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DisclaimerThis is a not-for-prot fan-made rules supplement for warhammer 40,000 by Game workshop plc.
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property owned by Games workshop Ltd.
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Product
KILLZONE
Special Operations:
Draft Documentation
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Introduction
The TurnPriority
Movement PhaseMoving in terrain
Running
Shooting PhaseKillzone
OverwatchGrenades
Assault PhaseReactive Assault
Break Away:
General Game ChangesArea Terrain
Army of HeroesArea Effect
No Deepstriking
Playing a Killzone BattleBasics for All Games
Pick a game size
Random Mission or Campaign game
Secondary Objectives
Strategy/Wargear cardsPlay the game
Ending the Game
Determining a Winner
Building a listTeam Structure
Armored Might
Death From Above
Swift As The Wind
Special Issue Wargear UpgradesRefractor Field
Suspensors
Medipack
Auspex
Targeter
Close combat accessories
Optional Upgrades
Specialized Team Members
ContentsKILLZONE
Special Operations:
The God-Emperor is not on theside of the big battalions, but ofthe surest shot.
-Ecclesiarch Voltairus
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KILLZONE
Special Operations:
Draft DocumentationIn 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 adifference.
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 Workshops 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 conict. Thisruleset aims to enable cinematic play in the style of tier one assets of a universe at war.
Basic rules additions and changesfor Killzone games
The Turn
Priority: Each player rolls a D6 at the beginning of each
turn to see who has Priority for that turn. The winner of
the die roll may choose to go rst or second in the current
game turn. If the die roll is a tie Priority goes to the
person who went second in the previous turn.
Movement Phase
Moving in terrain: To simplify things and help keep
the game owing disregard the 5th edition rules for
moving through difcult terrain and replace them with
the following; any model that wishes to move in difcult
terrain moves at a reduced rate of 4 inches.
Models with the USR Move through Cover ignore terrain
movement penalties.
Running: Disregard the 5th edition rules for running and
replace them with the following. Any model may choose
to make a run move in its movement phase; the model
doubles its movement rate for a run move.
Jump Infantry may run after using their special jump
move; they may move 6 or 4 inches after a jump move
depending on the terrain being moved in
A model that runs may not shoot, in addition it may not
assault unless it has the Fleet USR.
Shooting Phase
Killzone: Any time a weapon res more than one
shot, the shooting player picks a primary target and
may choose to have the hits allocated to other enemy
models within its Killzone. All models within 4 inches
of the primary target model are in the Killzone and are
eligible as secondary targets. The shooting player must
announce if he is going to implement a Killzone before
any dice are rolled. The rst hit is always against the
primary target, any subsequent hits are allocated by theowning player to the secondary targets within the Killzone
Overwatch: Any model that is armed with an appropriate
weapon may choose to go into Overwatch in its
movement phase; this will be the only action the model
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may do in its turn. You should mark the model to
remind you that it is in Overwatch.
Appropriate weapons for purposes of Overwatch:
*Have a range of at least 24 and
*Have either 3 or more shots or have the Sniper ability.
The rst enemy model that moves within the 180 degree
re arc and within range of a model on Overwatch may
be shot at. If more than one model on Overwatch hasrange and LOS, you may elect to hold back some re
for future enemy movement, but at least one model on
Overwatch must re. A model on Overwatch may make
a normal shooting attack; if shooting at a target over
12 inches the model suffers a -1 to all its to hit rolls.
However, models armed with Sniper weapons instead
suffer the -1 penalty at 12 inches or less.
Grenades: Any model armed with grenades may throw
them as a shooting attack with a range in inches that is
double their strength statistic.
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.
Anti-armor grenades are S6 AP3 may be thrown at
vehicles and fortications, they have no blast.
Assault PhaseWho can fght: Models must be in base contact to ght
in an assault, ignore the 2 inch rule.
Assault moves through cover: Infantry models move 4
inches and Beast/Cav move 8 inches.
