker—
found in the back of this book.
This requires one action, as your warrior is so
worried about getting hit that he is making sure he is
out of sight (at least he hopes to be),
While in Extra Cover, your model gets an extra
+4 to its armor rating. A model can not seek Extra
Cover behind a tree, a steel beam holding up a
watch tower, etc
scure the entire figure. Once again, we guess you
get the idea; use your common sense and try to
imagine yourself covering up behind whatever itis.
While your model is in Extra Cover, itis too
busy keeping itself down to be able to take any
other actions and still remain in extra cover. Le.
AS SOON AS THE FIGURE TAKES ANOTHER
ACTION, the effects of Extra Cover are lost and the
marker removed. A model in EXTRA COVER can
still be fired at, you just get the extra armor bonus:
for that extra cover. You do not gain the EXTRA
COVER benefits against close combat attacks, or
any weapon with a template attack.
a these are too small to ob-
HALF AND FULL COVER RULES
FULL COVER (-4 To OPPONENT'S Mw). If
LESS THAN HALF of the target model is visible
when tracing Line of Sight, the target has FULL
COVER and the attacker suffers a ~4 penalty to its
MW. This is regardless of the type of covers wall
tee or bush
HALF COVER (-2 To OPPONENT'S MW). If ANY
PART of the target figure is obscured by some kind of
cover, but MORE THAN HALF of its visible, the target
hhas HALF COVER and the attacker suffers a -2 penalty
to its MW.OPTIONAL RULES
OPTIONAL RULES
JUNGLE RULES FOR WARZONE
The jungles—particularly on Venus—are among the
toughest and most demanding of all the solar
"To simulate combat in the Green Hells, you can
use the following rules, which add more realism and
atmosphere, However they will prolong the g
it becomes more difficult to wound and spot
‘opponents.
LIMITED visiBILiTy. The jungle floors are
covered in thickets, bushes and angling matts of
dense vine. There is always something
partially obscuring any target. The light is often poor
because the jungle canopy blocks out the sun.
Because of this, there is always a -2 penalty to the
MW of all missile attacks in the jungle
Flamethrowers and shotguns don’t suffer from this.
penalty, but have their range halved.
least
EXTRA COVER. In the jungle, extra cover rules
apply to all terrain.
WOODS/DENSE JUNGLES. Woods represent
particularly dense and tangled parts of the jungle. Any
troops in woods count as being in Hard Cover (Full
Cover if optional cover rules are used). Capitolian
helicopters cannot land their men in such woods.
HIDING IN THE JUNGLE. All the available cover
‘makes it much easier for models to hide. Enemy
‘models are at ~2 to spot you if you are in any terrain
except woods, In woods they are at ~4 to spot you.
MALFUNCTIONS. The heat and humidity and the
adverse conditions affect weapons badly. In the
jungle weapons malfunction easily. When making a
fire attack you fumble on a roll of 19 or 20. Even the
‘most famously reliable weapons of Bauhaus
malfunction on a roll of 20.
FLASHSTORMS. The Venusian jungles are
infamous for their flashstorms, These can spring up
at any time. Water pours from the
lowering visibility and making movement difficult as
the ground tums to muddy sludge. When you roll for
initiative, if either player rolls a 1 or a 20 then a
Faashstorm has sprung up and remains in progress for
the rest ofthe turn,
When a Flashstorm is in progress all weapon
ranges are halved (rounded down), Spotting rolls are
at 4. When you make a move or infiltrate action roll
20. If the result is more than your leadership then
you are bogged down in the muddy ground. You
need only make this roll during your first movement
action. If you make a second or third one you do not
n huge sheets,
need to make the roll. Troops with jungle training
don't need to roll to be able to move.
During Flashstorms weapons malfunctions
become even more common. Ordinary firearms
jumble on a roll of 18-20. Bauhaus firearms fumble
on a roll of 19 oF 20. Storms generally end as quickly
as they begin. The fallen rain soon steams off and the
ground hardens.PERSONALITIES
Mutant Chronicles i a universe rich with history and
heavily laden with dark conspiracies. One of the most
‘exciting parts ofthis are the heroes that emerge from
the ashes of the battlefield. These heroes are brought,
to you in this section of the compendium.
‘A few notes on Personalities: forall intents and
purposes, Personalities are the cream ofthe crop.
‘Their abilities and weapons are their calling card, and
for this reason none of the Personalities can be
altered in any way, ie. you can't buy them additional
equipment, abilities or weapons.
Just because they are famous warriors, it doesn’t
‘mean that they are the best all-around soldiers, they
are just masters at the specific things they were
trained to do, and they have gained a lot of.
recognition for the batties they have fought.
INTRO
PERSONALITIES
Since itis so rare to have one of these men fighting
by your side, you are only allowed to purchase
Personalities as individual models. The following
rules apply also:
* Personality may only make one apperence in a
battle, ie. Mitch Hunter may only be purchased
‘once in a single battle. n the event ofa dispute
where two or more players want the same
personality, the one willing to allocate the most
extra points in a secret ballot bid gains control
(The “loser” regains his points, but the “winner”
hhas to pay as much as his bid was, instead of the
regular cost.)
‘+ Each player may purchase as many Personalities as
they have individual model slots, and as long as
they fit the force lists
Sebastian Cre)
BUSINESS AS USUAL
shaw crouched in the doorway of an abandoned buildin
‘and watched a parade of news
vans leave the parking lot of the Stardust Hotel. A hotel employee had notified the local television
stations that multé-millioaire Calvin Brinkley had flown in from San Dorado to meet a business
‘associate, and that both men would be staying at the Stardust. Since the story broke, camera crews
swarmed around the hotel. According to the press, neither of the men
hhad been seen in the vicinity ofthe building, but Crenshaw knew that
both men checked in late the previous night
Calvin Brinkley had been under the surveillance of the Brotherhood
recent months, and they had discovered that he shared many
of the same interestes as members ofthe Dark Legion. His
companion, Eduardo Chavez, had repeatedly evaded questioning by
the Inquisition regarding his participation in Dark Leg
ent cities. Both men were nothing more than corrupt
businessmen that posed a minimal threat to society, but because of
rofile lifestyles, arrest and i
question. Sebastian Crenshaw gladly accepted the task of
assassinating both men before they left the Stardust
Noticing that the last news van had turned off ofthe si
Crenshaw stood up and made his way toward the back wall of the
hotel. He cleared his mind and channeled his energy, using the Art of
Mentalism to send his body into flight. He came to rest on a concrete
ledge that ran the length of the wall and flaitened his body against
the brick exterior. Fighting to maintain his balance, Sebastian
Crenshaw incked his way across the ledge and stopped at a large
window near the right corner of the building. According to a
Brotherhood agent working in the hotel, the window would lead into
the penthouse suite that housed Brinkley and Chavez. With his hand wrapped tightly around his Nemesis
hhandgun, he braced his body for the impact and crashed through the thick glass. He landed on his back
‘amongst pieces ofthe broken window in a dark and empty bedroom. Crenshaw leapt to his feet and
raced toward an obscure corner near the door. He took cover in the shadows and waited for the
penthouse occupants to come investigate the noise.
rerrogation were out of the
Continued on p. 32PERSONALITIES:
AGENT NICK
General (any force except Dark Legion)
Nick Michaels is a name known throughout the
Corporations as both friend and foe. A lost bid for
this enigmatic freelancer means panic in the
security division: for no one knows who he's
working for until it’s too late. His powers of
infiltration and corporate knowledge makes him
ne of the highest paid freelancers in the business,
His value is such that each corporation attempts to
‘win his favor by granting him honorable
membership—meaning he is a member of all five
megacorporations
SPECIAL ABILITIES
‘Michaels is immune to panic and rout
+ Michaels has Close Combat Training, Stealth,
‘and Commando Training.
‘+ Michaels has a reputation for being extremely
lucky. Treat Michaels as ifhe has the Lucky
Fate special ability found in the Warzone
rules book)
EQUIPMENT. Agent Nick Michaels is
equipped with a P1000 sidearm and a Punisher
blade. The cost for these weapons is already
figured into Michaels’ cost.
STRUCTURE. Michaels is purchased as an
individual model and a personality. Michaels
‘may be purchased by any of the Megacor
porations though only one Michaels may be
purchased per game.
cc MW
Agent Nick Michaels, 1315.
Pw
MICHAELS
NICK MICHAELS.PERSONALITIES
Miteh Hunter
MITCH HUNTER
MITCH HUNTER
Hunter is a serious man with a strong sense of
right and wrong. His ongoing battle for all that’s
good has often gotten him into trouble with those
of his military and megacorporate superiors who
don't share his humanistic views, Hunter is a
natural leader. A merciless foe of darkness, he
holds the lives of his compatriots above his own
and will do anything to further the cause of right
‘At 62" tall, Hunter is a well built young man with
raven-black hair and gleaming eyes. Generally a man
cof few words, he has been known to rise to the
occasion and
‘most downtrodden of soldiers. As for his actions,
‘once convinced that what he's doing is right, nothing
short of death can stop him from attaining his goals.
re stirring speeches to inspire the
Before being selected for the Doomtroopers,
Hunter
was a career-driven youth who had only
signed up with Capitol’s special forces to be able
to accelerate his ascent on the ladder of corporate
high finance. Once he began serving in the
Warzones, Hunter leamed a few things about
himself, and realized that it was only on the
battlefield that he could make the most difference
to humanity while satisfying his own morale code.
SPECIAL RULES
* Mitch is immune to both panic and rout.
+ All Infantry troopers (including sergeants and
captains) within 12 inches of Mitch
automatically make all panic and rout tests.
+ If Mitch dies all Infantry troopers (including
sergeants and captains) within 12 inches
automatically rout. All other Infantry have to
make a panic test
+ fany enemy models charge into close combat
with Mitch, Mitch automaticaly gets to
perform one close combat attack action before
the enemy model gets to perform any attacks.
EQUIPMENT. Mitch is armed with a M516D
Shotgun and a Capitol Sword of Honor. The
Sword of Honor may be used to perform sweep
attacks. The cost for these weapons are already
figured into Mitch’s point cost.
STRUCTURE. Mitch is purchased as an
individual model and a personality
AC) W ST MV A Cost,
4 3 3 3% 100PERSONALITIES
Big Bob isa powerful man capable of inflicting
‘massive amounts of destruction, but his years of
‘combat experience have taught him to use these
skills with caution. His time in the Warzones has
made him a wise and contemplative man, one that
‘ares more about saving lives than ending them. He
is soft spoken, radiating a feeling of inner peace and.
‘mature wisdom. The one thing that stirs his
regia ifte Dark Lenvon drei uit eo
it. When provoked to action, he doesn't hesitate to
show how dangerous a person he can be.
