Killzone Rulebook
Killzone Rulebook
Killzone Rulebook
V3.0
DISCLAIMER: This is a not-for-profit rules supplement for Warhammer 40,000 by Games Workshop plc. None of the authors, distributors, contributors, editors, or commentators have participated in this project for money; they have done so purely for the love of the game. This ruleset demands that its users own and refer to the Warhammer 40,000 rulebook and relevant codices in the use of these rules. All content within these pages is user-created and is derived, without permission, from Warhammer 40,000 intellectual property owned by Games Workshop Ltd. This ruleset is completely unofficial and is in no way endorsed by Games Workshop Ltd.
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5. Building a List Team Structure Team Leader Standard Restrictions Weapon Restrictions Unique Models 3 Wound Limit Toughness Cap Vehicles 6. Themes Armored Might Death From Above Swift as the Wind Behemoths 7. Optional Upgrades Skill Upgrades 8. Wargear Upgrades Special Issue Limited Issue Standard Issue
9. Playing a Killzone Mission The Basics Pick a Game Size The Table Markers Night Fight
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. Killzone is intended as a supplemental way to play the game, and was inspired by the suggestive Kill Teams game mechanism offered in the third and forth edition of Warhammer 40,000, and in the most recent Battle Missions supplement. Killzone hopes to explore and to refine those suggestions and make them more generally playable. In order to use these rules appropriately, you must own and refer to your copy of the Warhammer 40,00 rulebook as well as the relevant Codices. Please keep in mind that Special Operations: Killzone is a modest, fan-generated rule system and varies substantially from the manner in which Warhammer 40,000 was both intended and designed. The Killzone dynamic aspires to create colorfully narrative games that have an evocative cinematic feel no more, no less. This is not a place for power-gamers. This is an attempt to build upon a fluffy, fun alternative game in which players will choose an elite team and undertake vital actions set against the stage of wider conflict. We hope that you will embrace this disposition and enjoy the dynamic with equal measures of enthusiasm and frivolity.
Movement Phase
Moving in Terrain: Disregard the 5th edition rules for moving through difficult terrain and replace them with the following: any model that wishes to move in difficult 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 adds 4 inches to its movement rate for any run move. As usual, a model that runs may neither shoot nor assault unless it has the Fleet USR. Jump Infantry may run 4 inches after using their special jump move. Overwatch: Any model that is armed with a weapon other than a Pistol may choose to go into Overwatch in its movement phase, which will be the only action the model may perform in its turn. You should mark the model not only to remind you that it is in Overwatch, but also to delineate clearly its 180 degree fire arc. A model in Overwatch may make a normal shooting attack in the enemys turn at any point if and when an enemy appears within its 180 degree fire arc. If shooting at a target further than 12 inches, the model suffers a -1 modifier to its BS. Any shots over 24 inches suffer a -2 modifier to its BS. Models armed with Sniper weapons ignore BS modifiers. The controlling player may choose whether or not to fire at any available target, and thus might ignore the first target in hopes of finding a better option later in that turn. Once the model has shot from Overwatch, remove its marker; it may make no further shooting attacks until its following turn. Turn Zero: in any mission, the player going second may begin the game with 0-3 models in Overwatch. This non-turn is nullified during that players first player turn. This is designed to prevent turn one imbalance. Your operatives are professionals: cautious and prepared.
Shooting Phase
Killzone: Any time a weapon fires 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 3 inches of the primary target model are in the Killzone and are eligible secondary targets. The shooting player must announce if he is going to implement a Killzone before any dice are rolled. The first hit is always against the primary target, any subsequent hits are allocated one per model by the owning player to the secondary targets within the Killzone. The owning player must allocate at least one hit to each available target before doubling.
Dont be absurd, Sergeant Pennfold. Those Chaos maggots couldnt hit the fat side of a Squiggoth from this dista-- -last recorded words of Colonel Emillion Grist 451st Nunzian Continentals
Grenades: Any model armed with grenades may throw one as a shooting attack with a range in inches that is double its strength statistic. When thrown, grenades may target any spot on the table within range -including (but not limited to) models, terrain, and so on. Grenades all count as Assault 1 weapons. As blast weapons, grenades will scatter; however, to determine scatter simply roll the directional die and flip the template over its own edge in the appropriate direction (as with barrage weapons). Defensive grenades are S3 AP- and use the small blast template. All models hit by a defensive grenade must take a Pinning test. Assault grenades are S4 AP- and use the small blast template. Anti-armor grenades are S6 AP3 and have no blast; they do not scatter if they miss.
