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ULTIMATE WARZONE® Quick Reference Sheet

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

Flyer

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

-

½ MV

180°

Full MV

-

Full MV

-

½ MV***

90°

Full MV

-1 MV

-1 MV

-

-1 MV***

180°

Full MV

Full MV

Full MV

-

Full MV***

180°

Full MV

Full MV

Full MV

*

Full MV***

360°

Full MV

Full MV

Full MV

Full MV

+1 MV

90°

Full MV**

Full MV**

Full MV**

Full 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'

-2

+4

-

+1 / -1

-

-

No Fire

+3

-1 / +1

-4

* - while in LOS of enemy

 

Close Combat Modifiers

Number of attackers

Target is…

Attacker…

 

2

3

4 or more

-

-

-

+1

+2

+3

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

-

-

+1

...

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