Capitol Download

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    Active: M50 Fragmentation Grenade Launch-er: Any Model with a M50 Assault Rifle can useits Grenade Launcher. urn to Burn 1 Resource

    Card per Model.

    Passive: Slow to Reload: Tis weapons RoFcannot be increased by any means.

    Te Armed Forces of Capitol is as massive as it is diverse; when it goesto war, it does so with a sense of purpose. Every Capitolian soldier knows what skillset sets him or

    her apart from their peers. o represent this in Warzone Resurrection, every Capitol army must beupgraded with one of the following actical raining Advantages. Te actical raining Advantag-

    es upgrades available to a Capitol army are dependent on the type of Warlord (ech, Close Combator Ranged) and must be added to the Warlords Points cost. actical raining Advantages remain in

    play until the end of the Game, (even if the Warlord is killed). Te Warlord and Lords are not affectedby actical raining Advantages unless otherwise specified.

    Designer Note: Taken as Some Tactical Training Advantages or Hero Special Skills allow a Player

    to take Support or Light Vehicle Type Squads as a Troops Type. If this occurs the Squads Type is

    changed to Type: Troops. As such Squads containing a Squad Commander will generate a Resource

    Card and gain all benefits of being a Troop Type Squad. Remember though, a Bike is still a Bike and

    a Walker still a Walker.

    1. 2nd Martian Quarterbacks Assault Battalion: All Friendly Capitol roop ype Squads gain a

    +2 modifier to CC and a +2 Modifier to their Engage Action. All Friendly Capitol Support ype

    Squads receive a +1 Modifier to their RoA. Cost 30 Points.

    2. 23rd Desert Wildcats Assault Battalion: All Friendly Capitol roop ype Squads gain a +2 mod-ifier to St and the Pathfinder Special Skill. All Friendly Capitol Support ype Squads gain Im-penetrable Armour (9) against Close Combat attacks. Cost 30 Points.

    3. 10th Venusian Bucktails Assault Battalion: All Friendly Capitol roop, Support, Warlord andLord ype Squads may reroll any unsuccessful Pinning or Break ests. Cost 50 Points.

    4. 9th Te Rocketeers Assault Battalion: All Friendly Capitol Squads (including the Warlord andLords) with the Rapid Deployment Special Skill roll against their unmodified LD and ignore the

    effect of rolling a 20 during Rapid Deployment. Cost 25 Points.

    5. 303rd Te Screaming Eagles Assault Battalion: All Friendly Capitol roop, Support, War-lord and Lord ype Squads gain the Rapid Deployment Special Skill. Cost 40 Points.

    6. 5th Darkhawks Assault Battalion: All Friendly Capitol roop, Support, Warlord and Lord ypeSquads gain Contempt (All). Cost 35 Points.

    7. 7th Phantom Brigade Spec Ops Battalion: Enemy Models targeting any friendly Capitol roop

    or Support ype Squads receive an additional -1 Modifier to RS. Cost 25 Points.8. 13th Te Lucky 13th Spec Ops Battalion: Each Friendly Capitol roop ype Squad Commander

    can call in a Smoke Screen Airstrike. Only one Smoke Screen can be dropped per Game urn,regardless of the number of Squad Commanders in play. Tis action costs 1 Action Point and is

    regarded as a Shooting Action. Te RS of every Model on the battlefield is reduced by half. TeSmoke Screen can be ignored by any Model if they urn to Burn 1 Resource Card. Cost 25 Points.

    9. 11th Avenging Angels Assault Battalion: Martian Banshees are roops ype instead of Sup-port ype. Cost 25 Points.

    10. 76th Crazy Horses Aerial Support Battalion: In this Battalion one Support slot can be taken by

    a squad of Purple Sharks. Te Squad ype stays as Light Vehicle ype. Cost 10 Points.

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    1. 2nd Te ough Hombres Combat Engineer Battalion: All Friendly Capitol roop and Support

    Squads gain Heal (2) which cannot be increased by any means. Cost 45 Points.

    2. 5th Boost Junkies Combat Engineer Battalion: All Friendly Capitol roop and Support Squadscan activate a Boost Jab at the beginning of their Squad Activation for no cost. All Models in the

    Squad gain a +2 Modifier to their RoA and a +1 Modifier to their RoF until the end of the Game

    urn. Each Model takes a St8 Piercing Autohit at the end of their Activation. Cost 20 Points.3. 1st Te Old Reliables Supply Battalion: All Friendly Capitol roop Squad Commanders gener-

    ate 2 Resource Cards instead of 1. Cost 25 Points.

    4. 31st Ironsiders Light Armoured Recon Battalion:Replace one Support Slot on the OffensiveOrganisation Chart with an additional Light Vehicle / Monster Slot. Cost 0 Points.

    5. 11th Grease Monkeys Combat Engineer Battalion: All Friendly Capitol roop and SupportSquad Commanders become Fixers. Nominate one vehicle within 3 of the Squad Commander.

    For 2 Action Points roll a D20, on a result of 1-10 the vehicle regains its last lost SP. Cost 15 Points.

    6. 6th Diggers Combat Engineer Battalion: All Friendly Capitol roop and Support Squads gainthe Dug in Squad Special Action. Tis Action costs 1 Action Point for each Model in the Squad andmust be issued at the beginning of the Squad Activation. Each Model in the Squad counts as Dug

    in and is treated as if it is in Heavy Cover for Shooting purposes only. Te Squad stays Dug inuntil any Model from the Squad initiates Movement, Run or Engage Action.

