® for Warzone
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by Chris Smith
with additions by Jim Williamson
October 1st, 1998

I worked out these rules because of 2 reasons:

  1. I Like Warzone
  2. I need a good place to use these really cool Minis from Reaper.

You can use them straight out the way they are or you can play out a scenario like Doom® with them.

To play out the scenario divide your players up into 2 sides.
Give one side an amount of monsters.
Give the other side a number of basic marines equal to the points of the other side.
Put down 1 marine for each player, no more.
When they get killed they use one of their other marines.
This should give the feel of the "Real" game. Another thing that is cool to do is to play with the marines starting out with just Pistols and Fists and makeup counters to represent all the other weapons. As they pick up new weapons they can use them. It costs one action to switch weapons. In any case there are a bunch of things you can do so have fun with it!

Here are Counters(31kb) you can print out.

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Marines

CC MW PW LD AC W ST MV A Cost
Marine 13 16 -- 16 4 3 3 3 26 65

Special Rules:
  • Marines never rout and are immune to fear.
Equipment:
Marines must have the pistol, but can have anything from the marine armory.

Structure:
Marines are individuals.

 

Marine Armory

Weapon CR MX RM DAM Cost Notes
Fists CC -- -- 6 Free None  
Chainsaw CC -- -- 13(x2) 10 Sweep Attacks
Pistol 6 12 -3 14 5 None  
Shotgun S -- -- 12 7 Shotgun Template
Super Shotgun S -- -- 13 25 Uses 2 Shotgun Templates side-by-side
Chaingun 20 40 -4 15(x3) 52 Burst Fire
Rocket Launcher 30 60 -3 13(x3) 88 Explosive Template
Plasma Rifle 15 30 -2 14(x2) 29 Grenade Template
BFG 9000 * -- -- 16(x3) 94 Everything is in close range.
Explosive Template.
1 Action to recharge before firing.

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The Bad Guys

Zombie Marines

CC MW PW LD AC W ST MV A Cost
Zombie Marine 12 10 -- 10 3 1 1 3 22 11

Special Rules:
  • Zombie Marines are affected by the alien mindset
Equipment:
Zombie Marines have a pistol, this is included in their points cost.

Structure:
Zombie Marines are structured into squads of 3 to 12 led by Zombie Sergeants.

 

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Zombie Sergeants

CC MW PW LD AC W ST MV A Cost
Zombie Sergeant 13 12 -- 12 3 1 2 3 23 30

Special Rules:
  • Sergeants are affected by the alien mindset
Equipment:
Sergeants carry shotguns, this is included in their points cost.

Structure:
Individual or leading squads of Zombie Marines.

 

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Heavy Weapons Dude

CC MW PW LD AC W ST MV A Cost
Heavy Weapons Dude 10 12 -- 13 3 1 2 3 24 78

Special Rules:
  • Heavy Weapons Dudes have the alien Mindset.
Equipment:
Heavy Weapons Dudes use a Chaingun, this is included in their points cost.

Structure:
Individuals

 

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Imps

CC MW PW LD AC W ST MV A Cost
Imps 13 14 -- 14 3 1 2 4 23 33

Special Rules:
  • Imps are affected by the alien mindset
Equipment:
Imps use balls of fire. They are included in the model's points cost.

Structure:
Leaderless Squads of 3 to 9.

 

Weapon CR MX RM DAM Cost Notes
Balls O’ Fire 15 30 -3 13 -- None

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Pink Demons

CC MW PW LD AC W ST MV A Cost
Pink Demons 15 -- -- 12 3 2 3 3 25 38

Special Rules:
  • Pink Demons are affected by the alien mindset
Equipment:
Pink Demons use Bites and Claws, this is included in their points cost.

Structure:
Individuals or Squads of 2-4

 

Weapon CR MX RM DAM Cost Notes
Bite CC -- -- 13 -- None
Claws CC -- -- 12(x2) -- None

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Pain Elemental

CC MW PW LD AC W ST MV A Cost
Pain Elemental 12 12 -- 14 3 3 2 2 23 37

Special Rules:
  • Pain Elementals have the alien Mindset.
  • Pain Elementals move as per helicopters.
  • Once per turn they can attempt to launch out a Lost Soul on a roll of 8 or less.
Equipment:
Pain Elementals uses Claws, they are included in the model's points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Claws CC -- -- 12(x2) -- None