Reactive Assault: When a model is assaulted, after allassault moves are completed, any friendly models within
4 inches of an assaulting enemy model may choose to
counter assault to aid their comrade. To do this they must
pass a Leadership test. If they succeed, they move 4
inches into base contact with an assaulting enemy model;they do not gain the +1 attack for assaulting unless they
have the Counter Attack USR.
This move is unaffected by difcult terrain, but does not
ignore dangerous terrain checks if applicable. In the
event that a model is in range of more than one assault,
they can choose to react to any one they wish, but you
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 re mode like
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
modied by terrain.
General Game ChangesArmy of Heroes: Each model in Killzone acts on its own;
they are for all intents a unit of one.
Area Effect: There are many items in 40k that are carried
by one model and affect the whole unit that they are partof or attached to. These items dont work properly in
Killzone without some tweaking. These items will have an
area effect in games of Killzone. Any friendly model within
6 inches of a model carrying one of these items gains the
benets from the item.
No Deepstriking: No model may teleport, deepstrike in
Killzone, unless the scenario specically allows it.
Area Terrain: Any dense area terrain like woods or
jungles will block LOS if the target has four or more
inches of the area terrain between it and the shooter.
+++Begin Intercept Transcription......+++Vox Array 58 55954 554545 01 Deep Space+++Telem......+++Inquisition Priority Assessment Lambda
[static]
...ear me?[pause-static]...poral Skives, 38th Placis Mechanized. I dont have much...
[loud banging-static]...Placis is gone! Does anyone copy? The Tyranids are here. If
you can hear this, you need to get out. Get everyone out of thesystem. We didnt stand a chance. The 38th held, we kept them
out of the spaceport for the civvies to get out, but the Nidsnailed the evac before it left atmo. We had to get the word out,
had to retake the System vox array, all the ast-astropaths aredead, ripped their faces out or something.
[static]...My squad got here,dodged the Nids long enough to fireup the arrays, Well do whatever else we can here to hurt em.
Dont come looking for us. We are negative evac.[banging resumes]
...Uh, I might not have much time, here. Just make sure every-one gets out. We will be back in contact if possible.
[static]
......End Intercept Transcription+++
+++
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Playing a Killzone BattleThere are two ways to play a Killzone game.
The rst 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 asyou play the game.
Basics for All Games ofKillzoneThe actual playing a game section is vague as the real
meat of game play comes from the scenario being used.
Pick a game size:You should prearrange the size and
scope of the game being played. How many Teams areyou going to use in your Special Operations Group and
what is the point limit?
Random Mission or Campaign game: Determine which
Mission is being played and whether it is going to be a
one off game or part of a larger campaign storyline.
Missions can be determined by random dice rolls, using
the special mission cards from the nal PDF, or by
mutual agreement.
Secondary Objectives: You must decide if you are goingto use the secondary objectives in your game.
The secret objective card is drawn to determine what the
bonus mission is for each team in your Spec Ops Group.
These cards are kept secret and are only revealed at the
end of the game.
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 its conclusion.
Ending the Game:Although there will be other things that
can trigger a game to end in some of the Scenarios being
played, the following will always end the game.
Once a team is reduced to 25% (rounding up) of its
starting model count it must take a leadership test atthe beginning of each of its turns.The test is taken on the
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
function as normal. If the team fails its leadership test the
team routs and the game ends. (Even teams comprised
completely of Fearless models will rout, so must take the
break tests when reduced to 25%)
Note: If you are using two teams in the group, then each
group tests for leadership independently. In order for
the game to end, both teams in the group must fail their
leadership test.
Determining a Winner:Killzone uses what are called
Mission Points to determine which side wins. Just
forcing your opponent to break and rout off the battleeld
does not mean that you won. These can be gained by
completing objectives, and killing your opponents models.
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Building a listBoth 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 StructureEach team has a 175-250 point limit and can contain
anywhere between 5 to 20 models in total. Teams
purchase individual models from the Elite, Troops, Fast
Attack and Heavy Support unit selections in their codex.