    7. 69th Miners Combat Engineer Battalion: One 30mm Minefield oken may be placed beforethe Game starts, but after Deployment, for each friendly roop Squad in the Game. Te Mine-

    field token cannot be placed within 6 of any enemy Squad.Any Model that moves or start its Activation within 4 of the Minefield token must immedi-

    ately roll a D20. On the roll of 11-20, the Model takes a St 15 AVV4 Blast Autohit. Te Minefieldtoken can only be destroyed by reducing its SP to zero. Te Minefield token is AV16, SP2 and hit

    automatically in CC. Models with the arget Identifer Special Skill ignore Minefield okens. Cost30 Points.

    8. 66th Hell-Riders Aerial Support Battalion: Purple Sharks can be taken as roop or Supportinstead of Light Vehicles / Monsters. Cost 30 Points.

    9. 44th Wild Dogs Airborne Cavalry Battalion: Airborne Cavalry can be taken as roop, Supportor Light Vehicle / Monster. Airborne Cavalry using Rapid Deployment roll against unmodified

    LD and ignore the effect of rolling a 20 during Rapid Deployment, Warlord and Lords are also af-fected by this upgrade. If the Army is led by Henry Tomas all Squads arriving via Rapid Deploy-

    ment can reroll their deployment LD roll. Cost 35 Points.

    10. 102nd Redheads Armoured Division: All Vehicles gains an additional +1 Modifier to AV on theFront Facing. Cost 25 Points.

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    1. 1st Bulls eyes Marine Battalion: All Friendly Capitol roop and Support ype Squads receive a

    +1 Modifier to RS. Cost 20 Points.

    2. 99th Te Striking 99th Marine Battalion: All Friendly Capitol roop and Support ype Squadsgain a +2 Modifier to Range for their Piercing Weapons. If during the game, the Weapon ype is

    changed from Piercing the bonus is lost. If the Weapon ype is changed to Piercing the Modifier

    can be applied. Cost 35 Points.3. 134th Te ank Busters Marine Battalion: All Friendly Capitol roop and Support ype Squads

    gain a +2 Modifier to AVV for their Special Weapons. Cost 35 Points.

    4. 21st Desert Foxes Recon Battalion: All Friendly Capitol roop and Support ype Squads gainthe Camouflage (2) Special Skill. Cost 25 Points.

    5. 2nd Night Eagle Recon Battalion:All Friendly Capitol roop and Support ype Squads ignoreany negative modifiers to LoS and RoF in play and gain the Stay Frosty Special Skill. Cost 40

    Points.

    6. 9th Venusian Tunder Artillery Bat-talion: Once per Game urn, a roopype Squad Commander can call in an

    Artillery Bombardment. Tis Actioncosts 1 Action Point and is a Shooting

    Action. Any Vehicle touched by the LEemplate is hit on the Rear Facing. Te Artillery Bombardment always scatters D20/2. Te RoF

    of this attack cannot be increased. Cost 25 Points.

    7. 5th Te Firestarters Spec ops Battalion: Once per Game, each roop ype Squad Commandercan call in a Napalm Wall. Only one Napalm Wall can be placed per Game urn, regardlessof the number of Squad Commanders in play. Tis is a Shooting Action. Place a single 30mm

    Napalm oken within 30 of Squad Commander and scatter it D20/2 (minimise the scatter if thetoken lands on any Model or in impassable terrain). Ten place a second Napalm oken within

    8 of the initial token and scatter it D20/2. Draw an imaginary straight line between the twotokens. Tis is the Napalm Wall. Any Model touched by the 30mm wide line at any point in the

    Game urn receives a St16, AVV1, Autohit immediately. Te Napalm Wall dissipates at the end ofthe Game urn. Costs 25 Points.

    8. 11th Avenging Angels Assault Battalion: Martian Banshees can be taken as roops ype. Cost25 Points.

    9. 3rd Te Battle-Dweebs Combat Engineer Battalion: All Friendly Capitol roop and Supportype Squads can load their weapons with Experimental Ammunition. At the beginning of theActivation for each Squad that will be using Experimental Ammunition this Game urn, urn

    to Burn 1 Resource Card. Each Squad using Experimental Ammunition receives a -3 Modifier toRS, a +3 Modifier to St and a +1 Modifier AVV. Cost 25 Points.

    10. 76th Crazy Horses Aerial Support Battalion: In this Battalion one Support slot can be taken bya squad of Purple Sharks. Cost 10 Points.

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    TracerfirescreamedpasttheUH-64TransportHelicopterasCorporalGomez leanedouttosurvey

    thejumpsite.Asanemanwouldbeconcernedasthegunfireandflakwhizzedpasthishead,butthenagain,sanemendontjumpoutoffullyfunctioningaircraftwithnothingbutajump-packkeepingthemfromhittingterminalvelocity.Terminalinallsensesoftheword!TheUH-64spilot,Carlson,sparedamomenttoglancebacktohispassengers.LooksbadCap!heshoutedtotheCaptain.

    Lookslikeamega-stormbrewingrepliedCaptainThomas.Therewereplentyof timesthatCorporalGomezhad thoughtaboutretirement.Hehadconsideredtakingupacozycorporateexecutivedeskjobandleavingthecombatjumpstoyoungermen-oratleastoneswithlessscartissue.Oddly,thosethoughtsneveroccurredwhenhewasintheairwiththerestofHenryThomas44th.ShakingthethoughtofleavingtheArmedForcesofCapitolfromhismind,hecheckedhisweaponsandgearonelasttimebeforethedrop;moreofahabitthananecessity.Afterall,nothingwasgoingtosuddenlybeanydifferentthanthelastfifteentimeshedchecke

    d.HesmirkedattheCaptain

    ,itwastime.Iguessitstimetomakethevid-reelsoncemore!CaptainThomasshoutedovertheroaroftheengines.Youflyboyshaveasaferidebackhome!jestedCarlsonasheopenedthejump-baydoors.GomezwatchedCaptainThomasslaphishelmethome,andpitchoutoftheUH-64intothewaiting

    darkness.Gomezandtherestofthe44thquicklyfollowed,adrenalinepumpingthrough theirveinsoncemore,astheDarkLegionsgroundtroopsdrewcloserandcloser.

