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Special Operations:

KILLZONE
Draft Documentation
Disclaimer
This is a not-for-profit fan-made rules supplement for warhammer 40,000 by Game workshop plc.

this ruleset demands that it’s users own and refer to the Warhammer 40,000 ruilebook and relevant Codices in the use
of these rules.

none of the authors, distributors or creators envolved in the making of this are making any money, they did it for the
love of the game.

all content within these pages os user-created and is derived, without permission, from Warhammer 40,000 intellectual
property owned by Games workshop Ltd.

This Rule set is completely unofficial and in no way endorsed by Games Workshop Limited.

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Product
Special Operations:
KILLZONE
Contents
Introduction Building a list
Team Structure
Armored Might
The Turn Death From Above
Swift As The Wind
Priority

Movement Phase Special Issue Wargear Upgrades


Moving in terrain Refractor Field
Running Suspensors
Medipack
Auspex
Shooting Phase Targeter
Killzone Close combat accessories
Overwatch Optional Upgrades
Grenades

Specialized Team Members


Assault Phase
Reactive Assault
Break Away:

General Game Changes


Area Terrain
Army of Heroes
Area Effect
No Deepstriking
“The God-Emperor is not on the
Playing a Killzone Battle side of the big battalions, but of
Basics for All Games the surest shot.”
Pick a game size
Random Mission or Campaign game
Secondary Objectives
Strategy/Wargear cards
-Ecclesiarch Voltairus
Play the game
Ending the Game
Determining a Winner
Special Operations:
KILLZONE
Draft Documentation
“In the grim darkness of the far future there is only war; but war has many faces. Epic battalions wage
endless conflict throughout star systems, grand heroes set themselves on the stage of the universe;
mighty titans stride across virus ravaged worlds.

But sometimes, the universe turns on a smaller stage.

The blade in the dark, the brave last stand of the chosen few, the quiet work of closed doors and
darkened strategiums.

To be a man in such times is to be one among uncounted billions, but sometimes, one man can make a
difference.

Special Operations Killzone is a set of fan designed rules created with the intent of enabling players to
run skirmish games within the Warhammer 40,000 universe.

It is intended as a supplemental way to play the game, and as such a set of Games Workshop’s core
rules and Codices for any armies used is essential to understand and play this ruleset.

Players will choose an elite team and undertake vital actions set against the stage of wider conflict. This
ruleset aims to enable cinematic play in the style of tier one assets of a universe at war.
replace them with the following. Any model may choose
Basic rules additions and changes to make a run move in it’s movement phase; the model
doubles its movement rate for a run move.
for Killzone games
Jump Infantry may run after using their special jump
move; they may move 6 or 4 inches after a jump move
The Turn depending on the terrain being moved in

A model that runs may not shoot, in addition it may not


Priority: Each player rolls a D6 at the beginning of each
assault unless it has the Fleet USR.
turn to see who has Priority for that turn. The winner of
the die roll may choose to go first or second in the current
game turn. If the die roll is a tie Priority goes to the Shooting Phase
person who went second in the previous turn.
Killzone: Any time a weapon fires more than one
shot, the shooting player picks a primary target and
Movement Phase may choose to have the hits allocated to other enemy
models within its Killzone. All models within 4 inches
Moving in terrain: To simplify things and help keep of the primary target model are in the Killzone and are
the game flowing disregard the 5th edition rules for eligible as secondary targets. The shooting player must
moving through difficult terrain and replace them with announce if he is going to implement a Killzone before
the following; any model that wishes to move in difficult any dice are rolled. The first hit is always against the
terrain moves at a reduced rate of 4 inches. primary target, any subsequent hits are allocated by the
owning player to the secondary targets within the Killzone
Models with the USR Move through Cover ignore terrain
movement penalties. Overwatch: Any model that is armed with an appropriate
weapon may choose to go into Overwatch in its
Running: Disregard the 5th edition rules for running and movement phase; this will be the only action the model
may do in its turn. You should mark the model to
remind you that it is in “Overwatch”.