A little basic math skill will be required to gure out some
individual points costs
.
For example a Marine Tactical squad sergeants cost
is determined by subtracting the cost of the 4 standard
marines from the squads base cost. So the cost for the
Marine sergeant is 26 points. (90-64=26)
You may only take one squad leader upgrade for each
unit choice taken and only after you take one member
from the squad entry. You may not take a second squad
leader choice for a unit type more than once.
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
tactical or assault sgts in your team
A team may contain no more than 4 special rangedweapons upgrades; only two may be a heavy weapon
upgrade. (Special Ranged weapons upgrades are the
ones that can only be taken in a limited number.
Ranged weapons upgrades that all models in a squad
may take do not count toward this limit.
For example Marine Scouts can upgrade every model to
carry a sniper rie or shotgun; these upgrades are not
limited by this rule. (Pistol upgrades do not fall under
these restrictions.)
No vehicles are allowed with the exception of a singleWalker per team and only if they have an armor rating
of 33 or less. Armor rating is determined by adding the 3
armor values (FA/SA/RA) for your vehicle together.
A team member may not have more than 3 wounds.
A team may contain no more than two models with 2+armor saves.
A team may contain no more than two models with 3+
invulnerable saves.
A team may contain no more than two Jump Infantry
models.
A team may contain no more than two bike, jetbike or
cavalry models.
A team member may not have a toughness statistic
greater than ve.
Models listed as Unique in their unit composition may
not be used.
Team Leader: Pick one model from your team to be
the team leader, preferably the model with the highest
leadership. All models within 6 inches may test on his
leadership. This model gains +1 wound if he only has one
in his base stats; if the model has more than one wound
already it gains +1 attack instead.
ThemeA few of the proceeding restrictions can be lifted by
purchasing the appropriate Theme upgrade listed below.
Armored Might: This theme allows you to take as many
models with 2+ Armor saves in your team as you desire.
You may select this theme for 10 points, and are required
to spend at least 75% of your points on themed models.
Death From Above: This theme allows you to take as
many Jump Infantry models in your team as you desire.
You may select this theme for 10 points, and are required
to spend at least 75% of your points on themed models.
Swift As The Wind: This theme allows you to take as
many models that are Bikes, Jetbikes or Cavalry/Beasts
in your team as you desire. You may select this theme for10 points, and are required to spend at least 75% of your
points on themed models.
Imperial records have well documented the siege of hades hive, and the steadfast Commisar Yarrick who held the hive together againstinsurmountable 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 wasnt finking about holdin till the fleet came. We wasnt finking about much beyond the mud and the feth and
where the next ration bars were comin from.
Greenies dont like our food, see, so it was all just out there, waiting. Only problem was, there was this couple ofthousand orks, and to them, WE was the food.
Veteran Guardsman Pullo, 31st Hadeshive
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Special Issue Wargear Upgrades
One of each of the following options may be taken byeach team.
Refractor Field 15 points
A team leader may take a refractor eld and gain a 5+
invulnerable save.
Suspensors 10 points
A team member with a Heavy Weapon tted with
suspensors gains the Relentless USR, but may only re
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 painUSR; 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 its 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 followingupgrades:
Targeter (BS) 3/5 points
A team member with a targeter adds +1 to all of its
shooting to hit rolls if the team member doesnt 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.
Optional UpgradesThe following upgrades are optional, but I would suggest using them as they add tons of avor 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 rst 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..
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Specialized Team MemberIn 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
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 Teams break tests
Skilled Rider Force enemy to re-roll
successful armour save
Substitute profle attacks
for D6 each turn
Re-Roll 1 Break test per
game
Infltrate
Master crafted Weapon
Move through cover
Counter Attack
Scout
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.
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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 difcult, 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 youll get it your way but well certainly listen.
Contributors CreditsThe 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://galaxyinames.blogspot.com/
AJ/Bestia from the Imperial Truth podcast http://theimperialtruth.blogspot.com/
B.smoove from A Gentlemans 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
Marko