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    Passive:Brace of Pistols: Mitch can reroll any unsuccess-

    ful Ranged Skill tests with his M14 Bolter Handgun.

    Passive:High-Velocity Shells: urn to Burn 1 Resource

    Card. Mitch Hunter ignores any negative LoS or Range

    modifiers until the end of the Game urn when using his

    M14 Bolter Handgun.

    Active:Stunwave Ammunition: urn to Burn 1 Resource

    Card. Mitch Hunter loads his M14 Bolter Hangun with

    Stunwave Ammo. Any Models on a Small Base with-

    in the template range suffer a Stun Effect instead of a

    Wound Effect.

    Passive:Parry:Models with a Capitol Sword of Honour gain Im-

    penetrable Armour (12) against Close Combat attacks.

    Active:Whirlwind: urn to Burn 2 Resource Cards. Mitch Hunt-

    er uses his sword to Whirlwind attack, allowing him to attack

    foes within his CCWR in both his Front and Rear facing.

    Nominate the direction of attack and roll a D20:

    1-5 Mitch spins 6 in the direction selected and every

    Model in his path and within his CCWR takes one

    St13 AVV1 Piercing Autohit,

    6-10 Mitch spins 5 in the direction selected and every

    Model in his path and within his CCWR takes one

    St12 AVV1 Piercing Autohit,11-17 Mitch spins 4 in the direction selected and every

    Model in his path and within his CCWR takes one

    St11 AVV1 Piercing Autohit,

    18-20 something goes wrong and Mitch is automatically

    deactivated.

    During the Whirlwind attack, Mitch cannot move through

    impassable terrain, although he can move through oth-

    er Models. If Mitch would end his Movement on an enemy

    Models base reduce Movement to avoid this occurring. At

    the end of a Whirlwind attack, place a Whirlwind oken

    next to Mitch Hunter or his Stat Card. Te distance travelled

    during a Whirlwind Action does not count towards themaximum Movement allowance.

    C

    6 16 15 11 10 15 18 3 15(11) 220

    C

    6 16 15 10 10 15 15 3 14(10) 185

    V

    14 10 2 0 Piercing (P)

    V

    ST 1 0 Blast (S)

    V

    1.5 +2 3 4 Piercing

    Warlord (Close Combat), Medium Base (40mm). Unique

    Lord, Medium Base (40mm), Unique. M14 Bolter Handgun, Capitol Sword ofHonour, AJHMPS-12 Panther Jungle Armour Mk.2

    Mitch Hunter may be joinedby his dog, Pride, for 25 Points. Tey count as a 2 Model

    Squad. If Mitch is joined by Pride, he loses the Doom-

    trooper special skill and cannot join other Squads.

    AJHMPS-12 Panther Jungle Armour Mk.2:(No negative Weapon ype modifiers).

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    Fearless, Pathfinder, Doom-trooper, Colonel of the 9th Sea Lions, Stalk, Guerrilla

    actics, Fortune Favours the Brave, Megacorporate

    Champion, Smog Bomb

    Passive: Colonel of the 9th Sea Lions:An army which

    contains Mitch Hunter may include up to two Squads

    of Sea Lions as roop choices. Each roop Squad of

    Sea Lions gives the Controlling Player 1 Resource Cardas normal. Any other Squads of Sea Lions in an army

    containing Mitch Hunter must be taken as Support

    Squads as normal.

    Passive: Guerrilla actics: Enemy Models can never

    Free Slash against Mitch Hunter if he leaves Engage-

    ment.

    Passive: Fortune Favours the Brave:When fighting an

    enemy in Close Combat that causes Fear (X), Mitch

    Hunter may once per Game urn either re-roll one of

    his own CC test, or force his opponent to re-roll a suc-

    cessful Armour test. Te player controlling Mitch Hunt-

    er may make this decision after the D20 have beenrolled.

    Active: Megacorporate Champion: Mitch Hunter may

    remove up to two Whirlwind tokens from the game

    per turn to add either +2 St per token or add +1 to Im-

    penetrable Armour per token. Te effects of removing

    a Whirlwind token last for one Game urn. Mitch may

    also use 2 Whirlwind okens to regain a Wound lost

    earlier in the Game.

    Active: Smog Bomb: urn to Burn 3 Resource Cardsduring Mitch Hunters activation phase and place a

    30mm token onto the battlefield within 18 of Mitch

    Hunter. Every Model within 4 of the token receives an

    additional RS modifier of -3. Models which finish their

    activation within the area of Smog Bomb (4) take St8

    Piercing Autohit. Te Smog Bomb dissipates at the

    end of Game urn.

    Active: Canine Grip: urn to Burn 1 Resource Card.Pride can make a Hold Him Special Action againstModels on Small and Medium bases regardless of theenemy Model facing

    Fearless, Camou-flage (1), Ranger, arget Sense, Stalk, Investigation,

    Loyal unto Death, Clever Dog!

    Passive: Investigation: Whilst Pride is in play, Mitch

    Hunter and Pride have the Predator Senses special

    skill and Mitch has the arget Identifier Special Skill

    and his Pathfinder Skill is upgraded to the Ranger

    Skill.

    Passive:Loyal unto Death: If Mitch Hunter is removed

    from play, Pride can be activated as normal, but gains

    a +2 Modifier to RoA, CC and St.

    Passive: Clever Dog!: Mitch and Pride ignore Unit Co-herency rules. Pride cannot interact with Objective

    Markers. If within 12 of Pride, Mitch may reroll any Con

    ests.

    Special, Small Base (30mm), Unique

    Canine eeth, Dodge. Sub-Dermal itanium Armour and Dodge:(No negative Weapon type Modifiers).