Big Bob stands 6'5", and his tall frame shows
offhis wellsculpted musculature, Although a large
‘man, he is surprisingly agile, and when he moves,
he is anything but clumsy. His bald head bears a
Capitol eagle, a souvenir from his tours in the
Warzones. He usually wears a calm and friendly
expression on his face, and he smiles frequently at
the strange things in lite
SPECIAL RULES
* Big Bob is immune to both panic and rout.
+ Since Watts is a Free Marine all rules for Free
Marines apply to him.
* Every tum Big Bob is activated he gets one free
Give Orders action. This may only be used to give
orders to Free Marines within 12 inches of him.
EQUIPMENT.
Big Bob is armed.
with a Punisher
Blade and the
Nimrod Mark
These weapons’
costs are already
figured into Big,
Bob's point cost.
STRUCTURE.
Big Bob is
purchased as an
individual modet
and a personality
BIG BoB WATTS
cc MW PW
Big Bob Watts 1518PERSONALITIES VALERIE DUVAL
VALERIE DUVAL
Valerie is an ice-cold woman
assassin. To those she fails to call friend, she
seems like a killing machine with no signs of
human emotions or empathy. The few people she
allowed to become close to her know her to
be a trustworthy friend. Her loyalty to those she
respects and cares for is complete
utiful, her eyes shimmer
in the sunlight and her long flowing hair is dark
m. The way she moves combines fe
lity in a way that su
her prey. Sie rarely expresses her
stalk
emotions outwardly and almost always projects an
aura of stern confidence
SPECIAL RULES.
* Valerie is immune to both panic and rout
‘Valerie has Stealth, Close Combat Training and
Commando Training special abilities.
*+ Because Valerie is an Etoiles Mortant she
posses the knowledge of the Art. She has the
Art of Mentalism.
EQUIPMENT. Valerie is armed with an PSG-99
Mark Il sniper rifle. She is also a
charged nightsticks (she has two, and can make two
attacks with them), The cost for these weapons are
already figured into Valerie's point cost
1ed with electro-
STRUCTURE. Valerie is purchased as an
lual model and a personality
cc MW PW LD aC W ST MV A COST
Valerie Duval ig 13 13? 4 105PERSONALITIES
MAX STEINER
‘Max isa wild man plain and simple. He is almost
‘completely ffee of inhibitions, and he loves it. For
‘Max, atitude is everything. He cares deeply about
portraying himself in just the right light at all
times, He's entirely egocentric, believing that he is
the coolest guy around. The worse partis, he's
usually right. Despite his cultivated veneer of
disrespect and irresponsibility, Max is a formidable
‘warrior and one of Bauhaus’ finest.
The blondeshair, blue eyed fast-talker with an
immature glint in his eyes has a kind of boyish
‘charm about him that annoys nearly as many
people as it impresses. Those not fascinated by
him usually find him obnoxious. Max carries his
‘Vemusian Ranger's battlemask with him as often as
possible, as he feels that it adds to his tough-guy
image (which since the rangers are one of
Bauhaus’ most elite special forces unit—it does)
SPECIAL RULES
+ Max is immune to panic and rout:
+ Max has both Reliability, and Jungle Training
special abilities,
* Because Max has an unpredictable side to him,
the may shoot at any model within the range of
his weapons (not the closest mode!).
EQUIPMENT. Max is equipped with two Plasma
Handcannon, one in each hand, plus a Violator
sword for close combat. The cost for these
‘weapons are already figured into Max's point cost.
STRUCTURE. Max is purchased as an individual
model and a personality.
iD AC OW ST MOA
54 300200 3 B15PERSONALITIES
TATSU
During his childhood and adolescence, Tatsu was.
a computer whiz, martial arts fanatic, and street
id on the borders of a criminal life. It was on
the streets that Yojimbo found him and took the
youngster in, teaching him the ancient way of
the Samurai
Not yet hardened by the terrors of war, Tatsu is
cheerful and curious. That inquisitive nature
usually leads What he lacks in
combat experience, he more than makes up for
‘with street sense
SPECIAL RULES
© Tatsu is immune to panic and rout
+ Because Tatsu is considered Hatamoto he may
Banzai charge and he has Close Combat Training,
+ Tatsu also has the KENJUTSU special ability —
he may perform sweep attacks with his
ceremonial blades,
+ Tatsu may at any time perform the DIVINE
WIND—detonating the explosives he is,
carrying on his back. The explosion uses the
Explosion template. The template is centered
(on Tatsu and causes a damage of DAM 14(x3),
but there are no n
explosion as on the template. If Tatsu dies
before he sets off the explosion, roll a d20—on
a result of 11 thru 20, Tatsu’s explosive pack
has been hit (treat the explosion the same as.
above), on a roll of 10 or less nothing happens,
just remove Tatsu from the table. Ifyou are
playing for victory points and Tatsu sets the
explosion off himself, your opponent
victory points for killing Tatsu (but you gain
points for any enemy models killed in the
inferno). If your opponent causes
Tatsu's explosion, he earns the victory points
for Tatsu and any other enemy models that die
in Tatsu’s not-so-glorius last stand,
ive modifiers for the
EQUIPMENT. Tatsu is armed with the Kensal
IMG and Ceremonial Blades. The cost for these
weapons are already figured into Tatsu's cost
STRUCTURE. Tatsu is purchased as an
individual model and a personality
w
16
ac oW ST MV A Cost
4 2 1 4 6 70PERSONALITIES Youimso.
YOJIMBO
After a brilliant career in the special
forces, Yojimbo became one of Overlord
Mishima’s personal bodyguards. He fell
from grace in a court scandal and was
forced to become a fr
later spoiled a conspiracy
Mishima, proving his loyalty and
restoring his reputation,
Yojimbo is increcibly disciplined, bound
bya true Samurai’s code of honor. He
‘would rather die then break the code of
honor, stressing valor and loyalty above all
else. Silent and discrete, his cool nature has
a calming effect on the rest of the squad.
‘+ Yojimbo is immune to panic and rout
* Because Yojimbo is considered
Hatamoto he may Banzai charge and
he has Close Combat Training
* Yojimbo also has the KENJUTSU special
ability—he may perform sweep
attacks with his ceremonial blades.
+ Yojimbo has an innate Ki Power. When
Yojimbo dies, he unleashes all of his Ki
Power in a final devastating burst
Once he is slain he may take a final set
of actions immediately
EQUIPMENT. Yojimbo is armed with a
Deathshrieker Screechgun and Ceremonial
Blades, The cost for these weapons are
already figured into Yojimbo's point cost.
STRUCTURE. Yojimbo is purchased as
an individual model and a personality.
cc MW PW LD AC OW ST MV A Cost
YOJIMBO. 10 4 = 2 16. 4 30 2 4 2B 130EDWARD S. MURDOCH
After a brilliant military career, Edward
Murdoch was reluctantly transferred
from his beloved Blood Berets to the
Golden Lions, where he had gained a
reputation as one of Imperial’s most
successful tacticians and fighters ever
Edward is the best fighter in the
squad, and he knows it. He is efficient
and uncompromising though but his hot
hheadedness tends to get him into
trouble. He would never willingly admit
to being wrong, and never loses the
‘opportunity to show off
SPECIAL RULES
+ Edward is immune to both panic and
rout
+ Edward has both stealth and
Commando Training,
‘+ When Edward is on the table all of
your Golden Lions
Cand +1 to their MW when
ng any other megacorporation,
EQUIPMENT. Edward is armed with an
enhanced Invader Assault
ular Interceptor SMG. Both of these
Weapons are already figured into
Edward’s point cost.
fe and a
=
STRUCTURE. Fdward is purchased as
an individual model and a personality.
cc MW PW LD AC] OW ST) MV A cost
EDWARD S. MURDOCH. met — i654 27 90PERSONALITIES
SEAN GALLAGHER
As a sole heir to the throne of the Gallagher clan, Sean
‘was trained from childhood to live, fight, and rule with
unrelenting force. As Sean’s entire clan was sla
by the Dark Legion, the young heir with no one to rule
joined the dreaded Wolfbane Commandos, a unit
composed entirely of renegade clan warriors.
The Clansmen only respect force. He is clear-minded
and straight foward, but also emotional and impulsive
Sean acts first and worries about the consequences later
He has a very strong desire for revenge.
ered
SPECIAL RULES
+ Sean is immune to panic and rout
+ Sean is considered a Wolfbane, and all Wolfbanes
have Close Combat Training, Commando Trainin
and Stealth special abilities.
‘Since Sean is respected and he doesn’t want to
disappoint his men, he must lead all of his men into
battle, Sean must be in front of all Wolfbanes.
+ 1FSean dies during the game all Wolfbanes
automatically frenzy and charge the nearest (non-
Vehicle) enemy models not engaged in hand to hand
combat (the Wolfbanes that are ftenzied need not
worry about squad coherency). All Wolfbane heavies
use all three actions to fire at the closest enemy
‘models not engaged in hand to hand combat. The
hheavies may not brace, just use all their actions to fire
All frenzied models get a +1 to their movement.
‘+ When Sean is present (not dead) all Wolfbanes are
immune to panic and rout.
EQUIPMENT. Sean is equipped with an ancient Rune
Blade forged by Clan Gallagher, etched with
protection. The runes give Sean +4 to his LD score
whenever trying to resist the Dark Symmetry. The Rune
Blade's stats are the same as the Clansn
but it makes DAM +2 against creatures of the Dark
Legion. Sean carries around his neck an ancient family
heirloom, the Gallagher Amulet of Deflection. When he
is hit with a successful fire attack the shot may be
automatically deflected. Just roll a 10 or lower on a
for Sean to successfully avoid the shot. This ability does
not work against template weapons. The cost for these
items is already figured into Sean’s point cost.
anes of
i's Claymore,
STRUCTURE. Sean is purchased as an individual
model and a personality
cc MW PW) oD
SEAN GALLAGHER, 1% 4 — 17
AC
SEAN GALLAGHERVINCE DIAMOND
‘The sight of this Goliath on the battlefield is awe-
inspiring to say the least. From his rippling chest
muscles to his wide chin, 40 inch biceps and the top of
his platinum mohawk, Vince stands proud and majestic,
the archetype of a Cybertronic killer machine.
‘Aman of few words and hot temper, Vince is quick
to wrath as well as forgiving. Few can ever figure out
what emotions are hidden behind the stupid grin on his
face; the sheepish smile is the same whether he is '
slaughtering Legionnaires on the battlefield or he's in a .
candy bar commercial.
Programmed and trained to kill, Vince sort of goes
down into a quiet mode whenever not in combat.
Movement slows down, replies come only after several
seconds of afterthought. A very sharp contrast to the
never hesitating, extremely quick comrade in arms,
j
ae |
+ Vince is immune to panic and rout.
