Warzone Scenario Modification System
by Peter Bogdasarian
April 2, 1997

The following system is designed to allow players to fight their battles with 'something extra'. Many of the results are negative and are designed to affect the opposing player (only 1 opposing player in multi-player play). To determine the applicable results, players can roll 1d20 one or more times on the table below.
This system is designed to not required additional miniatures of any kind, but new results could easily be included, such as a 'reinforcements' option or something like that.
This system is primarily designed for corporate army against corporate army situations, as the Dark Legion doesn't give a damn about morale. If it is used with a Dark Legion force, reroll any morale results.

Black Line

  1. Advance Party - Consists of one squad and up to one individual model. The advance party may deploy up to its MVx2 beyond the deployment zone during set up (i.e. A unit of Samurai could deploy 20" from the table edge)

  2. Flanking Party - Consists of one squad and up to one individual model. The flanking party enters the game along turn 2 along any table edge w/o a deployment zone (or in a large enough multi-player game, simply outside of any deployment zone). Roll 1d20 at the start of turn 2 - if it is less than or equal to the party's highest LD, the unit arrives this turn. If it is greater, roll again next turn. If the die roll is a 20, the unit is lost and never reaches the table. Nominate the squad and individual model during set up.

  3. High Morale - You may reroll 1 panic test per game. Add 2 to your initiative until you take a casualty.

  4. Hero of the Moment - Once per game, one of your non-individual figures may take 2 additional actions.

  5. Thickened Armor - Each of your individual models may reroll one armor roll per game.

  6. Heroic Charge - Once per game, one of your squads may add 1 to its MV, CC and ST for one turn. Any enemy unit charged must make a panic test. This is not compatible with Banzai Charge or Invoke Frenzy bonuses.

  7. Aggressive Army - Your army adds +2 to all of its initiative rolls after it eliminates an enemy squad or individual model.

  8. Murderous Crossfire - Once per game, if you attack an enemy squad with fire from two seperate squads, it must roll a panic check and takes one randomly distributed damage 12 hit.

  9. Noted Hero - Designate one of your individual models as the lynchpin of your army. While this figure is alive, add +2 to all of your units' LD and thus, to your initiative rolls. Any rally action taken by this figure automatically succeeds. If this figure is killed, subtract 1 from all your units' LD and roll an immediate panic check for any friendly unit within 6". This result may apply to Dark Legion + A.I. forces, including the panic check (the unit's program is dependant upon the prescence of the force).

  10. Weak Spot - One opposing model has a -2 to its A against ranged or close combat attacks. If it is a vehicle, subtract 1 from its AT for the first attack against it.

  11. Confusion - The opponent's troops are unprepared to meet your force. None of his figures may exit his deployment zone on turn 1. Any of his figures beyond the deployment zone may not advance towards any of your figures if they have a LOS to them. The opposing player may not take give orders actions on turn 1.

  12. Defective Weapons - All of the opponent's figures fumble on attack rolls of 19-20 in ranged combat.

  13. Ammunition Shortage - All of the opponent's heavy weapons (flamethrowers, rocket launchers + chainguns) run out of ammunition on any fire attack roll of 20, and may not be used again in the course of the battle.

  14. Lost Unit - One of the opponent's squads does not arrive until turn 2, when it enters through his deployment zone. Nominate the squad during setup.

  15. Demoralized - The opponent subtracts 2 from his LD for all morale tests.

  16. Green Troops - Your opponent's troops are green or veteran units that have a high amount of green troops within them. They must make a panic test the first time that they are attacked, regardless of whether or not they take a casualty.

  17. Unaware - Your opponent's troops were unaware of your prescence - they may not make any spot checks on turn 1, except against any of your troops that fire and then hide.

  18. Sabotaged special equipment - Any time your opponent rolls a fumble with a character who possesses a special equipment item, necrobionics or A.I. system/program (note : this does not include the Eradicator's repair system or similar abilities) it is destroyed.

  19. Fragile Army - Add 2 to the size of all of your opponent's squads for calculating their break points.

  20. Unforseen conditions - On turn 3 of the game, you and your opponent should each roll an additional modification, ignoring results 1,2 and 14 if they occur (in this case, do not reroll). Additionally, roll again, ignoring a result of 20 (in this case, do not reroll).

Black Line

Peter Bogdasarian

"But I hate mobs, lynchings - they sicken me. No matter how wrong the man is, if a mob's against him, I'm for him. The only thing I ever pray to God for is a chance some day to squat down behind a machinegun with a lynching party in front of me."
- "The King Business" by Dashiell Hammet

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