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Killzone Beta Ruleset

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    DisclaimerThis is a not-for-prot fan-made rules supplement for warhammer 40,000 by Game workshop plc.

    this ruleset demands that its 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 unofcial and in no way endorsed by Games Workshop Limited.

    Astartes, Battleeet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels,

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    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

    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


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