    C

    6 14 8 8 15 15 2 13(10)

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    B2B +0 2 0 Piercing

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    Passive:Untold Devastation: When Big Bob Watts makes

    a Ranged Attack, he ignores Light Cover modifiers.

    Passive:Headshot:When Big Bob Watts makes a Ranged

    Attack and rolls a natural 1 or 2, the Range Attack gainsCritical Force (2).

    Active: Te Chopper: Big Bob Watts is capable of mas-

    sive feats of destruction, the whirling barrels of his Atlas

    Megacannon ripping all that lay before him to shreds.

    urn to Burn 1 Resource Card and make a Shooting Ac-

    tion. Place a 30mm token within 2 of the Primary ar-

    get. Te cover Modifier for Light or Heavy errain within

    3 of the oken is reduced by -2, (i.e. Light errain be-

    comes +0, Heavy errain -2). Te Atlas Megacannon RoF

    is still 4 and can be modified as normal.

    Active: ank-Eater Rounds: urn to Burn 3 Resource

    Cards. Te ALAS Megacannon has the following stat-line:

    Active: Hail of Lead: urn to Burn 3 Resource Cards. As

    a Shooting Action Big Bob Watts can spread his fire onto

    an entire enemy Squad. Nominate a target Squad; as

    long as all of the Squads Models are within 18 of Big

    Bob Watts and in LoS, the whole Squad is automatical-

    ly Pinned. Te Hail of Lead Special Skill cannot be used

    against targets with the Fearless Special Skill.

    C

    5 14 17 12 12 15 18 4 16(11) 230

    C

    5 13 16 12 10 15 17 3 15(10) 210

    V

    28 15 4 2 Piercing (A)

    V

    28 14 2 3 Rail (A)

    V

    B2B +0 2 0 Piercing

    Doomtrooper, Fearless, argetSense, Sergeant of the Free Marines,

    Passive: Sergeant of the Free Marines: A Capitol army

    which contains Big Bob Watts may include up to two

    Squads of Free Marines as roop ype choices.

    Warlord (Ranged), Medium Base (40mm). Unique.

    Lord, Medium Base (40mm). Unique

    ALAS Megacannon, Combat

    Knife, Enhanced HFMPS-93 ortoise Mk.1 Armour.

    Enhanced HFMPS-93 ortoise Mk.1Armour: (No negative Weapon type Modifiers).

    T

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    Active: Grenade Launcher: urn to Burn 1 Resource Card.

    Tomas uses his M50 Anti Vehicle Grenade Launcher in-

    stead of M50 Assault Rifle this Game urn.

    Passive: Brace of Pistols: Henry Tomas can reroll any

    unsuccessful Ranged Skill tests with these weapons.Active: High-Velocity Shells: urn to Burn 1 Resource

    Card. Henry Tomas ignores negative LOS or Range

    Modifiers when using this weapon.

    Passive: Hail Mary: As the Airborne Cavalry Para-drop

    onto the battlefield, they fire a salvo of Missiles into the

    ranks of their enemies. When Henry Tomas arrives via

    Rapid Deployment, the range of his HU-E Lance Missile

    Launcher is 36 from the point he is deployed. If the play-

    er decides not to use Hail Mary the weapon counts as

    fired, but Tomas does not use an Action Point.

    Passive: One-Shot: Once this weapon has been fired, it

    cannot be fired again, RoF of this Weapon cannot be in-

    creased by any means.

    C

    5 16 16 10 10 14 18 3 16(11) 225

    C

    5 15 15 10 9 14 17 3 15(10) 195

    V

    24 12 1 0 Piercing (A)

    V

    18 16 1 4 Piercing (A)

    V

    14 10 4 0 Piercing (P)

    V

    24/SE 12 1 0 Blast (G)

    V

    B2B +0 1 0 Piercing

    Fearless, Rapid Deployment, ar-get Sense, Te H, You want to live forever, Dogs?, I love

    the smell of Butan-4-ol in the morning!

    Passive:Te H: Any Squad in a Battalion led by Cap-

    tain Hendry Tomas arriving through Rapid Deploy-

    ment rolls using unmodified LD and ignores the effect of

    rolling 20.

    Passive: You want to live forever, Dogs? Any friendly

    Squad with at least 1 Model within Tomas LD range

    gains Fearless Special Skill.

    Active: I love the smell of Butan-4-ol in the morning!:

    Once per Game Captain Henry Tomas can call on a

    Napalm Wall as described in the 5th Te Firestarters

    Spec ops Battalion actical raining Advantage.

    Warlord (ech), Medium Base (40mm). Unique.

    Lord, Medium Base (40mm). Unique. M50 Assault Rifle, M14 BolterHandgun x2, HU-E Lance Missile Launcher, Com-

    bat Knife, HFMPS-93.2 Cobra Pattern Experimen-tal Mk1. ortoise Armour.

    HFMPS-93.2 Cobra Pattern Exper-imental Mk1. ortoise Armour: (No negative Weap-

    on ype Modifiers).

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    1-10 11-14 15-18 19-20

    M CC RS WP LDSP Rider

    / AV

    SP WeaponControls

    / AV

    SP FlightSystems

    / AV Sp Engines / AV

    AV

    FRONT

    AV

    BACK AP PTS

    8 16 16 15 18 4 15 3 12 4 12 3 12 +2 -2 4 290

    If SP=0 or less,the Vehicle (andSanders) is Destroyed

    but remains in playas a piece of HeavyTerrain.

    If SP=0 or less, thevehicle may no longeruse its main weapons.

    If SP=0 or less, theBlue Sharks M isreduced to 3 and

    cannot be increased byany means.

    If SP=0 or less , the Vehicle ex-plodes! Measuring from the hull of thevehicle with a range equal in inches

    to D20/4. Each Model (includingthe Dismounted Sanders) within thisrange takes a S14 Piercing Autohit ona roll of 1-15.