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Lost Souls

CC MW PW LD AC W ST MV A Cost
Lost Souls 15 -- -- 13 3 1 2 6 22 28

Special Rules:
  • Lost Souls can perform a ram attack once a turn. It is a Charge that is at double movement And cannot be parried. It hits for a damage 13(+ ST), once in combat it hits at damage 12(+ST).
  • They also have the alien mindset.
  • Lost Souls move as per helicopters.
Equipment:
Lost Souls use the Soul Ram, this is included in their points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Soul Ram CC -- -- * -- see above

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Cacodemons

CC MW PW LD AC W ST MV A Cost
Cacodemons 13 15 -- 15 3 3 1 2 23 54

Special Rules:
  • Cacodemons have the alien Mindset.
  • Cacodemons move as per helicopters.
Equipment:
Cacodemons use Balls o’ Fire, this is included in their points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Balls O’ Fire 15 30 -3 13 -- None

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Knights of Hell

CC MW PW LD AC W ST MV A Cost
Knights of Hell 14 14 -- 14 3 3 3 3 26 113

Special Rules:
  • Knights have the alien Mindset.
Equipment:
Knights use the Hell plasma, this is included in their points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Hell Plasma 25 50 -3 16(x3) -- Grenade Template

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Barons of Hell

CC MW PW LD AC W ST MV A Cost
Barons of Hell 15 14 -- 15 3 4 3 3 26 122

Special Rules:
  • Barons have the alien Mindset.
Equipment:
Barons use the Hell plasma and claws, these are included in their points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Hell Plasma 25 50 -3 16(x3) -- Grenade Template
Claws CC -- -- 12(x2) -- None

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Arachnotron

CC MW PW LD AC W ST MV A Cost
Arachnotron 12 14 -- 16 4 4 2 2 25 76

Special Rules:
  • Arachnotrons have the alien Mindset.
Equipment:
Arachnotrons use Plasma Launcher, this is included in their points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Plasma Launcher 15 30 -2 14(x2) -- Grenade Template

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Revenant

CC MW PW LD AC W ST MV A Cost
Revenant 14 14 -- 13 3 3 3 4 24 73

Special Rules:
  • Revenants have the alien Mindset.
  • When they fire homing missiles they automatically hit. Although the target gets a parry attempt to dodge the oncoming missile.
  • Missiles Can’t be aimed.
  • Missiles do not need to lock on either.
Equipment:
Revenants use Homing Missiles, they are included in the model's points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Homing Missiles 75 -- -- 14 -- None

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Archvile

CC MW PW LD AC W ST MV A Cost
Archvile 14 14 -- 14 4 3 3 4 25 95

Special Rules:
  • Archviles have the alien Mindset.
  • The Blast of Fire will push a character out of the template, regardless of whether or not they were wounded.
Equipment:
Archviles use blasts of fire, this is included in their points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Blasts of Fire 30 60 -2 14(x3) -- Grenade Template

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Mancubus

CC MW PW LD AC W ST MV A Cost
Mancubus 12 15 -- 14 3 3 2 2 24 84

Special Rules:
  • Mancubus have the alien Mindset.
  • They carry 2 Launchers and may fire both during a use special power action.
Equipment:
Mancubus use Plasma launchers, they are included in the model's points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Plasma Launcher 15 30 -2 14(x2) -- Grenade Template

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Spectre

CC MW PW LD AC W ST MV A Cost
Spectre 15 -- -- 12 3 2 3 3 25 43

Special Rules:
  • Spectres have the alien Mindset.
  • -2 to hit spectres in CC and at a range.
Equipment:
Spectres use Bites and Claws, they are included in the model's points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Bite CC -- -- 13 -- None
Claws CC -- -- 12(x2) -- None

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Nightmare Spectre

CC MW PW LD AC W ST MV A Cost
Nightmare Spectre 15 -- -- 12 3 2 4 3 26 48

Special Rules:
  • Nightmare Spectres have the alien Mindset.
  • -2 to hit Nightmare spectres in CC and at a range.
Equipment:
Nightmare Spectres use Bites and Claws, they are included in the model's points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Bite CC -- -- 13 -- None
Claws CC -- -- 12(x2) -- None

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Cyber Demon

CC MW PW LD AC W ST MV A Cost
Cyber Demon 16 18 -- 18 5 4 6 3 28 177

Special Rules:
  • Cyber Demons have the alien Mindset.
Equipment:
Cyber Demons use Hell Rockets, they are included in the model's points cost.

