Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
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.
Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels,
Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device,
Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark
Eldar, Dark Future, the Double-Headed/Imperial Eagle device, ‘Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of
Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop
logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo,
Inferno, Inquisitor,
the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of
Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo,
Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol
devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos,
Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid,
Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device,
Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race
insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer
world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games
Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world.
Used without permission.
No challenge to their status intended. All Rights Reserved to their respective owners.
This is NOT a
Product
Special Operations:
KILLZONE
Contents
Introduction Building a list
Team Structure
Armored Might
The Turn Death From Above
Swift As The Wind
Priority
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
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.
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.
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..
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.
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.
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.)
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.
Master Bryss
Entropomancer
War009
Marko