+ IfVinceis targeted by an Art spell or Dark Gif, roll a
420. On a tll of 10 or less Vince isnot affected.
+ Gybemetic eye:
— Vince gets +2 to MW (not included in his stats)
= Vince automatically spots any enemy model inline '
of sight within 20 inches.
= Vince gets +4 to spot any model outside of 20 ’
inches.
+ Hydraulic arm: =.
~ adds +3 damage in close combat (not inleuded in
his stats) {
= Vince may pull any model within 6 inches of him }
into Close Combat (one model per action). This
ability can be used as a wait action and it also counts i
as a charge. To grab his opponent, he has to roll less
than oF equal o hal his leadership (ounded up), \
This “attack” can be patried as normal. You are not }
allowed to pre-measure the grab.
+ Vince isa large model, .
EQUIPMENT. Vince is armed with a SSW4200? (which
is found in the Warzone rules book, page 97). The cost
for this weapon is already figured into Vince's point cost,
STRUCTURE. Vince is purchased as an individual
‘model and a personality.
Mw PW LD AC) OW) OST) OMY) A Cost
16-9 16... 4 4 5 3 3 150PERSONALITIES CYRIL DENT
Cyril is Cybertonic’ first and best operations overseer
There is no known information word on his background
and he himself answers vey litle on the subject. When
asked, other Cybertronic employees reply “Cyril, well
let's just say he’s always been there.”
‘Arman of few words and much action, Cyril is most
renowned for his combat style. “The best way to
destroy the enemy isto destroy the enemy.” When
asked he will reply with virtually no emotion. Cyril
battle plan normally consists of short, brisk steps
straight towards the enemy. Never flinching nor
showing any sign of pain, Cyril's enemies normally
show some discomfort at his relentless onslaught.
Standing roughly 6 feet tall, Cyril is the picture of.
perfection. He is respected as Cybertronic’s best
employee and revered as being unstoppable as a man.
‘The mystique that surrounds him is no less than that
of the corporation he's given his life to serve.
SPECIAL RULES
+ Cyril is immune to both pani and rout.
it affected by any template weapons.
+ AF Cyril is targeted by any Art spell or Dark gift, roll
420. On a result of 10 or less Cyril is not
affected.
‘+ Cyril may never hide or take cover.
+ Gyril may never wait and always takes at least one
action to move (full movement) towards the nearest
‘opponent, unless he is already engaged in Close
Combat.
EQUIPMENT. Cyril is armed with a TSW4000
(which is found in the Warzone rules book), and he is
also armed with 2 P1000 sidearm. The cost for these
‘weapons are already figured into Cyril's point cost.
stRUCTURE. Cyril
is purchased as an
individual model and
a personality
Mw PW LD AC) OW OST) MV A COST
6 — ww 4
CYRIL DENT(CRENSHAW
cc
18
Mw
16
pw
4
ww
CRENSHAW
The name Crenshaw is legendary within the
Brotherhood's 2nd Directorate—The Inquisition,
Crenshaw is one of the Inguisition’s Mortificators,
highly trained assassins, that are used t0
eradicate any threats to the Cardinal or the
Brotherhood. No other Mortficator in the history
of the Brotherhood has racked up more
confirmed kills against so many important
targets. The legends say Sebastian Crenshaw has
never failed—at least not while working on his
legends are right
Crenshaw is always dressed in the black
Mortificator armor and never takes off his helmet
‘not even in the company of his fellow brothers. He
rarely if ever, discusses his work, and when he
does, he uses only simple, straightforward words
to describe what he has accomplished. Just as his
physical personality is almost impossible to tell, as
he always wears the black armor, itis very fficul
to determine Crenshaw’s true nature as he often
speaks with quotes from the Book of Law.
SPECIAL RULES
* Crenshaw is immune to both panic and rout
* Crenshaw is a Mortificator, therefore all rules
for Mottificators apply to Crenshaw.
* By taking a Use Special Power action, Crenshaw
can focus one of his CC attacks (it must b
sword attack) to gain +4 to hit and dam:
that attack. This also give Crenshaw's
‘opponents a —4 to their parry roll
+ If Crenshaw scores a perfect success with a
sword attack, your opponent's model is
assassinated (automatically killed). This attack
can't be partied or healed with a combat medic
Crenshaw possesses all spells from the Art of
Kineties
EQUIPMENT. Crenshaw’s weapon of choice is
the Avalanche handgun. Crenshaw also carries a
Deathdealer Sword given to him by the Cardinal
personally. These weapons are already figured into
Crenshaw’s point cost.
STRUCTURE. Crenshaw is purchased! as an
individual model and a personality
AC] oW ST MV A COST
4 3 34 «9% 150AHARD LESSON
A HARD LESSON
Crenshaw closed his eyes and whispered, “Focus... feel the power of Light flowing through you... now
channel it to your sword... and Strikell”, slashing his Mortis sword in a biurred arc, neatly slicing the
concrete column in two.
“With mastery of the Art comes discipline, with
discipline comes mastery of self”, Crenshaw intoned to
his three students. Instruction was not something that he
often took upon himself but the Curia and especially
Cardinal Durand had seen some promise in these
students, so Sebastian Crenshaw took them under his
tutelage.
They had promise, these three, he mused to himself.
There was a young Paladine from the Imperial
Corporation named Connor. He was a quiet student,
‘adept at meditation and introspection. Crenshaw
thought he would make a fine Mortficator someday,
provided he would become more agressive with his
weapons, despite Connor's incredible ability to wield the
Art. Crenshaw often wondered why the boy chase the
path of the Mortficator over that of the Mystic. Surely
hhe would have easily been a Keeper of the Art.
There was also a young Capitolian named John
Blake, a brash young man, However, his lack of
naturalness with the Art was compensated by his
uncanny knack for firearms and melee weapons. [fit
could be used in a fight, chances were that Blake knew
how to with deadly accuracy. Crenshaw felt he too would
be a fine Mortificator if he could just learn the
introspective control that Connor Paladine had. In fact
Grenshaw often assigned the two of them to the same
‘missions with the hope that they would learn from each
other. It seemed to be working thus far, and he was
pleased.
Then there was Dietrich, a sullen young Bauhauser
who seemed too quiet at times for Crenshaw’s liking.
Unless the lesson for the day was on the foul forces of the
Dark Symmetry. Then Dietrich was full of questions, too
many it seemed at times to Crenshaw: He looked into the
boy's records and found that his family was murdered
when their butler had turned out to be a Heretic in the
service of Semai, the Dark Apostle of Spite. Crenshaw
often questioned him at length about his interest,
cautioning him that he could be tempted by the very
{forces he sought to destroy. Dietrich seemed determined
to exact some measure of revenge for his family’s murder.
He fought like a madman in sparring, often to the point
where Crenshaw would intervene before blood was shed.
“To be blinded by revenge is to fall down the same dark path that took your family,” he would
explain. It was a hard lesson for the boy, but one he would have to learn; the alternative was simply
too horrible,
Continued on p. 30Later that
evening
Crenshaw
‘gathered his
pupils together
for that night's
“Tonight we will
simulate an
assassination on
4a high ranking official that has become tainted
by Dark Symmetry.” he said, looking at each of
them in turn. “Sean, John, you two shall be one
team; Hans, you and | the other. We'll
approach the same target building from
different sides and strike at predesignated
targets. Any questions?” he asked looking at
each of them. None of them said anything.
‘Good, then let us go, and may the spirit of
Nathaniel be with us.”
Dietrich looked at his teacher and said,
we to actually cleanse this target?”
‘No, Hans,” Crenshaw replied and sis
Perhaps that lesson you need to learn will be
too hard a lesson, for I fear if you don’t learn it
soon you wil fall fo the same fate of your
family, slain at the hands of the Dark Legion.”
Dietrich frowned in thought, and returned to
preparing his equipment. Crenshaw looked on
for another minute, silently praying the lesson
would not be too hard for the boy
LESSON
CARDINAL
DOMINIC OF LUNA
Cardinal Dominic isthe Cardinal ofthe Cathedral of
Luna and therefore the Brotherhood’ second:
‘command. He is a member of the Curia and hopes to
‘one day become the Cardinal himself: He has no idea
that he doesn't have a chance,
Known as the Sherif of Luna, Dominic is an old
‘man made infamous by his penchant for torture. There
is nothing he likes more than to while away the hours
interrogating some truly stubbom young heretic.
Dominic will stop at nothing to obtain the answers he
desires. No form of maiming or mutilation is too
‘grotesque for this man. Infact, the more pain he can
cause, the better.
Dominic's demeanor is that ofa bitter old man,
fr that’s what he is, He is cold and heartless, and the
‘only time a gleam of life leaps into his eye is when
he's presented with the opportunity to inflict
‘cruelties upon others. He has @ short temper which
‘often snaps quickly and loudly. He expects nothing,
but total subservience from those around him, and if
hhe doesn't get it, an unpleasant example is made.PERSONALITIES
SPECIAL RULES,
+ Dominic isa man of intense mental fortitude
and immeasurable devotion to his principles. He
is immune to panic and rout.
+ Dominic is a master of the Art. He may use any.
and all
Aspects of the Art.
+ Dominic may use two Use Special Power
actions each turn, However, he may not use
the same Art spell twice in the same turn,
+ Dominic's temperamental nature and furious
rage is well known among the soldiers who
fight beneath him. His cold gaze with its
implied threat of retribution is often enough to
bring otherwise rowdy troops back into st
isciplne. If friendly squad within 20 inches
‘of Dominic suffers from panic or rout, Dominic
“can spend one action to inspire the squad,
bringing it out ofits panic or rout. Dominic's
presence on the battlefield is enough to inspire
“any soldier that believes in his cause, so any
human squad within 12 inches (ie all troops
except for those of Cybertronic) gets a +1 to its
CC and MW statistics,
+ Dominic isa living embodiment of the Light. He
has the power of the light within him: it is an
inherent part of his holiness. To represent this,
roll a d20 whenever he is targeted with a Dark
Gift the result is @ 10 or less the Gift simply
doesn't affect Dominic.
EQUIPMENT. Cardinal Dominic always carries his
sword—the Bringer of Light—wherever he goes. It
can make sweep attacks. If Dominic strikes a
servant of the Dark Legion with it, the sword’s
cdamage is DAM 16(x3); against any model that isn't
a minion of the Dark Legion the sword's DAM is 16.
‘The points cost of the Bringer of Light is already
figured into Dominic's points cost.
STRUCTURE. Cardinal Dominic is purchased as
an Brotherhood individual personality model, He is,
after all, a unique warrior, so like all personalities
‘you may only field one model of the Cardinal on any
battlefield.
‘THE CARDINAL
cc
18
Mw PW
4 19
‘CARDINAL DOMINICPERSONALITIES BILLY
BILLY
Billy was raised as an orphan in the underworld of Capitol
his teachers: beggars, junkies, and small time crooks. As he
developed into a man, his sights also grew into the world
of organized crime.