Structure:
Individuals

 

Weapon CR MX RM DAM Cost Notes
Hell Rockets 30 60 -3 15(x3) -- Explosion Template

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Rules for Depletable Ammo:

If a player fumbles while firing, that weapon is out of ammo. If a player misses, then on a 10 or less, that weapon is out of ammo. The player must either switch weapons or use an Ammo Counter to reload it. Players collect Ammo counters as they explore the map/board. Listed below are what each counter does, and how many of each a player can carry.

  Clip: A player may carry up to 20 of these counters. They are used for the pistol and the chaingun. It takes 2 to reload the pistol, and 5 to reload the chaingun.

  Shells: A player may carry up to 10 of these counters. They are used for the shotgun and the super shotgun. It takes 2 to reload the shotgun and 4 to reload the supershotgun.

  Box of Shells: A player may carry up to 5 of these counters. They are used for the shotgun and the super shotgun. It takes 1 to reload the shotgun and 2 to reload the supershotgun.

  Box of Ammo: A player may carry up to 4 of these counters. They are used for the pistol and the chaingun. It takes 1 to reload the pistol, and 1 to reload the chaingun.

  Rocket: A player may carry up to 25 of these counters. They are used for the Rocket Launcher. It takes 2 to reload the rocket launcher.

  Box of Rockets: A player may carry up to 10 of these counters. They are used for the Rocket Launcher. It takes 1 to reload the rocket launcher.

  Energy Cell: A player may carry up to 20 of these counters. They are used for the Plasma Rifle and the BFG 9000. It takes 5 to reload the either one.

  Large Energy Cell:A player may carry up to 4 of these counters. They are used for the Plasma Rifle and the BFG 9000. It takes 1 to reload the either one.

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Using Equipment:

  Armor: Negates the next 2 wounds the character takes. After that the armor is useless. A character may only have 1 Armor Counter.

  Mega Armor: Negates the next 4 wounds the character takes. After that the armor is useless. A character may only have 1 Armor Counter.

  Helmet: For every full five counters a player has, they negate the next wound the character takes. After that the helmets are useless. A character may have 20 Helmet Counters. If a character receives a wound and has less than five Helmet counters, those counters are lost and the character recieves a wound.

  Stimpack: This will restore 1 wound to the character. Stimpacks must be used immediately, a character may not carry them. If a character cannot use it, it is left in place.

  MedKit: This will restore up to 2 wounds to the character. MedKits must be used immediately, a character may not carry them. If a character cannot use it, it is left in place.

  Berserk Pack: This will restore the character to full health. It will also cause the character to go Berserk. The character will immediately drop any weapon it was carrying to use its fists. The character will do double damage with their fists (x2). This effect lasts for 3 turns.

  Backpack: A character with a backpack can carry twice as much ammo as normal. When a character finds a backpack, they also get a reload for their current weapon (take the appropriate counters). A character may only have 1 backpack.

  Radiation Shielding Suit: This will protect the character from acid, Poison, Lava and toxic waste. The bio suit is used immediately and will last for 3 turns.

  Light Amplification Goggles: These give the character +2 MW. They also negate any enemies' invisibility and hiding benefits. They last for 3 turns.

  Health Bonus: For every 5 of these a character has, they gain an extra wound. A character may not have more than 15 health potions. A character may go above their normal amount of wounds. As a character recieves wounds, health potions are removed before normal wounds. If a character takes a wound and has less than 5 Counters, those counters are lost and the character takes the wound.

  Partial Invisibility: This will render a character partially invisible to all foes. Enemies will not shoot until the character attacks them first, and the character is at -2 to be hit (both CC and MW). This effect lasts for 3 turns.

  Supercharge: This will give the character an additional 3 wounds, and an Armor Counter. When a character is wounded, these wounds will be removed first. A character may only have one Supercharge.

  Invulnerability: This will make the character invulnerable to all damage for 3 turns.

  Megasphere: This will give the character Mega Armor, Orb of Health, and restore the character to full wounds.

  Scanner: If you are playing with a hidden map, this will reveal all parts still hidden.

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Special Terrain Pieces:

  Acid, Poison, Lava and Toxic Waste: Each action a character remains in this, they must make a DAM 20 save.

  Barrels: Barrels have an A of 16. If a barrel is wounded, it does a DAM 13(x3) explosion.

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Here are Counters(31kb) you can print out.

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This page is maintained by
Jim Williamson <jim@timewarpcomics.com> ICQ# - 19820718 AIM - Smallrealties1