    Passive:Experimental:Te template always scatters D20/4Passive:Slow to Reload: RoF cannot be increased by any means.Active: Anti-Vehicle Ammo: urn to Burn 2 Resource Cards.Te Experimental Quad-Mounted M606 LMG is loadedwith AVV ammo.

    E

    Passive: Power of the Arm: Sanders the Banshee has

    Critical Force (2) when using his Combat Knife.

    Doomtrooper, Sanders of theMartian Banshees, Shark Division, Contempt (Dark Le-gion/Mishima), Jump Pack, Fearless.Passive: Shark Division: An army led by the Blue Sharkgains one additional Light Vehicle slot, which must be

    taken by a Purple Sharks Squad.Passive: Sanders of the Martian Banshees: A Capitolarmy which contains the Blue Shark or Sanders the Ban-shee may include up to one Squad of Martian Bansheesas a roop choice.Passive: Dismounted:If the SP value of the Blue SharksWeapon Controls, Flight Systems or Engines is reduced to

    0 or below Sanders can dismount from the Blue Shark. Ifthis occurs he uses the Sanders the Banshee Staline andEquipment except he is still a Warlord and his Wound(W) Value is equal his remaining Rider SP value whenhe dismounts. Place the on foot version in B2B contactwith the Blue Shark then complete the appropriate ef-fects on the Blue Shark for losing its SPs.Passive: Jump Pack: Sanders the Banshee gains a +3Modifier to Movement Value if he starts his MovementAction in Open errain. If he starts his Activation in Lightor Heavy errain he may not use the Jump Pack SpecialSkill. He ignores all modifiers for Light and Heavy errainwhen using his Jump Pack (Impassable errain is stillimpassable). If Sanders the Banshee ends his Jump PackMovement in Light errain or Heavy errain, a Con estmust be taken. If failed, he immediately suffers a St12,Piercing Autohit.Active: Napalm Drop: urn to Burn 3 Resource Cards.Every Model over which the Blue Shark travels recievesa St12 Blast AVV 0 Autohit. Use the Blue Sharks 40mmRound Base as emplate to determine which Models arehit.

    V

    20/SE 12 4 0 Blast (G)

    V

    20 16 4 3 Piercing (A)

    V

    24 12 1 0 Piercing (A)

    V

    1.5 +1 3 2 Piercing

    Warlord (Ranged), Large Base (50mm). Unique Experimental Quad-Mounted LMG, CombatKnife, Upg. Chobham Industries Reconnaissance VehicleArmour.

    Upgraded Chobham Industries Reconnais-sance Vehicle Armour: No Negative Weapon type Modifierstaken.

    C

    5 16 16 11 13 14 17 3 14(10) 170

    Lord, Medium Base (40mm). Unique (Te BlueShark and Sanders the Banshee cannot both be played inan army)

    M50 Assault Rifle, Combat Knife, EnhancedBRMPS-14 Predator Armour.

    Enhanced BRMPS-14 Predator Armour: No Neg-ative Weapon type Modifiers taken.

    E

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    Passive: Fit to Purpose: Before the Game starts each

    Light rooper Squad can exchange their M50 Assault Ri-

    fle Standard Ammo for one listed below depending on

    the Warlord ype. Every Squad member must use the

    same Ammo.

    Close Combat Warlord:

    Ranged Warlord:

    ech Warlord:

    Passive: Perfectly Designed:Te AVV of the M50 Assault

    Rifle: Armour Piercing Ammo cannot be increased by

    any means.

    Passive:Anti-Vehicle Missile: Te HU-E Lance Missile

    Launcher can be loaded with an Anti-Vehicle Missile

    until the end of the Game urn.

    Passive:Hail Mary: As the Airborne Cavalry Para-drop

    onto the battlefield, they fire a salvo of Missiles into the

    ranks of their enemies. o represent this, the turn that

    the Airborne Cavalry arrive via Rapid Deployment, the

    range of the HU-E Lance Missile Launcher is 30 from

    the point that the Model is deployed. Tis Shooting Ac-

    tion costs 1 Action Point and must be completed by all

    Models after the Squad has deployed by Rapid Deploy-

    ment but before any Model is Activated. Te shot does

    not need LoS but always scatters (D20/2). Anti vehicle

    Missiles cannot be used in a Hail Mary Action. If theplayer decides not to use Hail Mary the weapons count

    as fired, but the Models have not used an Action Point.

    Passive: Need more ammo: Each Model must urn to

    Burn 2 Resource Cards in order to make a Shooting Ac-

    tion using the Missile Launcher after it has been initially

    fired.

    Passive: Slow to Reload: Tis weapon RoF cannot be in-

    creased by any means.

    C

    5 12 12 8 8 13 15 1 12 55

    V

    24 12 1 0 Piercing (A)

    V

    24/SE 12 1 0 Blast (G)

    V

    24 15 1 6 Piercing (A)

    V

    ST 13 1 0 Blast (A)

    V

    28 10 1 0 Piercing (A)

    V

    24 11 1 1 Piercing (A)

    V

    B2B +0 1 0 Piercing

    arget Sense Rapid De-

    ployment, arget Sense, Stay Frosty

    roops, Small Bases (30mm) 1 Light Infantry SquadCommander, 4 Light Infantry.

    5-12 Light Infantry. M50 Assault Rifle, Combat Knife,HFMPS-93 ortoise Armour Mk.1

    HFMPS-93 ortoise Armour Mk.1: (Blast -2).

    Te Squad Commander maybe upgraded to a Medic for 20 Points. He carries the nor-

    mal Squad Equipment and gains the Medic (2) Special

    Skill. Up to 7 Light Infantry can be added to the Squad

    for 11 Points per Model.