Then the darkness set in and Billy was easily led astray,
Having never been approached by any disciples, Bill
actually had been touched by the darkness itself In doing
so, he’s considered a disciple of all of the apostles. He
carries out the plans that are sent to him at all times.
Billy is considered a prophet among the cults of
darkness and therefore is welcome in any heretie's circle
SPECIAL RULES
+ Billy is immune to panic and rout,
+ Billy may posses up to 10 Dark Gifts
+ Billy is a master at sneaking up on his enemies. To
represent this, Billy may start the game hidden and
waiting. He can be deployed anywhere on the table at
setup except the enemy deployment zone
EQUIPMENT. Billy is armed with a Voriche Handgun and
a Skalak Blade. Both of these weapons a
Warzone rules book. These weapons are already figured
into Billy's point cost.
found in the
STRUCTURE. Billy is purchased as an individual model
and a personality
Within seconds, Brinkley burst through the door and switched on the light. Chavez followed close behind
him, a glass of liquor in one hand and a pistol in the other. With the speed and agility that comes only fiom
years of training and practice, Sebastian Crenshaw sprung from the shadows and aimed his Nemesis at
Brinkley. He pulled the trigger and shot the millionaire directly between the eyes. The force behind the bullet
sent a spray of splintered skull and displaced brain matter in Eduardo Chavez's face, temporarily blinding
him. Although he couldn't see, Chavez fired two shots in Crenshaw’s direction. One of the bullets missed its
target completely, and the other barely grazed the heavy armor on Crenshaw’s right shoulder. Fueled by his
dedication to the Cardinal’ law, Sebastian Crenshaw reached for the heretic. He wrestled the gun from
Chavez's hand and grabbed him by the neck, nearly crushing his Adam's apple in the process. With his hand
still clutching the unarmed man’s throat, Crenshaw drew his Punisher sword, Eduardo Chavez went limp,
realizing that fighting back would only delay the inevitable. Using little effort, Sebastian Crenshaw ran his
blade through the heretic’s heaving chest. He released his grip and pushed the impaled body off of his
‘weapon, leaving Chavez to die in a pool of his own blood and entrails. Wiping the gore from his sword,
Crenshaw headed toward the shattered window through which he came. He looked back at the two corpses
and shook his head, unable to understand humankind’s fascination with the Dark Legion.
z : mC MW PW LD AC] OW OST) MV A COST
BILLY 4° 13 #2 3B 3 % 92 3 60i
PERSONALITIES
ALAKHAI THE
Alakhai is Algeroth's supreme general. Of all the Neph-
arites beneath the Apostle of War, Alakhai is the
mightiest. From his Citadel deep within the Venusian
jjungles he weaves military strategies that affect the entire
solar system. His strategies are rarely more subtle than an
ambush, for unbridled strength is his domain, yet his
plans are so perfectly timed and well executed that his
name is feared by human commanders (and his own
‘minions) everywhere. Deception and distraction turn even
his most simple assaults into brilliant maneuvers. To aid
the Dark Symmetry, which he wields when he himself
partakes in the pleasures ofthe battlefield.
‘Alakhai is well ver seven feet in height. Mis armor,
forged of petrified human souls its surface etched with
runes telling of the atrocities he committed to acquire such
protection, His piercing eyes cast a fiery glow across his thin
lips and sharp teeth, which are always visible through his
‘maniacal smile, Always accompanying Alakhai onto the
battlefield isthe Meat Wolfe, his huge battle sword.
SPECIAL RULES
+ Alakhai is immune to panic and rout.
permeated with an aura of such pure
darkness that he is partially immune to the Art. Any
time Alakhai is targeted by a spell ofthe Ar, roll a d20.
‘Atoll of 10 or less indicates thatthe spell is repelled by
‘Nakiai’s aura, such that the spell doesnt effect him.
+ Alakhai is a Nepharte of Algeroth. Like any Nepharite
of Algeroth, he may possess up to 10 Dark gifts chosen
‘fom the Dark Symmetry or Gifts of Algeroth lists.
+ Alakhai may use up to two Use Special Power actions
cach tum. One of the two Use Special Power actions
“must be used on a gift chosen from the Dark Symmetry
list (not one from the Gifts of Algeroth list). Alakhai may
not use the same Dark Gift ewice in the same tum.
+ Whenever Alka takes a wound, rll a d20. IF the resuit
is 10 or less, Alakhai simply shrugs off the damage.
+ Whenever Alakhai uses a Gift of Algeroth, he will
automatically pass the required Power roll unless he
fumbles (ols a 20). In that case, he automatically
takes one wound.
+ Alakha isa large model.
EQUIPMENT. Alakhai always carries the Meat Wolter.
This immense sword is so large that even Alakhai must
wield it with two hands, The Meat Wolfer has a damage
rating of DAM 15633), and it may make sweep attacks. The
‘with his schemes he has achieved a remarkable mastery of
ALAKHAI
CUNNING
i,
CC a oho
X
cost of the Meat Wolfer
is already figured into
Alakhai’s points cost.
sTRUCTURE. Alskliai
is purchased as a Dark
Legion individual model.
He isa personality.
‘There can't be more
then one of any given
personality in play, so
‘you may never field
more than one model of
‘Alakhai.
a cc MW PW OLD
| ALAKHAL fee 7 4705 A)
ac OW OSTPERSONALITIES VALPURGIUS
VALPURGIUS,
ARCHMAGUS OF ALAKHAI
Valpurgius is the most favored servant of Alakhai.
‘As a Nepharite he is well endowed with physical
strength, but he prefers to cultivate his skills with
the Dark Symmetry. He uses his abilities to the
ends of his master, yet constantly schemes to
usurp him. This produces an unsteady relationship
between Alakhai and Valpurgius, as each of
Valpurgius’ success increases Alakhai’s standing
beneath Algeroth while simultaneously increasing
Valpurgius’ power beneath Alakhai.
Few can match Valpurgius’ cruelty. Even among
the servants of Algeroth he stands out in this
respect. His malicious plans are intricate and far
reaching, for he is rarely rushed. He is content to
move slowly and patiently as fong as his ends are
‘within sight, and prior to that, even more slowly
to make his ends finally visible.
SPECIAL RULES
+ Valpurgius is a Nepharite of Algeroth. Like any
Nepharite of Aigeroth, he may possess up to 10
Dark Gifts chosen from the Dark Symmetry oF
Gifts of Algeroth lists.
* Valpurgius is a Nepharite magus, almost literally
a living embodiment of the Dark Symmetry
Valpurgius has gone so far as to cultivate his
‘own warped version of the Cardinal's Light. He
‘can wield limited abilities inthe Art almost as
skilfully s the Brotherhood’s mystics. To
represent Valpurgis’ ability in the Art, roll a
420 and consult the table below,
ROLL RESULT
1-5 Valpurgius has recently dabbled in the Art
of Kinetics. In this battle, Valpurgius may
use any spell within the Art of Kine
exaclly as if he were affiliated with the Light.
6-10 As above, but with the Art of Changeling.
11-15 As above, but with the Art of Exorcism.
1620 As above, but with the Art of Mentalism.
+ Valpurgius may use up to two Use Special
Power actions each turn. One of the two Use
Special Power actions must be to use a gift
ac oW ST MV A COST
\VALPURGIUS. 6S 4 4 5 % 150chosen from the Dark Symmetry lst (as distinct
from the Gifts of Algeroth list). Valpurgius may not
use the same Dark Gift twice in the same turn.
Valpurgius is immune to panic and rout.
‘alpurgius may use a Give Orders action to endow
any model within 12 inches of him with a Dark
Symmetry gift (not one from Gifts of Algeroth list)
Until the end of the turn. The model being.given
the orders must make a Use Special Power action to
attempt to use the Dark Symmetry gift he has been
siven. Ifthe model has no FW score, assume a PW
of & otherwise use whatever PW the model already
has. The model may only attempt to use one Gift
per turn. Each of Valpurgius’ gifts may only be used
Conce a tum, so both Valpungius and the ordered
‘model may not use the same gift in the same turn.
Valpurgius isa large model
VALPURGIUS
EQUIPMENT. Valpurgius
always carties a short
scimitar of a black, other-
worldly alloy. The blade
itself is not remarkably
dangerous, being only DAM
14, but it is in his Dark Gifts
that Valpurgius finds his
strengths. The cost of the
blade is already figured into
Valpurgius’ profile.
STRUCTURE. Valpurgius
is purchased as an Dark
Legion individual person-
ality figure. You may never have more than one of any
given personality in play at once, so you may only
field one model of Valpurgius on any battlefield.
THE NEPHARITE’S RAGE
J the air, tearing a gaping hole in Weber's throat. Blood
front of the dead soldier and the ground beneath him. 1
{fired my Deathlockdrum, and chunks of the Centurion fell from the air like rain, With my finger stil
squeezing the trigger, I charged forward, leaving a trail of fallen Undead Legionnaires in my wake. | felt
‘top fighting. The only way to end the battle was to kill o be killed, and I'm
ty Razide came at me out of nowhere, and I thought his Nazgaroth
egardtess, | aimed my Deathlockdrum and pulled hard on the trigger,
spraying bullets as the giant stood in front of me. Thankfully, he fell before he had a chance to fire back.
Pieces of his disconnected tubing spewed some sort of thick
The Centurion’s Skalak blade sliced throug
gushed out like a raging river, drenching t
exhausted, but I refused to
no quitter. An enormous, blo
would finish me for sure.
stumbled, but qui
bootprints
egained my footir
Just when things had started to look up, the unbelievable happened. From the distance came a bearer
vered most of his grotesquely deformed body. He
stood among his mutant bodyguards and started to laugh, pulling his black lips into a sneer that
of the Dark Gifts. He wore light purple robes that ci
revealed his rotten yellow teeth.
‘Nepharite!” someone shouted. “ATTACK!
Machine gun fire rang out from both
realizing how lucky he was to
Nepharite mage, the doo
other si
blocking
the
‘master of the Dark Symmetry closed the portal,
“Retreat!” | commanded. "Regroup at LUP!"