Appropriate weapons for purposes of Overwatch: General Game Changes


*Have a range of at least 24” and
*Have either 3 or more shots or have the Sniper ability. Army of Heroes: Each model in Killzone acts on its own;
they are for all intents a unit of one.
The first enemy model that moves within the 180 degree
fire arc and within range of a model on Overwatch may Area Effect: There are many items in 40k that are carried
be shot at. If more than one model on Overwatch has by one model and affect the whole unit that they are part
range and LOS, you may elect to hold back some fire of or attached to. These items don’t work properly in
for future enemy movement, but at least one model on Killzone without some tweaking. These items will have an
Overwatch must fire. A model on Overwatch may make area effect in games of Killzone. Any friendly model within
a normal shooting attack; if shooting at a target over 6 inches of a model carrying one of these items gains the
12 inches the model suffers a -1 to all its to hit rolls. benefits from the item.
However, models armed with Sniper weapons instead
suffer the -1 penalty at 12 inches or less. No Deepstriking: No model may teleport, deepstrike in
Killzone, unless the scenario specifically allows it.
Grenades: Any model armed with grenades may throw
them as a shooting attack with a range in inches that is Area Terrain: Any dense area terrain like woods or
double their strength statistic. jungles will block LOS if the target has four or more
inches of the area terrain between it and the shooter.
Defensive grenades are S4 AP- have a small blast
template and may be thrown at anything.

Assault grenades are S4 AP- have a small blast


template and may be thrown at anything.
+++Begin Intercept Transcription......
Anti-armor grenades are S6 AP3 may be thrown at +++Vox Array 58 55954 554545 01 Deep Space
vehicles and fortifications, they have no blast. +++Telem......
+++Inquisition Priority Assessment Lambda
Assault Phase [static]
...ear me?
Who can fight: Models must be in base contact to fight [pause-static]
in an assault, ignore the 2 inch rule.
...poral Skives, 38th Placis Mechanized. I don’t have much...
Assault moves through cover: Infantry models move 4 [loud banging-static]
inches and Beast/Cav move 8 inches. ...Placis is gone! Does anyone copy? The Tyranids are here. If
you can hear this, you need to get out. Get everyone out of the
system. We didn’t stand a chance. The 38th held, we kept them
Reactive Assault: When a model is assaulted, after all out of the spaceport for the civvies to get out, but the ‘Nids
assault moves are completed, any friendly models within nailed the evac before it left atmo. We had to get the word out,
4 inches of an assaulting enemy model may choose to had to retake the System vox array, all the ast-astropaths are
counter assault to aid their comrade. To do this they must
dead, ripped their faces out or something.
pass a Leadership test. If they succeed, they move 4
inches into base contact with an assaulting enemy model; [static]
they do not gain the +1 attack for assaulting unless they ...My squad got here,dodged the ‘Nids long enough to fire
have the Counter Attack USR. up the arrays, We’ll do whatever else we can here to hurt ‘em.
Don’t come looking for us. We are negative evac.
This move is unaffected by difficult terrain, but does not [banging resumes]
ignore dangerous terrain checks if applicable. In the ...Uh, I might not have much time, here. Just make sure every-
event that a model is in range of more than one assault, one gets out. We will be back in contact if possible.
they can choose to react to any one they wish, but you [static]
must declare which models will try to react to which
assaults before you make any of the Leadership checks
Any models that are operating in a special fire mode like ......End Intercept Transcription
overwatch may not reactive assault; they are too busy +++
shooting to notice. +++

Consolidation: Do not roll for consolidation moves;


consolidating models may move up to 4”, which is not
modified by terrain.
Playing a Killzone Battle
There are two ways to play a Killzone game.

The first is a well thought out narrative campaign, with predetermined scenarios and objectives driving the
games along the course of the story.

The second is through the use of random missions and objectives, which will create a story of its own as
you play the game.

Basics for All Games of


Killzone Ending the Game:Although there will be other things that
The actual playing a game section is vague as the real can trigger a game to end in some of the Scenarios being
meat of game play comes from the scenario being used. played, the following will always end the game.