    Te whole Squad may be upgraded to Airborne Cavalry

    for 7 Points per Model. Airborne Cavalry may take all

    of the same upgrades as the Light Infantry, but also

    receive the Rapid Deployment Special Rule and HU-E

    Lance Missile Launchers are added to their Equipment.

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    C

    5 15 13 9 8 13 16 1 15(10) 125

    V

    28 15 2 2 Plasma (A)

    V

    FT 14 2 0 Blast (F)

    V

    B2B +3 1 0 Piercing

    V

    1 +4 2 2 Piercing

    Fallaway Power Slam, Impervi-um 2 Armour, Stimulant Pack.

    Passive: Impervium 2 Armour: Heavy roopers have the

    Heal (4) Special Skill, which cannot be increased by any

    means. Models Engaging Heavy infantry cannot claim

    an Engage Bonus.

    Active: Stimulant Pack: Once per Game, at the begin-

    ning of the Squad Activation urn to Burn 2 Resource

    Cards. Te Squads RoF and RoA receive an additional+1 Modifier until the end of the Game urn. At the end of

    each Heavy Infantry Models Activation they receive a

    St10 Piercing Autohit against which Heal rolls cannot be

    made.

    Active: Fallaway Power Slam: At the beginning of the

    Squad Activation, urn to Burn 1 Resource per Heavy

    Infantry Model which will complete a Fallaway Power

    Slam Special Action. All Models on a Small Base with-

    in 2 of a Heavy Infantry Model completing a Fallaway

    Power Slam must pass a Con est. If the test is failed, the

    Model receives a Stun Effect. Tis action can be complet-

    ed Heavy Infantry even if Engaged. Heavy Infantry Mod-

    els ignore the effects of the Fallaway Power Slam.

    roops, Small Bases (30mm) 1 Heavy Infantry SquadCommander, 4 Heavy Infantry.

    5-10 Heavy Infantry. M66 Autocannon, Powered Gauntlet,HFMPS-94 ortoise Armour Mk.2.

    HFMPS-94 ortoise Armour Mk.2:(Plasma -2).

    Up to 5 extra Heavy InfantryModels may be added to the Squad for 25 Points each.

    Te Squad Commander can exchange his M66 Auto-

    cannon for an IN-14 Light Flamethrower

    and Chainripper Sword for 15 Points.

    All Models in the Squad may upgrade their M66 Au-

    tocannon with a Chainripper Bayonet for 5 Points per

    Model. If this Upgrade is taken all Models in the Squad

    equipped with the M66 must also be equipped with the

    Chainripper Bayonet.

    V

    1 +4 2 2 Piercing

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    Passive:Slow to Reload: Tis weapons RoF cannot be in-

    creased by any means.

    Passive:imed C4:Te Squad Commander may attach aimed C4 to a Vehicle (friendly or foe) or Intact Structure if

    he is within 2 of the arget. Place a 30mm oken in Base

    (or Footprint) Contact with the arget. Te oken counts as

    attached to the target so stays in contact with the arget

    even if the arget moves. During any of the Squad Com-

    manders subsequent Activation Phases the imed C4 can

    be triggered at the cost of 0 Action Points, as long as the

    Squad Commander is still within 12 of the token. When

    triggered, the arget Intact Structure automatically loses 2

    SP. When triggered, the arget Vehicle automatically los-

    es 2 SP from its Engine Position (the D20 19-20 Position).

    Centre a LE emplate on the oken. Any additional Models

    touched by the LE emplate receive a C4 Autohit. Te o-

    ken is AV:12 SP:1 and is riggered if it is destroyed or if the

    target is removed from play.

    Infiltrate, Fearless, Ferocity, Fren-zy, Stay Frosty, Ranger, Cooperation, Med-raining, C4 ,

    Freedom Forever!

    Passive:Cooperation: Free Marines can reroll Hold and

    Swarm Special Attack rolls.

    Passive: Med-raining: Free Marines have the Heal (5)

    Special Skill, which cannot be increased by any means.

    Passive: Frenzy: On the turn that a Free Marine success-

    fully completes an Engage Action it receives a +1 Modifierto RoA.

    Active: Freedom Forever!:Once per Game urn to Burn 2

    Resource Cards. Te Squad Commander places the Free

    Marines Banner, inducing a furore in all Free Marines

    around it. Place a 30mm oken within 2 of the Squad

    Commander, every Engaged Free Marine within 4 re-

    ceive a +3 Modifier to Armour value and CC and +1 Mod-

    ifier to RoA. Te oken is AV: 13 SP:1 Light errain with a

    Height of 2.

    Active: C4 : Up to 2 Free Marines per Game urn per

    Squad may urn to Burn 1 Resource Card to throw a C4.

    Passive: Parry: Models with a Punisher Short Sword gain

    Impenetrable Armour (10) against Close Combat attacks.

    C

    5 14 15 9 13 13 17 1 13 90

    V

    24 12 1 0 Piercing (A)

    V

    24 13 3 1 Piercing (S)

    V

    St/LB 17 1 5 Piercing (G)

    V

    24 16 1 6 Piercing (S)

    V

    B2B +2 2 0 Piercing

    Support, Small Bases (30mm) 1 Free Marines SquadCommander and 4 Free Marines

    5-10 Free Marines M50 Assault Rifle, Punisher ShortSword, HFMPS-93 ortoise Armour Mk.1.

    HFMPS-93 ortoise Armour Mk.1: (Blast -2)

    Up to 5 extra Free MarinesModels may be added to the Squad for 18 Points each.

    1 in 5 Models may replace its M50 Assault Rifle with one

    of the following:

    -M606 LMG for 15 Points.

    -DPA-9 Rocket Launcher for 15 Points.

    Te Squad may be upgraded with Anti-Infantry Gre-

    nades for 2 points per Model.

    Te Squad may be upgraded with Anti-ank Grenades

    for 2 points per Model.