Before I ad taken five steps, a tidal wave of acid washed over most of the remaining soldiers,
submerging ther in a sea of death. The corrosive liquid disintegrated their armor and flesh, eating them
mercy. Glancing over 1
flames had erupted on the battlefield, torching the bodies ofall who had fallen in battle. The stench of
alive, Iran faster, praying for the Cardi
ind pressed ahead with my men following swifily in my
5 of the battlefield, Black bullets whi:
bounced off my helmet. One caught Henderson in the temple. He screamed as he went down, not
ve died such a quick death,
The air became thick with the energy of the Dark Symmetry. An archway appeared in front of the
way to a tortured dimension. The hightpi
of the portal seemed to plead for redemption. Turning away, I plugged my fingers into my ears,
he image as best I could. | ordered my forces to do the same. The lucky ones heard me and saved
selves, but others turned and fled, driven mad by the Nepharite’s spell. Preparing for round two, the
en liquid into the dirt around my feet. 1
d past my head and
shed wails ofthe evil spirits on the
y shoulder, I saw that unearthly
Z a a=
c
rued on p. 38
PeeWar Medic
NEW TROOPS WAR MEDICS
NEW TROOPS
There are limitless options and possibilities in the Mutant Chronicles universe. Each army holds its
‘own fountain of possibilities. Needless to say therefore, we will need many expansions to cover the
almost endless mass of fighting forces possible. In this compendium you will ind some of thes
troop types as well as some old ones revisited. Try them out in your game and watch your opponents
THE CARTEL
CORPORATE MEDICS
Carte! and all corporations except CAT scans, chemotherapy, and laser surgery all became
Gybertronic notoriously unreliable, and even such a simple procedure as
The human military tradition has an Xray took on new danger. In place of these reliable
along record of caring for its techniques, doctors now rely more on holistic theories
injured, and even the penny backed by the Cardinal and exercised with rudimentary skill
pinching megacorporations in the Art — but still supported by the traditional black bag
realize the value of good medical filled with pill bottles, needles, and stethoscopes.
care. One of the necessary meas Ina warzone, though, medical requirements are usually
ures required to avoid the influ more stringent. Battlefield medics carry plentiful supplies for
ences of the Dark Technology sealing bloody wounds and amputating damaged limbs. Those
was the abandonment of many of soldiers that survive the battle may be lucky enough to have
medicine's greatest advances, their wounds treated at a genuine hospital when they return,
Most often, however, they must hope their wounds can heal,
naturally before any taint of the Dark sets in.
WAR MEDICS
‘Any corporate force except Cybertronic may include a war
medic, though they are most common in armies composed of
clite troops. War medics are individual models, though they
are occasionally assigned to accompany certain squads. An
experienced medic will usually take to the battle by himself,
going from squad to squad to minister his care.
SPECIAL RULES
+ FIELD SURGERY: A war medic can perform field surgery on
any injured, non-Cybertronie model. When a model is
killed, do not remove it. Instead, place the model on its
side, The model is incapable of any action, and is
considered killed (fit is wounded again while still on its
side, remove it from the table). The next time the model
is activated, remove it from the table, unless a medic
successfully performs field surgery upon it before itis
activated. In order to perform Field Surgery, the medic
‘must get into base-to-base contact with a killed model
and perform a Use Special Power action. Roll under the
PwooLtD AC] OW OST:) MV ACT
Sr cea (OMe) 2A) 720)medic’s LD score. Ifthe roll is made, the surgery
‘was successful and the model regains one wound.
Turn it upright; it may be activated as normal next
tum. Ifthe roll fails, the patient dies and the model
is removed. Successful field surgery may also be
used to return a wound to an individual model
‘which has lost a wound.
‘+ Amodel that has sustained more than twice its
original W score in wounds over the course of a
battle may not be revived again. The same goes for
‘a model that takes more than twice its W score in
‘wounds from a single attack.
(Gybertronic models are a blend of technology and.
biology, and require special knowledge to treat their
‘wounds. They may not be treated by normal medics.
DRAGOONS
EQUIPMENT. Awar medic s usually equipped with
light weaponry used only to defend itself The standard
equipment for most corporate war medics is a Punisher
hhandgun and blade, though this sometimes vaties. A war
medic may be given any handgun or close combat
‘weapon from either the General Armory or its own
‘corporation's armory.
STRUCTURE. War medics are purchased as
individual models, but they do not count towards your
‘army's quota for individual models. Any corporation
except Cybertronic may field one war medic for every
squad in the army.
BAUHAUS
DRAGOONS
‘The Dragoons form the spearhead of the Bauhaus
army. They crash through the enemy line
destroying all in their way, clearing the ground for
the Hussars who follow them, Itis necessary to
field them without any tank and vehicles support
to test their battlefield prowess and skill.
SPECIAL RULES. All Dragoons are immune to
rout.
EQUIPMENT. Each Dragoon is armed with a
Dragoon Kampfkanone and an MP-105 handgun.
One Dragoon may substitute his Kampfkanone for
‘an ARG-17 Rocket Launcher. Dragoon Sergeants
are armed with a Hagelsturm Shotgun and a MP.
103 Hellblazer SMG (stats are in the Warzone
rules book). Dragoon Kapitans may be equipped
‘with any weapons from the Bauhaus or General
Armory lists
The costs for the weapons aren't included in
‘their points costs above.
STRUCTURE. Dragoons are purchased in squads
of 4 to 6 and 1 sergeant. You may only purchase a
Dragoon Kapitan if you have at least one Dragoon
squad in your army,
Dragoon 100 14
Dragoon Sergeant
cc MW PW
a nhs
mn 16NEW TROOPS,
COMBAT WARHEAD
MISHIMA
COMBAT WARHEAD
‘The Combat Warhead was the first mechanic
construct that tried to replace true Samurai. Standing
roughly seven feet tall and designed to look like the
Samurai of old, these killing machines were met with
litte friction once the families witnessed their effect
against the Dark Legion. Looking slightly more
sophisticated these days compared to their first day
brothers, Combat Warheads are elite fighting
machines. Equipped with a stern grin and robotic
persistency, they are an awesome force for the
Mishima player.
SPECIAL RULES.
Combat Warheads are Al's.
+ The Combat Warhead does not get any secondary
attacks.
EQUIPMENT. All Combat Warheads are armed with an
Integrated Dragonfire HMG and Ceremonial Blades. See
the Warzone rules book for stats on these weapons.
‘These weapons are not included in the Combat
Warhead’s price,
STRUCTURE. Combat Warheads are purchased in
squads of 3 to 5 models with no sergeant.
: sone MW PW
Combat Warhead Ces —
wD AC OW OST MV A cost
re) 22 3 ai BG
SUICIDE WARHEAD
Following the advent of Combat Warheads, it was
noted that regular Mishima warriors would ignore
their robotic counterparts. With little support the
robots would normally become out-flanked and
‘overwhelmed. They thought of giving such creatures
heavy weapons made Lord Heir Maru shudder—the
‘cost would cripple Mishima—but what if they made
‘cheaper, ess intelligent warheads, that could be
used as a Divine Wind of sorts?
‘The Kamikaze plan was enacted and required that
the robots be preprogrammed with maps of the
battlefield, Additionally they were equipped with a very
primitive proximity sensor and had their chassis loaded
‘with high explosives to punch holes in the enemy's
defense. This worked better than the Lord Heir could
ever have hoped for, and now they are standard in the
Mishima army. Standing about six feet tall and designed
to look like ancient peasants (to signify the losses and
the spilt blood of Mishima}; their wide brimmed hats
hiding a cool expression and a deadly package.
SPECIAL RULES
Suicide Warheads must take all oftheir ations to
run forward to the dlosest (they al go to different
‘models) enemy foot troops
Suicide Watheads may not attack.
Once they get end a move action within 2 inches of
an enemy, they detonate themselves. Detonating
causes a DAM 14(x2) hit on ANYONE under the
Missile template. When a Warhead detonates, it s
dead and removed from the game. It dosen't take
an action for a Warhead to detonate
IF the Suicide Warhead is killed before it reaches an
‘opponent, it automatically detonates (work out
explosion the same way as above)
burning hair and flesh caused me to gag, and vomit streamed from my mouth as I continued searching for shelter |
pushed myself harder, feeling the heat of the fire creeping toward my back. In all of my years as a soldier, I have
never witnessed such power. It’s hard to believe that one being can cause so much destruction,
‘A Bauhaus rescue squad found me several days after my miraculous escape. | was disoriented and severely
dehydrated, but I was alive. They airlifted me to a hospital where a team of doctors and surgeons treated my
wounds, and members of the Brotherhood examined me for the taint of darkness. | was released with a clean bill of
health, but my superiors relieved me of duty. Thank the Cardinal for that! I know now that the victorious Nepharite
was Valpurgius, Archmagus of Alakhai the Cunning. His maniacal laughter haunts me constantly, even as we speak,
‘and I see his twisted grin in my nightmares. Every morning, | visit the Cathedral and pray that no soldier will be
{forced to face his fury again. IFonly humankind should be so lucky.NEW TROOPS, GOLDEN LIONS
*+ The Suicide Watheads have a special squad coherency. detonates, you must appoint a new sergeant and the
First nominate one Warhead to act as a Sergeant (this rest of the squad will strive to be within 10 inches of
hhas no effect on the game except for squad that one,
coherency), then all other Warheads must stay within * Suicide Warheads are A's.
10 inches of him. This overrides the normal
requirement that each Warhead! must move towards
the nearest enemy model—if such a movement would
take it outside 10 inches ofthe sergeant, it willfollow STRUCTURE. Suicide Warheads are purchased in
the sergeant instead (ata 10 inch distance striving squads of 3 to 5 with no sergeants.
towards the nearest enemy model) If the sergeant
EQUIPMENT. Suicide Warheads may not be armed
with anything,
: mo MW PW LD AC) OW ST MV A Cost
Suicide Warhead a = 2 1 1 4 7 20
IMPERIAL
GOLDEN LIONS
The Golden Lions are a special forces unit administered by
Clan Murdoch. It was founded at the same time as the Blood
Berets, and although it has not enjoyed the notority of that
unit. it has still distinguished itself well throughout the ages.
While the Blood Berets were formed to fight the Dark
Legion, the Golden Lions were developed to handle more
mundane problems. They have led numerous armed claiming,
expeditions against each of the other megacorporations. Due
to Imperial’ policies regarding manifest destiny, they have
ong ago become experts in fighting Bauhaus in the Venusian
jungles. More recently, they have become authorities in
fighting Cybertronic.
‘The Golden Lions are directly under the command of the
Ministry of War. As such, almost all of their actions are for the
greater good of Imperial as a whole.
SPECIAL RULES. Golden Lions have Commando
Training
EQUIPMENT. Each Golden Lion is armed with a Plasma
Carbine and an Aggressor Handgun for close combat. One
Golden Lion may substitute his Plasma Carbine for a Destroyer
IMG. The Golden Lion Sergeant is armed with a Plasma
Carbine and a Chainripper, A Golden Lion Captain may be STRUCTURE. Golden Lions are org
equipped with any weapons on the Imperial or General squads of 3 to 5 Golden Lions and 1 Sergeant
Armory lists You may only purchase a Captain if you
‘The cost for their weapons aren't included in their point have at least one squad of Golden Lions in your
costs and must be paid for separately. force.
sinnininmnnn MW PW LD ACW ST MV A COST
Golden Lion. a age 140 ea 1 0 3 4 RB
Golden Lion Sergeant... S10 4 ee oe 1 0 3 2% 3
Golden Lion Captain aS) 15 =e 3 3 25 48NEW TROOPS
MACHINATOR
CYBERTRONIC
MACHINATOR
‘The Machinator is battlefield combat Al. These close
combat mechanical troops are cheap to make and
reliable. The unfortunate partis that not too many of
the Machinators return from combat—“at least they
are cheap to make”, The Machinator's sole purpose is
to provide “valuable” Al's and Chaussuers with a
diversion.