Pick a game size:You should prearrange the size and Once a team is reduced to 25% (rounding up) of its
scope of the game being played. How many Teams are starting model count it must take a leadership test at
you going to use in your Special Operations Group and the beginning of each of its turns.The test is taken on the
what is the point limit? team leaders LD stat, if he is dead it is on the highest
LD left in the team. If the team passes it continues to
Random Mission or Campaign game: Determine which function as normal. If the team fails its leadership test the
Mission is being played and whether it is going to be a team routs and the game ends. (Even teams comprised
one off game or part of a larger campaign storyline. completely of Fearless models will rout, so must take the
break tests when reduced to 25%)
Missions can be determined by random dice rolls, using
the ‘special’ mission cards from the final PDF, or by Note: If you are using two teams in the group, then each
mutual agreement. group tests for leadership independently. In order for
the game to end, both teams in the group must fail their
Secondary Objectives: You must decide if you are going leadership test.
to use the secondary objectives in your game.
Determining a Winner:Killzone uses what are called
The secret objective card is drawn to determine what the Mission Points to determine which side wins. Just
bonus mission is for each team in your Spec Ops Group. forcing your opponent to break and rout off the battlefield
These cards are kept secret and are only revealed at the does not mean that you won. These can be gained by
end of the game. completing objectives, and killing your opponents models.

Note: All models in Killzone count as scoring units and


may claim objectives.

Play the game: After all the above is worked out play
your mission to it’s conclusion.
Building a list
Both players build a special operations group using the codex for his/her army of choice.
A special operation group contains between one to two special operations teams. The exact number of
teams will be determined by the players prior to the game.

Team Structure A team member may not have more than 3 wounds.
A team may contain no more than two models with 2+
armor saves.
Each team has a 175-250 point limit and can contain A team may contain no more than two models with 3+
anywhere between 5 to 20 models in total. Teams invulnerable saves.
purchase individual models from the Elite, Troops, Fast A team may contain no more than two Jump Infantry
Attack and Heavy Support unit selections in their codex. models.
A little basic math skill will be required to figure out some A team may contain no more than two bike, jetbike or
individual points costs cavalry models.
. A team member may not have a toughness statistic
For example a Marine Tactical squad sergeants cost greater than five.
is determined by subtracting the cost of the 4 standard Models listed as Unique in their unit composition may
marines from the squads base cost. So the cost for the not be used.
Marine sergeant is 26 points. (90-64=26)
Team Leader: Pick one model from your team to be
You may only take one squad leader upgrade for each the team leader, preferably the model with the highest
unit choice taken and only after you take one member leadership. All models within 6 inches may test on his
from the squad entry. You may not take a second squad leadership. This model gains +1 wound if he only has one
leader choice for a unit type more than once. in his base stats; if the model has more than one wound
already it gains +1 attack instead.
For example you take one tactical and one assault
marine, you could then take an assault sgt and a tactical
sgt; once these are chosen you may take no further Theme
tactical or assault sgt’s in your team A few of the proceeding restrictions can be lifted by
purchasing the appropriate ‘Theme’ upgrade listed below.
A team may contain no more than 4 special ranged
weapons upgrades; only two may be a heavy weapon Armored Might: This theme allows you to take as many
upgrade. (Special Ranged weapons upgrades are the models with 2+ Armor saves in your team as you desire.
ones that can only be taken in a limited number. You may select this theme for 10 points, and are required
to spend at least 75% of your points on themed models.
Ranged weapons upgrades that all models in a squad
may take do not count toward this limit. Death From Above: This theme allows you to take as
many Jump Infantry models in your team as you desire.
For example Marine Scouts can upgrade every model to You may select this theme for 10 points, and are required
carry a sniper rifle or shotgun; these upgrades are not to spend at least 75% of your points on themed models.
limited by this rule. (Pistol upgrades do not fall under
these restrictions.) Swift As The Wind: This theme allows you to take as
many models that are Bikes, Jetbikes or Cavalry/Beasts
No vehicles are allowed with the exception of a single in your team as you desire. You may select this theme for
Walker per team and only if they have an armor rating 10 points, and are required to spend at least 75% of your
of 33 or less. Armor rating is determined by adding the 3 points on themed models.
armor values (FA/SA/RA) for your vehicle together.
Imperial records have well documented the siege of hades hive, and the steadfast Commisar Yarrick who held the hive together against
insurmountable Ork assaults.

What is less celebrated is the accounting of the few surviving Veteran Guardsman who made Daily scavenger runs through the ork-held outer
regions of the hive, performing dazzling acts of heroism day after day to keep the beleaguered survivors alive for another day.

“Was wasn’t finking about holdin’ till the fleet came. We wasn’t finking about much beyond the mud and the feth and
where the next ration bars were comin’ from.