    E

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    Contempt: (Dark Legion/Mishi-ma), Rapid Deployment, Jump Packs, Pure Hatred,

    Death Shriek, Death from Above, Jet Boots.

    Passive:Jump Packs:Martian Banshees gain a +3 Modi-

    fier to Movement Value when it begins its activation in

    Open errain. When a Model uses a Jump Pack to move

    it is flying, so ignores all modifiers for Light and Heavy

    errain. Impassable errain is still Impassable.

    If a Model that is using a Jump Pack ends its movementin Light errain or Heavy errain, a Con est must be

    taken. If failed, the Model immediately suffers a St10,

    Piercing Autohit. Models with Jump Packs starting their

    activation in Light or Heavy errain, may not use Jump

    Packs Special Skill.

    If Jump Pack is used to leave Close Combat, the Banshee

    cannot be targeted by Free Slash.

    Passive: Death From Above: When an Engage Action

    is made using the Jump Pack Special Skill all Enemy

    Models on Small Bases within 1 of the Engaging Mar-

    tian Banshee must take a Con est. If the test is failed the

    Model is Stunned. Te Martian Banshee also receives anadditional +1 Modifier to RoA and +2 Modifier to the En-

    gage bonus until the end of the Game urn.

    Passive:Jet Boots: Martian Banshees follow the rules for

    Jumping Across Gaps and Free Jump as if they are on

    Large Bases. Martian Banshees receive an additional -6

    Modifier to Strength of the Falling from height Autohit.

    Passive:Pure Hatred: Te Martian Banshees hate Mishi-

    ma and Dark Legion and would happily lay down their

    lives to wipe them out. When fighting against a force

    which contains any Models from the Mishima or Dark

    Legion Factions, the Martian Banshees gain the Fear-less Special rule.

    Active: Death Shriek: urn to Burn 1 Resource Card, the

    chosen Squad of Martian Banshees gain Fear (5) until

    the end of the Game urn. Tis skill may be activated in

    the same way as actical Cards.

    C

    5 15 15 10 13 13 15 1 14 110

    V

    24 12 1 0 Piercing (A)

    V B2B +0 1 0 Piercing

    Support, Small Bases (30mm) 1 Martian Banshees SquadCommander, 4 Martian Banshees

    5-10 Martian Banshees. -BRMPS-14 Predator Armour Mk.1: (Blast -1,Piercing -1).

    Up to 5 extra Martian BansheeModels may be added to the Squad for 22 Points each.

    Te Squad Commander may be upgraded to a Medic for

    15 Points. He carries the normal Squad Equipment and

    gains the Medic (3) special skill.

    M50 Assault Rifle, Combat Knife, An-ti-Vehicle Grenades, BRMPS-14 Predator Armour Mk.1.

    FieldnotesofHerbertBurkhardMarbach,OfficeroftheBauhausianHussars:ThejetpackswornbytheMartianBansheesresonatewithinhumanshriek,asoundthatgives theseparticularCapitolians their infamousname: TheMartianBan-shees.TheDeathShriekisusedtostrikefearintotheheartsoftheirvictims.Ipos-tulateasimpletrainingtoexplainthenatureofthishideoussoundbeforeMartiandeploymentwouldincreaseHussarsurvivalratesbyover9.5%.

    E

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    urbo Jet, Automated Bombard-mentPassive: urbo Jet: Models making a Shooting Action at

    Purple Sharks receive an additional -4 Modifier to RS.

    Active:Automated Bombardment: During a Fast Move

    Action the Purple Shark can utilise the Automated Gren-

    adier Unit. Te Purple Shark may fire up to three grenades

    of any type from its Automated Grenadier Unit in a single

    Activation. urn to Burn the number of Resource Cards

    equal to the number of Grenades to be fired after the first

    (the first Grenade is free). Te Purple Shark should be

    moved so that it is within 2 of its first target. Te Pur-

    ple shark then moves to its next target(s) as appropriate.Any remaining Movement can be used as normal after

    the last grenade is launched. Te Purple Shark cannot

    be damaged by the Small Explosion caused by its own

    Fragmentation Grenades and is immune to Free Slash.

    V

    18 14 6 2 Piercing (A)

    V

    Spec./SE 12 1 0 Blast (G)

    V

    Special 12 1 4 Piercing (A)

    V

    B2B 10 1 0 Piercing

    Light Vehicle, Jet Bikes, Large Bases (50mm). 1 Purple Shark SquadCommander and 1 Purple Shark

    2-4 Purple Sharks.

    May add up to two extra Pur-ple Sharks to the Squad for 50 Points each.

    Quad-Mounted LMG, Automated Gren-adier Unit., Combat Knife, Chobham Industries Recon-

    naissance Vehicle Armour Chobham Industries Reconnaissance Vehi-cle Armour: (No negative Weapon ype Modifiers).

    1-10 11-14 15-18 19-20

    M CC RS WP LDSP Rider

    / AVSP Weapon

    Controls / AV

    SP DrivingSystems

    / AVSp Engines

    / AV

    AV

    FRONT

    AV

    BACK AP PTS

    7 14 12 12 16 2 12 2 12 3 11 2 12 0 -4 3 100

    If SP=0 or less, thevehicle is destroyedbut remains in playas a piece of HeavyTerrain.

    If SP=0 or less, the vehiclemay no longer use its mainweapons.

    If SP=0 or less, the PurpleSharks M is reduced to 3and cannot be increased byany means.

    If SP=0 or less, the vehicleexplodes! Measuring fromthe hull of the vehicle witha range equal in inches toD20/4. Each Model withinthis range takes a S10Piercing Autohit on a rollof 1-15.