Standing roughly 6 feet tall the Machinator sound
like a stampede of metal thunder when charging.
SPECIAL RULES
+ Machinators all are Al's
‘+ Machinators have the EXTENDED STRIKE special
power allowing them to make Sweep Attacks with
‘any sword they use.
EQUIPMENT. Machinators carry the CSA 404 sword.
One squad member may substitute the CSA 404 for a
5SW4100. The cost for these weapons aren't included
in the Machinator’s point cost.
STRUCTURE. Ma
less squads of 3 to 5.
tors are purchased in leader-
cc MW PW
Machinator Ge
Machinator Sw4100 ser
iD AC] OW OST) MV A Cost
i 1 2-5 mw
no 4 Gee ts ean rss
CHEMIMAN
The Chemiman, or “walking flesh wrecker" as it was
affectionately dubbed by Capitol troops, is an anti
personnel troop type. This Al was designed to help
Chasseur troops by blocking the opposition with
destruction. The Chemiman stands 6 feet tall, with
grenade tubes protruding from their back. An evil grin
was formed under their insectoid eyes. They are
Cybertronic’s final option,
SPECIAL RULES
+ AllChemimen are Al's
+ Chemimen have a special targeting eyesight. This
allows the Chemimen to pre-measure distances
before shooting. It also adds +4 to spot hidden
models
+ Chemimen start both hidden and waiting anywhere
on the rable (except inside the enemy's
deployment zone)
EQUIPMENT. Chemimen are armed with the a
silenced version of the $R3500 sniper rifle. This.
allows them to fire their weapon and remain hidden.
‘They are also armed with Twin Linked grenade
launchers. The grenades that the Chemiman fires
contains a special chemical that poisons warriors. .
Roll to hit as normal; if you miss, the grenade will
deviate (see Deviation Table). When the grenade
detonates, use the Missile template at DAM 1342).
‘The template stays on the battlefield at its landing
point until the Chemiman is activated again, Ifany
‘models are still under the template when they are
activated, they will fake another 13(x2) hit, because
the poison is still in the air. This is considered a gas
attack, so if any model is equipped with a gas mask
they may make there normal save, and if they are
immune to gas attacks, ignore any damage this
‘weapon deals.
‘A waiting model may Dive for Cover (as state
the Warzone rules book p. 59) to avoid the initial
blast, but iti still subject to the gas attack when
activated the next time.
‘The Grenade launcher and Grenades are already |
figured into the Chemiman's point cost. You still
have to pay for the sniper rife.
STRUCTURE. Chemimen are purchased as.
individual models,
MW PW
10) 1S —
Chemiman
iD AC] OW OST) MV A cost
tos heat Geen 2a Rac 'NEW TROOPS
ENHANCED CHASSEURS
ENHANCED CHASSEURS
The Enhancement program has given birth to a
new field of Chass-warriors. Only a select group of
warriors are picked for this honor. They are
submitted to harsh training, while new chemicals
‘and stimulants are added to “bio-boost” their
physique. Now giants compared to their old self,
they are equipped with all of the newest Chass-
gear. Large hydraulic legs power these massive
‘warriors. Bio-boosted organs pump throughout
their insides. The sheer force of these creatures is
cause enough to have them on your side.
* Two Enhanced Chasseurs can work together as
a programmed team. This means that as long.
as they are within command distance of each
other, they can be activated as a single unit.
They don't have to be; they may also be
activated as individual models.
‘+ Both enhanced Chasseurs within the same
team must have the same programs and
‘enhancements,
* Enhanced Chasseurs ignore all the usual rules
for unit coherency.
+ Enhanced Chasseurs are large models.
+ Enhanced Chasseurs are immune to panic
and rout.
‘+ Whenever an Enhanced Chasseur is targeted by
fan Art spell or Dark Gift roll a 420, On a roll of
10 or less, the spell or gift has no effect.
EQUIPMENT. Enhanced Chasseurs are armed with
‘Plasma Carbine and a P1000 handgun. The cost
for these weapons are not included in the price.
STRUCTURE. You may purchase Enhanced
CChasseurs as individual models, or you may buy
two of them as a team, If purchased as a team,
they count as a SQUAD towards your maximum
allowance of individual models—not as two
individual models. (They may still purchase a total
of three programs and/or enhancements each.)
Enhanced Chasseur 16 15
cc MW PW oDNEW TROOPS DR. DIANA
DR. DIANA
‘The result of a cloning experiment, the highly efficient
bur not very emotional war medics nicknamed “dr.
Diana's” are Cybertronic’s foremost bioengineers/
physicists on the battlefields around the system.
“Dr. Diana"-medic units are normally assigned to
Chasseur oF Cuirassier units on particularly important
missions. They are very rarely used for civilian
purposes.
SPECIAL RULES
+ FIELD SURGERY: Dr. Diana may perform field surgery
‘on any non-Dark Legion model, including
Cybertronic models.
EQUIPMENT, Dr, Diana is armed with a P1000
handgun.
STRUCTURE. Due to Dr Diana's nature, she is not
counted as a personality, because Cybertronic can
manufacture as many as they need. Dr, Dianas are
purchased as individual Cybertronic models, just like
medics,
cc MW pw LD AC W ST MV A Cost
Dr. Diana HO 14 a aa ea se) es
HAVE MERCY ON US ALL
Cardinal Dominic pushed the door open and stepped into the dimly lt interrogation cell. He watched with
amusement as the heretic struggled against the straps that bound him to the table, White foam from his lips
spattered onto the walls as the young man thrashed violently from side to side, trying in vain to free himself: The
Cardinal approached the table, a slight grin playing at the corners of his lips. The heretic became still when he
noticed his company, and he cringed when the Cardinal spoke to him.
“Confess to me the crimes you have committed!" The Cardinal's voice echoed off of the bare walls, intensifying
the power of his words
The heretic turned to face his accuser. His hollow, bloodshot eyes darted wildly around the room, and his pale
skin was slick with sweat, In response to the Cardinal's demand, he praised Algeroth and spit directly into the
holy man’s face. Consumed by rage, the Sheriff of Luna grabbed both of the sinner’s thumbs and forced them
backward tintil he felt the bones crack, their razor-sharp edges cleaving paths through the screaming man's,
muscles,
With barely a pause, Cardinal Dominic pulled a scalpel from the instrument tray and dug the blade into the
{flesh on the heretc’s chest. He applied pressure and slowly drug the blade through the skin in a downward
motion, carving a line from his breastbone to his navel. The young man howled in agony as the scalpel tore
through his torso, bathing his porcelain skin with blood. He could taste the bile rising into his mouth as the
Cardinal made another incision, slicing horizontally from one side of his rib cage to the other. The heretic’s howls
turned to piercing screams when he realized that the Cardinal was coming: toward him with a pair of forceps and
a hypodermic needle
Continued on p45NEW TROOPS
macutavon \
MERCURIAN MACULATO
“ve Maclator hs ony appeared on the battled as of
recent years, Several small Mishiman escorts and patrols
‘were mauled, almost completely destroyed, by a single
Maculator. One of the few survivors told a tale of a huge.
ace ae eeesel ee eae ta
cartilage frame. The color of a pond’s surface, it burst
from beneath the water to take its victims by surprise.
‘The Maculator's first appearance was of great concern
to the leaders of humanity, for it presented a new and
SE pain erasers rere ey
Eee ake MME Ree aaleh ac
summoned by Algeroth to battle with his minions.
or fights ranged battles with a huge hand
eee Ws asi ees A
Se TEAS frpor end sow
pee teeta as
waterways and areas of great precipitation, where
they are known to lay ambushes for the unwary,
SPECIAL RULES
‘The Mercurian Maculator is a Giant sized model. It
therefore causes Fear and may nat hide, with one
‘exception: it can hide in water,
Mercurian Maculators may possess up to 2 Dark
Gifts chosen from the Dark Symmetry or Gift of.
Algeroth Lists.
Mercurian Maculators regenarate wounds. IFthey
take a wound, roll 1D20. IFthe result is 10 or less,
ignore the wound,
‘The Mercurian Maculator possesses a completely
alien sense of selfpreservation. Maculators have
been known to commit dangerous acts of heroism,
cc MW opw
6 414
w Ac owW ST MOA
54 reo 4 30145
costNEW TROOPS
while shortly thereafter cowering in fits of terror.
No human understands why a Maculator acts as it
does, but on the battlefield all Mercurian
Maculators are immune to both panic and rout.
‘A Mercurian Maculator may not have any special
abilities, special equipment, or necrobionics. Its
weapon (the Attachia Hand Cannon) is specially
constructed for its alien mentality, but itis unable
to understand the mechanics of any other kind of
‘weaponry. It may not be equipped with any other
weapon from the Necrotechnology Armory.
The natural environment of the Mercurian
Maculator is swamps, marshes, rivers, and lakes. It
moves quickly and easily through these areas. The
Maculator suffers no movement penalties for
‘moving through water or swamp.
If there is water on the battlefield, the Maculator
Mx
ATTACHIA HAND CANNON 40
RM
MACULATOR
may be deployed there in hidden-status. However,
it may never be deployed in an opponent's deploy-
EQUIPMENT. Mercurian Maculators are unable to
comprehend the design of most objects of
necrotechnology, much less the workings of typical
human mechanics, Algeroth’s Tekrons have designed a
special weapon that the Maculator can use: the
Attachia Hand Cannon,
The Attachia Hand Cannon is a burst fire weapon.
The cost of the weapon is already included in the
Maculator's cost.
STRUCTURE. Mercurian Maculators are purchased,
as individual models in any force of Algeroth.
DAM
15(x2)
cost
7
man.
side and listened to his frantic
confession. He volunteered the
and told the Cardinal the exact
locations of two Dark Legion
the heretic motionless at the fini
the man’s sweaty forehead,
Cardinal Dominic.
putting an end to the heretic’s
tortured existence.
“Tl talk!” shouted the terrorized
The Cardinal sat at the sinner’s
names of dozens of his associates
assembly areas. The confession left
exhausted by his fevered revelations
Clutching a sacred dagger in his left
hand, he placed his right palm on
“Walk always in the light,” said
With those words, he slid the
dagger across the sinner’s throat,NEW TROOPS SPAWN OF DEMNOGONIS.