Greenies don’t like our food, see, so it was all just out there, waiting. Only problem was, there was this couple of
thousand orks, and to them, WE was the food.”
Veteran Guardsman Pullo, 31st Hadeshive
Optional Upgrades
The following upgrades are optional, but I would suggest using them as they add tons of flavor and add
greatly to the uniqueness of the teams.

Also note none of these are set in stone yet as there have not been many playtests with them; there may
end up being less or more of them when the project is done.

Some upgrades are listed with two points values, the points are determined according to the base statistic
being enhanced. The first value is for any stat that is 3 or less, the second is for stats of 4 or greater; these
will be indicated in parenthesis before the point costs. For example lets look at the Targeter it has a 3/5
points value, so a Guardsman with a BS 3 will pay 3 points for the upgrade and a Space Marine will pay 5
points..

Special Issue Wargear Upgrades


One of each of the following options may be taken by
each team.

Refractor Field 15 points


A team leader may take a refractor field and gain a 5+
invulnerable save.

Suspensors 10 points
A team member with a Heavy Weapon fitted with
suspensors gains the Relentless USR, but may only fire
up to half the weapons maximum range if they move.

Medipack (T) 8/10 points


A team member with a medipack gains the feel no pain
USR; in addition one team member within 6 inches may
take one feel no pain roll a turn.

Auspex 10 points
A team member with an Auspex ignores cover saves
when shooting or may forfeit it’s own shooting to
guide the shots of another team member within 2 inches,
in this case the guided model ignores cover
saves. The team member may not be carrying a special
ranged weapon upgrade and have an Auspex.

Any team member may take any of the following


upgrades:

Targeter (BS) 3/5 points


A team member with a targeter adds +1 to all of it’s
shooting to hit rolls if the team member doesn’t move.

Close combat accessories (S) 1/4 points


These can take the form of bayonets, knives, short
swords and sometimes even sharpened entrenching
tools. A team member armed with close combat
accessories gains an additional attack in the assault
phase.

They may not be taken by models that already possess 2


close combat weapons.
Specialized Team Member
In non-campaign games a Team may start off a number of members with specialized skills.

The Team may take up to 25 points worth of skills; these points count toward the teams total value. (You and your
opponent are free to raise or lower the total skill points allowed.)

General skills cost 5 points


Specialist skills cost 10 pints
Team Leader Leadership skills cost 10 points
Additionally, any model may choose to either enhance its
Strength, Toughness or Leadership value by +1

Each statistic upgrade may only be taken once, and


costs 15 points.

GENERAL SPECIALIST SPECIALIST TEAM LEADER


SHOOTING ASSAULT LEADERSHIP
Stealth Rending +1 Attack 6” AOE Furious charge
+1 Inch Movement Extra shot per turn Grants 4+ poison wound 6” AOE +1 Initiative
+1 WS +1 AP Hit and Run 6” AOE Feel No Pain
+1 BS Grants 4+ poison wound Fleet 6” AOE +1 to wound rolls
Grants 6+ Invul save Weapon is twin linked Rending +1 to Team’s break tests
Skilled Rider Force enemy to re-roll Substitute profile attacks Re-Roll 1 Break test per
successful armour save for D6 each turn game
Infiltrate
Master crafted Weapon
Move through cover
Counter Attack
Scout
Help us make a better game!
Played Killzone?
Liked it?
Hated it?
Tell us about it!
We are working hard to make this ruleset everything we want it to be, if theres something you loved,
something you found difficult, hard to work through or just plain annoying come to our forums at

http://specopskillzone.freeforums.org/
and give us some feedback. we arent promising you’ll get it “your way” but we’ll certainly listen.

Contributor’s Credits
The Following people have conributed ot this document for no reason other than thier love of the hobby
and thier disire to make a skirmish game they want to play.

Big Jim at Galaxy in Flames http://galaxyinflames.blogspot.com/

AJ/Bestia from the Imperial Truth podcast http://theimperialtruth.blogspot.com/

B.smoove from A Gentleman’s Ones http://agentlemansones.blogspot.com/

Karitas from Excommunicate Traitors http://excommunicatetratoris.blogspot.com/

Menzies from the 512th Cadian http://cadian512.blogspot.com/

Sons of Taurus from his self-titled Blog http://sonsoftaurus.blogspot.com/

Counterfett from All things Fett http://counterfett.blogspot.com/

Geoff from the Independent Characters Podcast http://theindependentcharacters.com/blog/

Master Bryss

Entropomancer

War009

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