ULTIMATE WARZONE® Quick Reference Sheet
© 2005 Excelsior Entertainment - all rights reserved
Weapon Ranges
Command Distance
CRITICAL SUCCESS / FAILURE - or - "You rolled WHAT? Ooh, this is gonna HURT!"
Base Contact
Up to 6"
6” to 12"
12” to 24"
24” to 36"
36” to 48"
CC
PB
SR
MR
LR
ER
Leader
Officer / Individual
Force Commander
Sniper SA
Flyer
Para Deploy
6"
8"
10"
+ 4"
6" ±1 Alt.
Special
In most cases, rolling a '1' represents a Critical Success. In the case of Ranged Combat, rolling a '1' will always hit, adding +4 DM of the used weapon. Rolled template weapons add +4 to DM to all targets under the template. Rolling a '1' represents automatic success for AR saves. Generally, if a roll is needed to avoid misfortune for your troops, a '1' is automatic success.
Conversely a roll of '20' is bad - real bad. When attacking, if a '20' is rolled, the next attack (d20 roll) from that model will be at -4 in addition to other modifiers. As with a '1,' a '20' represents automatic failure, or critical failure, such as trying to recover from being Broken. However, a roll of ‘20’ is not an automatic failure when rolling an AR Save.
Terrain Limitations
Foot
Bike
Wheeled
Tracked
Walker
Skimmer
Ranged Combat Modifiers
Turning per AC
Normal Terrain per AC
Limiting Terrain per AC
Rough Terrain per AC
Impassable per AC
Water per AC
360°
Full MV
1 AC
½ MV
-
180°
½ MV***
90°
-1 MV
-1 MV***
Full MV***
*
+1 MV
Full MV**
In cover…
Target is…
Firer is…
Within 4" of Obscurement
In base contact of Soft Cover
In base contact of Hard Cover
-1
-2
-3
Aiming
+3
Behind/In Level (Lv) Smoke
-(Lv) of the highest level smoke template LOS is traced through
* - May stride obstacles <=½ it’s SZ in inches. ** - May ignore terrain not at its altitude. *** - Unless impassable.
Morale…
No matter how much terrain limits movement, it may never reduce it below 1" except impassable terrain.
Panicked
Broken
-3*
-6*
Spacing
Unhinged
See Unhinged Table
Moving between/through Friendly Models
• Within the same squad
• Between different squad and/or terrain
• Firing between friendly models
Moving between Enemy Squads or Enemy Squad and Terrain
• Freely - bases may not overlap at end of Move.
• Must have 1” gap to Move past.
• Must have 1” gap to Fire past.
• Must have a 4” gap to move past.
MP
Prone
Stationary vehicle/gunner
2 SZ ratings or more / less
1st shot (only) after a Fumble -'20'
+4
+1 / -1
No Fire
-1 / +1
-4
* - while in LOS of enemy
Close Combat Modifiers
Number of attackers
Attacker…
2
3
4 or more
+1
+2
Actions
Move Actions
Move
Move up to models MV rating in inches for 1 AC, modified by terrain and presence.
Change Presence
May go from Standing to MP or Prone for 1 AC; from Prone to MP or Standing for 1 AC; from MP to Standing or Prone for 1 AC.
Crawl
Crawl up to ½ model's MV rating for 1 AC, modified by terrain.
Climb
Climb up to ½ model's MV rating for 1 AC
Jump
Jump across terrain up to ½ MV rating at no penalty. Up to MV rating: 19 - Fall at end of Jump; 20 - Fall at start. May Jump down model's SZ in inches at no effect. LD test for greater height, and may land up MV inches away. Apply Fall DM.
Falling
Base DM is 6. Each inch fallen > model's SZ in inches: +1 DM. If height is 2x model's SZ in inches, then DM is 2x including extra DM for inches fallen. If 3 x SZ, then x3 DM; 4 x SZ, x4 DM etc.
Ex.: SZ 2 model falls 5 inches. DM = (6 + (Fall height > than SZ in inches or 3)) = 9 (x2) DM.
Charging
First Attack from concealment
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