SPAWN OF DEMNOGONIS
Born from the most disgusting of birth chambers,
the Spawn are the favorite children of Demnogonis.
‘The Spawn are the eyes of the Befouler on the
battlefield. Everywhere it looks, Demnogonis sees
and understands. The Spawn are handed the task of
converting helpless victims over to the black death.
The Spawn is blessed with the perfect tool for this
job, the Foul Wind. Huge gouts of black and grey
diseased smoke spew forth from the mouths of
these foul creatures, leaving death and suffering in
their wake. These monsters resemble smaller,
twisted versions of Demnogonis himself.
SPECIAL RULES
+ The Spawn of Demnogonis may possess up to 5
Dark Gifts chosen from the Dark Symmetry or
Gifts of Demnogonis lists.
The Spawn are considered large models.
‘The Spawn may create the Foul Wind of
Demnogonis by using a Use Special Power action.
‘The Foul Wind has a power level of 6 and may be
targeted against anyone within 30 inches and line
of sight. The Foul Wind uses the special Foul
Wind Template, found in the back of this book.
When your opponent’s model is struck by the
Foul Wind, it must make an armor save against
DAM 14. Ifthe armor rol fails, the targeted
model will take one wound (if the model is still
alive, the attack continues until the model is
either dead or makes the armor save) Ifthe Foul
Wind kills a model, itis removed from the board
and immediately replaced with a Blessed
Legionnaire model under the control of the
Spawn of Demnogonis player. All models made
into Blessed Legionnaires form their own squad
with all other models that have been tumed into
Legionnaires. However, the Legionnaires must
spend all their following actions to move into the
Spawn's command range. Once within command
range, the Legionnaires may take other actions.
Models that are immune to Dark Symmetry are
EQUIPMENT, The Spawn of
Demnogonis does not carry
‘any weapons. They have their
claws
STRUCTURE. The Spawn of
Demnogonis are purchased as
individual models,
‘not immune to the Foul Wind. However, ATs can
never be tured into Legionnaires, but they will
be wounded (as described above)
The Spawn have massive claws. These natural
weapons do CC DAM 14 + its strength, and
they make may make sweep attacks also,
st
3
MwA
26
cost
100NEW RULES FoR
NEW RULES FOR
EXISTING TROOPS
The stats and descriptions given here replace and/or flesh out the corresponding ones in the basic Warzone
rules book. In case of conflict, use these rules.
The Fradicator Deathdroid was one of the solar
system's frst bipedal armored vehicles. An
extension and improvement of the technology
used in the Mishiman gigameks, the Eradicator
includes innovative Cybertronic technology that
tenders it much more heavily armored for its size
than any other walker. That, combined with its
fearsome weapons, yields an awe-inspiring.
‘weapon of war. The only drawback of the whole
design is what Cybertronic also considers its
‘greatest asset: the Eradicator’s Artificial
Intelligence. Unlike the human pilots of Mishima’s
imeks, the brains behind an Eradicator never feel
the tinges of mortality.
‘The Eradicator has been upgraded numerous
times in its history, usually to correct minor
problems or to tweak existing programming.
The battlefield profile of the Eradicator has,
‘gradually improved, and the weapons fielded on
it are periodically altered to assess the viability,
of new (and hopefully improved) creations. The
latest version of the Eradicator has been
recognized as almost a different kind of
machine, as it is distinctly different from its
predescessors.
The following rules should be used with the
Eradicator Deathdroid model produced by
Heartbreaker. Any Eradicator may field a number
of alternate weapons instead of its usual
armament, Upgraded variations on standard
ybertronic weapons have been mounted on
Eradicators, as the Eradicator’s powerful
‘generators can supply much more energy than
smaller A's
Use the following updated profile instead of
the one in Warzone,
EXISTING TROOPS
SPECIAL RULES
+ All the rules for the Eradicator
Warzone rules book still apply. In addliti
Eradicator is giant model.
*+ The Eradicator is equipped with
interchangeable limbs, which may mount a
variety of weapons. Combinations of these
‘weapons are selected for different styles of
fighting, The Eradicator may pick three of the
following weapons to use, but due to limited
‘energy supply, never more than one of each
‘weapon (i. you can't put two Titan 1
Megablasters on the same Eradicator). No :
‘matter which configuration you choose, the
cost ofthese tree weapons is already included
in the cost of the Eradicator.
+ The Eradicator is filled to the brim with special
programming to accommodate its
interchangeable weaponry. It may therefore not
use any enhancements or programs,
th
cc oMW OPW
Eradicator, 4 14 =
i AC] OW OST) MV A COST
2 3 45 ie ce 30.175NEW RULES FOR
EXISTING TROOPS
ERADICATOR HIT LOCATIONS
Because of the Eradicator Deathdroid’s large size
and variety of armament, it has a hit location
table as do vehicles. Every time the Eradicator
Deathdroid is hit, roll 1D20 and consult the table
below.
120 LOCATION
116 Body
17 Weapon system 1
19 Weapon system 2
20 Weapon system 3
BODY. Ifthe Eradicator Deathdroid is hit here and
fails its armor roll and self-repair roll, it takes
‘one wound,
WEAPON SYSTEM 1, 2 & 3. Declare before the
battle begins what weapon is represented by
‘each weapon system, When a weapon is hit
and the armor roll fils, the Eradicator
Deathdroid does not lose any wounds. You roll.
for the self-repair mechanism, but it only fixes
the weapon on a roll of 8 or less. Ifthe self
repair roll fils, the weapon that was hit is
destroyed and cannot be used anymore,
ERADICATOR WEAPONRY
TITAN MEGABLASTER. This upgraded
SSW4200P is so heavy that no human could
possibly carry it. It can only be fitted onto the
reinforced chassis of an Eradicator Deathdroid,
and has Burst-Fire Capability.
TITAN MEGABLASTER
*: Minimum range of 20
RM —-DAM_ | _inches—may not be used
= 1663) | against target closer than the
minimum range.
GIGADEATH CHAINRIPPER. Only an
Eradicator’s internal generator can power this
super-pawerful chainsaw-based weapon. It can be
used to make sweep attacks; use the Giant sweep
‘template found in the back of this book.
GGIGADEATH CHAINRIPPER
RM DAM
1263)NEW RULES FOR
SSW6000 ROCKET LAUNCHER. The squad
support weapon 6000 is Cybertronic’s only entry
in the autocannon class. It isa standard weapon
of the long ranged Eradicators and is also used in
several vehicles. It uses the Explosion template,
cR
816000 ROCKET LAUNCHER 30"
Mx RM DAM
60 2 13(%3)
AR3002 ASSAULT RIFLE. This upgraded
version of the AR3000 is capable of fring twice as
rapidly as its predecessor, and therefore makes (x2)
damage.
* Minimum range of 12
inches—may not be used
‘against target closer than the
minimum range.
cR MX
AR3002 15 30
MAGMASCORGHER. The Magmascorcher is a
flamethrower especially designed for the
Eradicators. The double barrels ensure high
reliability; when one barrel reaches a critical
temperature, the weapon automatically shifts over
to the other while cooling the first. It uses the
Magmascorcher template.
cR MX =~ RM_—DAM
MAGMASCORCHER 7 = 142)
SA-SG80 ANTI-PERSONNEL SYSTEM. This
gun is a unique invention of Cybertronic. It is an
‘automatic shotgun, and to represent this, it may
make two shots for every Fire action. These can be
directed against one single target, or two separate
targets not further apart than 40 degrees (use the
Flamethrower’Shotgun template in the basic
Warzone rules book to measure 40 degrees)
cR
SA-SG80 ANTLPERSONNEL SYSTEM s
MX —-RM_—_—DAM
= 13\per shot)Pw
16
wD
16NEW RULES FOR
EZOGHOUL
The gigantic Ezoghoul is a being whose sole
purpose is to engage in battle. Its soul is devoted
to the destruction of other beings and to glory on
the battlefield.
The Ezoghou!’s body is carried into combat on
four powerful legs, and its two strong arms can easily
handle heavy weaponry. Its body is merged with an
external metal skeleton and half of the Ezoghoul is
made of artificial materials
Ezoghouls can reach a height of four meters and a
length of three meters. The Ezoghoul can breathe
normal atmosphere only through an illitachk, a bio:
tech design covering the face of the beast.
cc MW PW ID AC
EZOGHOUL 7 6 — 6 4
EXISTING TROOPS
The Ezoghoul can be found wherever a
battle is fought. They seem to be attracted
to the combat zones and are always ready
to wreak havoc. They most often
cooperate with the hordes of leg
but also act by themselves or in smaller
groups,
SPECIAL RULES. Ezoghouls are giant
sized models.
STRUCTURE. Ezoghouls are purchased
as individual models.
woostT MV A Cost
30 5 6 3 65NEW RULES FoR EXISTING TROOPS
FIGHT TO THE DEATH
rgeant Nelson wiped the residue from her goggles and once again surveyed the scene unfolding before he
The situation became more hopeless with every passing minute. Undead Legionnaires streamed through the
exits of the towering Citadel, swarming around the Centurions who dictated their every move. Fring th
Kratachs, the Legionnaires progressed toward the trenches, Nelson's squad along with the other remaini
fought with determination, and although pieces of rotten flesh and splintered bones littered the feild, the
procession of foul creatures seemed endless. Looking into the distance, Nelson could see the massive forms of
Ezoghouls nearing the battle. Their Ashreketh blades seemed small from her position, but it would not be long
before their true size would be all too obvious.
“This battle kas gone on for fer too long,” Nelson thought aloud. Countless air assaults were launched,
special forces had been deployed, but any victories for the forces of light were temporary. Messages flashed
across her heads-up display, alerting her of the coordinates ofthe injured and the dead. She had no choice but
to leave them where they had fallen, because to save even one life would mean losing three others in the
process. All ofthe other commanding officers had been seriously wounded or killed in battle, and she too had
been badly hurt. She struggled to stay on her feet, but her knees hit the dirt. The Sergeant felt a wave of
nausea wash over her, and sent a panicked message to her superiors. Headquarters responded immediately, but
their message was not one of support. It read:
“We are aware of your desperate situation, but our ranks cannot afford to lose another member to this
futile fight. Understand that we have done everything in our power to assist you in an escape, but we have
‘come up with no means of rescue. Headquarters out.”
Hordes of mutated warriors marched through the carnage for hours. The mindless undead sturmbled over the
remains of their slain enemies, while the more competent members among the units crushed skulls under their
{feet. One Centurion tore the head from a corpse, raising it high above his own head to celebrate the victory of
the Dark Legion. A set of dog tags fell to the ground: SGT. EMILY NELSON, BATTALION 61DEMNOGONIS.
ARMORIES
‘The stats and descriptions given here replace the corresponding ones in the basic Warzone rules book. In case of
‘conflict use these rules.