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    1-10 11-14 15-18 19-20

    M CC RS WP LDSP Body

    / AVSP Weapon

    Controls / AV

    SP DrivingSystems

    / AVSp Engines

    / AV

    AV

    FRONT

    AV

    BACK AP PTS

    4 15 15 12 16 5 14 3 14 3 13 4 14 0 -4 3 165

    If SP=0 or less,the vehicleis destroyed butremains in play asa piece of HeavyTerrain.

    If SP=0 or less, the vehiclemay no longer use its mainweapons.

    If SP=0 or less, the vehiclecannot move or pivot. It alsocannot use its SecondaryWeapons or Stomp.

    If SP=0 or less, the vehicleexplodes! Measuring fromthe hull of the vehicle witha range equal in inches toD20/2. Each Model withinthis range takes a S14Piercing Autohit on a rollof 1-15.

    Lumbering Advance, ExtremeConditions Demand Extreme Responses

    Passive:Lumbering Advance:Due to the lumbering gait

    of this Walker, it has the Pathfinder Special Skill.

    Active: Extreme Conditions Demand Extreme Respons-

    es: urn to Burn 1 Resource Card. If the Orcas Weapon

    Controls Position is reduced to 0 SP points the player can

    choose to move the remaining Driver SP Points to the

    Weapon Controls Position, reducing the Driver SP to 0. As

    such the Orca cannot fire its Secondary Weapon, Move,

    pivot or use Stomp, but can fire its Main Weapons with a

    -2 Modifier to RS. Extreme Conditions Demand ExtremeResponses cannot be reversed. Te Weapon Controls SP

    value can be reduced as normal after Extreme condi-

    tions demand extreme responses has been utilised.

    Passive: Stomp: Capitol Orcas cannot target Flyers, Jet-

    bikes or Hoverers with Stomp. Models on Small/Medium

    bases receiving a Wound Effect from Stomp Close Combat

    Attack must additionally take a Con est with a -3 Mod-

    ifier. If the test is failed the Model recieves a Stun Effect.

    V

    30 16 2 2 Piercing (H)

    V

    18 18 1 5 Piercing (H)

    V

    24/SE 12 3 0 Blast (G)

    V

    ST 11 1 0 Blast (H)

    V

    B2B 14 2 2 Piercing

    Light Walker, Large Base (80mm). 1 Orca Battlesuit MKVI 1 Orca Battlesuit

    AFMPS-17 Orca Battlesuit Armour. AFMPS-17 Orca Battlesuit Armour: (NoNegative Weapon type Modifiers taken)

    T

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    1-10 11-14 15-18 19-20

    M CC RS WP LDSP HULL

    / AVSP TURRET

    / AVSP TRACKS

    / AVSp Engines

    / AV

    AV

    FRONT

    AV

    BACK AP PTS

    5 13 6 18 6 18 6 17 5 17 0 -4 3 350

    If SP=0 or less,the vehicleis destroyed butremains in play asa piece of HeavyTerrain.

    If SP=0 or less, the vehiclemay no longer use its mainweapons.

    If SP=0 or less the vehiclecannot move or pivot.

    If SP=0 or less, the vehicleexplodes! Measuring fromthe hull of the vehicle witha range equal in inches toD20/2. Each Model withinthis range takes a S14Piercing Autohit on a rollof 1-15.

    * 1 Turret Mounted and 2 Hull Mounted LMGs.

    Each has ROF 2.

    V

    26 18 2 8 Special*

    V

    24 14 8 1 Piercing (H)

    V

    24 13 2 1 Piercing (A)

    Heavy Vehicle (racked vehicle, No Base) 1 AF-20 Leviathan 1 AF-20 Leviathan

    win-Mounted Mk. XLVIII GeneralPattern Ultracannon, Hull-Mounted M606 LMG, urretMounted M606 LMG, HAFMPS-19 Mk2. Fessilite AlloyPlating.

    HAFMPS-19Mk2. Fessilite Alloy Plating:(No Weapon ype Modifiers taken).

    *Passive: Adaptable Shells: Before making a Range At-

    tack with the win-Mounted Mk. XLVIII General Pattern

    Ultracannon, the Controlling Player must choose which

    weapon type they would like to fire with. Tis can bePiercing (H), Blast (H) or Plasma (H).

    Passive: Slow Loading: Te RoF of the win-Mounted

    Mk. XLVIII General Pattern Ultracannon cannot be in-

    creased by any means.

    Active: Executioner Ammunition: Instead of firing two

    heavy shells, the Leviathans weapon can be adapted to

    kill massed ranks of infantry. urn to Burn 2 Resource

    Cards, the win-Mounted Mk. XLVIII General Pattern

    Ultracannon gains the following statline until the end of

    the Game urn (Note: Tis Special Rule cannot be used

    with the Passive: Adaptable Shells Special Rule).

    Active: Assassin Ammunition: 'urn to Burn 1 Resource

    Card. Te Executioner Ammunitions gains Critical Dam-

    age (3).

    ThebattleprowessoftheLeviathanbecameapparentonits maiden mission. The brusque Major DavidWhitewasonpatrolinhisnewcharge,SweetHannah intheMartiandeserts.HewassouthoftheKirkwoodMoun-tains when he was ambushed by apair of Grizzlies.His left trackwas blasted, immobilising the LeviathanduringtheopeningsalvosfromBauhausians.Whitekepthis cool,waitingfor the inevitable lullas theGrizzliesreloaded.AstheorganisedBauhauscrewmenscrambledtoreload,hefiredthetwinsatthenearestGrizzly.Itsfueltanksexplodedinaraginginferno,incineratingthecrewinstantly. ThecommanderofthesecondGrizzlyorderedanimmediateretreat,buthewastoolate.TheturretoftheLeviathanturnedtowardstheretreatingtankwithaslowclunkinginevitability.Itstoppedforamillisecond,before the twins spoke again; their word was the lastsoundtheBauhausiancreweverheard.

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