DEMNOGONIS roars once ccna ir ua
ARMORY fst roll a successful LD test or go insane, At the
. beginning of every turn, both players roll a 20 Gust
PLAGUEBRINGER before Step 2, Nominating the First Unit). Whoever
gets the highest roll gets to control the insane model
that turn. You must roll a separate d20 for each
‘model. You may attack your own model if it is insane.
‘A Plaguebringer resembles a huge, foul-looking
‘machine gun, The stock and the barrel look as if they
are sheathed in slime-drippin
hhuge tank of boiling, fou! liquid is carried on the user's
back. There isa nine-foot long living hose connecting,
the gun and tank. The ammunition is peculiarly foul
and disgusting. Plaguebringers fire rotting, liuified
remains of human body parts. These can be arms, legs;
rotting heads and even the innards of those too badly
mutilated to be tuned into Blessed Legionnaires,
These land splattering into a disgusting, stimy jelly
that emits a stink like corpses left to rot for months on
end, This has a terrible effect on the morale of those who
come under bombardment, and there is even worse: the
wart-covered flesh. A
droamceing parts pola shoves of eager Note that models outside the center ring of the
‘which swift infect all those who have been hit. hose __exPlosion cemplate are not damaged, but are still
affected go into an insane rage and have been known to susceptible to the insanity effect.
lash out at their own comrades, The plaguebringer uses the explosion template. If
To represent this in game terms, anyone HIT (not the attack is unsuccessful, it will deviate.
MISHIMA ARMORY
DEATHSHRIEKER SCREECHGUN
The Deathshrieker Screechgun is a particularly nasty
weapon which takes its name from the awful how
Tike screeching sound it emits when used. Its sh
noise is capable of making unprotected ears bleed,
but that is not its most dangerous effect. A
Screechgun beams a wave of resonant vibration at its
target, bypassing armor, liquifying flesh and
destroying delicate internal mechanisms.
Use the Screechgun template to determine range
and area of effect.
‘To see if this weapon damages your opponent, Example: your opponent ends up underneath the template;
divide your opponent's armor rating by two (round his armor is 27. Divided by 2, rounded down, this becomes
‘down), and subtract 2 from the result. This is the 12, and minus 2, this becomes 10. SO—your opponent will
number the opponent has to roll equal to or less in have to make an armor save of 10 or less, or take a
order to avoid taking a wound. wound.ARMORIES
NEW SPECIAL
POWER—KENJUTSU
Kenjursu is the ancient art of swordfighting. A model
with the Kenjursu special ability kan make sweep
attacks with any sword it uses. tis only available to
Mishima figures. It can be bought as a heroic special
ability by Mishima individuals and squad leaders, at
cost of 4 points.
BROTHERHOOD
BROTHERHOOD
ARMORY
AVALANCHE HANDGUN
One of the most powerful handguns ever produced
the Avalanche is only issued to Mortificator units
expecting all out field combat, and certain especially
‘equipped heroes and personalities of the Fury Elite
Guard and Sacred Guards units. Very powerful, yet
simall and light, the drawback of the Avalanche is that
the unusually large powder charge in the cartridges
sives the gun a rather short lifespan—rarely more than
‘one or two battles. The Avalanche may only be
purchased by Assassins, Sacred Sergeants and Fury
Elite Sergeants.
The Avalanche is a silenced SIDEARM.
(CHE HANDGUN
RM
ei
DAM
15
Cost
10
DEATHDEALER SWORD
‘The Deathdealer sword is @ heavier version of the
Avenger sword, working very much in the same way. It
is only given as a sign of honor to certain highly
reputed members of the Curia and the Second
Directorate, and it therefore cannot be purchased.
The Deathdealer sword can make sweep attacks.
Mx
DEATHDEALER SWORD
DAM
15442)
Cost
CAPITOL ARMORY
CAPITOL SWORD OF HONOR
This sword is purely a token of position, Its given to
officers who are awarded the Chairman’s Legion of
Honor for their battle valor and usefulness to the
corporation, and therefore cannot be purchased. Unlike
the Legion of Honor medal, the sword can't be
awarded to civilians.
CAPITOL SWORD OF HONOR
RM
DAM
13642)
CostDAM
NIMROD Mk. | 15(x2)ARMORIES
BAUHAUS
BAUHAUS.
ARMORY
PSG-99 SNIPER RIFLE MK. II
The Mk. Il version of the famed PSG-99 Sniper Rifle is
basically just a “home-made” conversion of the original
weapon, with a stronger recoil hampering spring, a new
barrel with calibre .47 instead of the standard calibre
40, and a stronger chamber to withstand the greater
stress this creates. They are NOT standard issue, in fact
they are strictly illegal and the normal troop would
immediately be courtmartalled should his CO discover
this “destruction” of Ministry of War material,
Le, the Mk.II PSG-99 cannot be bought by normal
‘troops—they are only available to individuals crazy
enough to mess around with Ministry of War regulations,
PSG-99 SNIPER RIFLE Mk. 1
Mx
RM DAM Cost
4 1462)
ELECTROCHARGED NIGHTSTICKS,
An “improved’, electrified version of the regular street
weapon, these close combat weapons are easily
concealable, yet possible of inflicting massive damage
with their sharply spiked butts
NiGHTSTICK
Mx
RM DAM Cost
= 1103)
PLASMA HANDCANNON
‘The Plasma Handcannon are extremely rare items of
destruction and cannot be bought by normal troops.
PLASMA HANDCANNON
MX
RM DAM Cost
= 15 =ARMORIES BAUHAUS,
DRAGOON KAMPFKANONE.
‘When the need arose for 2 more powerful weapon than the
regular Panzerknacker Assault Rifle, ieldhausen Arms was
approached. Lighter than the standard LMG but considerably
more powerful than an AR, the Fieldhausen Kampfkanone
quickly became the standard issue in most regular dragoon
units. Some lighter units, like recon squads, stil stick to the
good old Panzerknacker, though-The Kampfkanone may only
be used by Dragoons, unless otherwise stated.
cR MX -RM_—DAM_—COST
DRAGOON KAMPFKANONE 20 45 3 1302) 18
MORTIFICATOR
ASSAULT
Sebastian Crenshaw navigated the dense vegetation of
the Verusian jungle with the speed and agility of a
devilcat stalking its prey. Behind him, a squad of less
experienced Mortificators struggled to follow his lead.
Their boots left deep impressions in the muddy terrain
as they approached the perimeters of the Citadel
Each breath came shallow and quick, but Crenshaw
and his men maintained their pace. Within minutes,
they burst from the heavy cover of the trees and
opened fire on the lone target standing in the
clearing.
Alakhai the Cunning strode into the clearing,
kicking the rotting: corpses out of his path. Just days
earlier, an assault on the Citadel had proved fatal to a
fraction of his lesser minions. He was annoyed with
the mortal armies and their sworn vengeance against
the Dark Legion, but he found no reason to deploy
special forces in response to their feeble attempt to overtake the Citadel. He had allowed the
Brotherhood soldiers to annihilate his meager pup i
lulling them into a false sense of security. Li
drunken men, the soldiers had stumbled off the field, exhausted but victorious. They would probably
regroup and return fora second assault with inflated egos and boosted confidences, and therein would
lay their weakness. Alakhai grinned maniacally, his head filed with images of chaos and bloodshed. He
didn’t notice the Mortificators until the first bullet bounced off his heavy plate armor
The Mortificator squad scattered as they shot, spreading themselves out over the space between their
leader and the enemy. Crenshaw aimed his weapon at Alakhai’s head with deadly precision, preparing to
send a bullet deep into the inner hollows of the Nepharite’s twisted skull. He steadied his arm and fired a
single shot toward the beast while the squad fanned out over the field. Regretfull, Alakhai felt the sting
of another, less accurate bullet before Crenshaw’s found its mark. He spun to face his assailants, raising
the dreaded Meat Wolfer battlesword high above his head and unknow ing Crenshaw’s
attempted assassination. The Nazgaroth in the Nepharite’s free hand spat death, unleashing its unholy
fury on two advancing Mortficators. On impact, the brutal force ofthe bullets sent the men reeling
Continued on p. 58ARMORIES IMPERIAL
IMPERIAL ARMORY
‘The “Enhanced” Invader battle assault rifle was a very
successful experiment giving the standard weapon
greatly improved range and ballistic characteristics by
only replacing the barrel and a few details in the
mechanism, but still this proved to be far too
expensive to ever reach mass production. A few of the
field test versions are still around out there, though
‘The Enchanced Invaders are only available to
personalities and cannot be purchased,
RM DAM Cost
ENHANCED INVADER 18 2 3 16 =
CYBERTRONIC ARMORY
P1000 HANDGUN
As with all Cybertronic-designed weapons, the
P1000 handgun is a masterpiece of manufacturing,
reliability and user-tiendliness. Also, they are very
rarely spotted on the street in pirated versions,
since the process of making the semi-plastic
material used in the covering is a well-kept secret
within Cybertronic.
RM -DAM_—COST
P1000 HANDGUN
backwards. Blood sprayed from their wounds and fountained from their mouths during their final
‘moments of life, and each body landed in a crumpled heap on the ground. Sebastian Crenshaw lined up
his sights and pulled the trigger again, hoping against the odds that his second shot would be more
successful than the first. Alakhai dodged the bullet and turned his Nazgaroth toward Crenshaw. The
Mortificator hero sprung to his feet and tried to gauge the distance between his position and the tree line
at the edge of the jungle. The remaining members of the squad stood like statues, ready to imitate
Grenshaw’s every move. In a moment's time, Sebastian Crenshaw spun on his heel and broke into a run,
berating himself for the hasty retreat, but aware that the battle would end in defeat for the Brotherhood
whether or not he stayed.
Later, Crenshaw and the surviving soldiers recounted the details of the attack to the Cardinal. All
involved were devastated by Alakhai’s victory, but none disagreed with their leader's split-second decision.
To lose a battle against the Dark Legion was discouraging, but to lose Sebastian Crenshaw would have
been disastrous. At the close of the meeting, spirits had been lifted. When the Citadel is at its most
vulnerable, Crenshaw and his squad will strike again.cR MX RM DAM COST = 15
ssw4100 10 20 4 1463) 35 5 NSMISHIMA BATTLE SCENE
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GIANT MODELS
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MaMONHL SWS>
DAWN aA ae =
Bs LO Tate LENE
The solar system is a roaring mayhem of death and war. The surfaces of the inner planets have been 4
‘swept clean by the violent onslaught of the Dark Legion's storming hordes of Nepharites, mid
Necromufants, Razides, Preforian Stalkers and Undead Legionnaires.
The human corporations have offered fierce resistance, but divided they fall...
WARZONE COMPENDIUM 1 isthe firs ficial supplement for WARZONE he fast and furious
fechno fantasy miniatures game, Included are:
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