Armored Might: This theme allows you to ignore the standard restriction and to field additional models with 2+ Armor saves in your Special Operations Group.
Death From Above: This theme allows you to ignore the standard restriction and to field additional Jump Infantry models in your Special Operations Group.
Behemoths: This theme allows you to field a Special Operations team composed entirely of models with 3 wounds. ouch.
Swift As The Wind: This theme allows you to field additional models that are Bikes, Jetbikes, or Cavalry/Beasts in your Special Operations Group (you must pick which exactly). Furthermore, any Bike or Jetbike model may add the Skilled Rider USR for an additional 5 points per model.
Skill Upgrades
An individual model may only select a single Skill upgrade; however, the following options may be taken an unlimited number of times per team. Walkers may not select any Skill upgrade. Blade Master: 10 points A team member with this ability will gain the Rending USR for all close combat attacks. The model may not be armed with a special close combat weapon. Brawler: 5 points A team member with this ability gains +1S to his profile while in close combat. Crack Shot: 10 points A team member with this ability may re-roll any failed to hit or to wound rolls. The player must announce which will be re-rolled at the beginning of the shooting phase. Gunfighter: 10 points This skill increases the models rate of fire by one for one weapon per turn (e.g.: Assault 3 weapon into Assault 4) if the target is up to 12 inches away. This skill will also add one to the rate of fire at a target over 12 inches, provided the shooting model has not moved that turn. This skill may not be used with a Template or a Heavy weapon. (note: the skill will not affect special rules for the weapon, like Gets Hot!). Hard to Kill: 10 points The team member gains the Feel No Pain USR. Lightning Reflexes: 20 points A team member with this ability gains a 5+ dodge save from all shooting and close combat attacks. The dodge save is taken before his normal save; the model may use both saves to avoid damage from any attack. Raider: 5 points A model with this skill upgrade enjoys the Hit and Run USR. Resilient: 5 points The team member gains +1 to its Toughness.
Standard Issue: The following options may be taken an unlimited number of times per team. Assault Grenades: 2 points Team members armed with assault grenades count as being armed with Frag grenades or the appropriate equivalent for your race (biomass projectiles for Tyranids, etc). Models in Terminator armor may not purchase assault grenades. Defensive Grenades: 2 points Team members armed with defensive grenades count as being armed with the appropriate equivalent for your race. Models in Terminator armor may not purchase defensive grenades. Close Combat Accessories: 2 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 will gain an additional close combat weapon in the Assault phase. Thermal Imaging: 2 points Team members armed with the Thermal Imaging upgrade gain the Acute Senses USR during any turn in which Killzone Night Fight rules operate ie: add an additional 4 inches to their LoS range (Walkers may select this upgrade).
The Basics
Pick a Game Size: You should prearrange the size and scope of the game by considering how many teams you would like to use in your Special Operations Group; we tend to play 250 point teams as standard, but have at times stretched this limit to include multiple teams within each Special Operations Group so that each player (or group thereof) controls multiple 250 point teams per side. In any event, we encourage you to expand (or to restrict) your forces with the same irreverent spirit that inspired Killzone from the beginning. The Table: We recommend that a standard Killzone Mission should be played on a 3ft by 3ft table for basic 1v1, or on a 4ft by 4ft table for full Special Operations Groups (ie: 2 or more teams per side); at least 50% of the tabletop should be covered in terrain -though we recommend loading the table with as much as possible. Markers: After the table has been arranged and deployment decided, place three markers on the table. One marker will always be situated in the centermost point of the table. The center of the remaining two markers are placed 9 inches from that marker along an axis through the remaining no-mans land (ie: either diagonally in a quarters deployment or across the center line in halves deployment). In either instance, the markers should split the distance between the zones. In any mission with reserves deployment, the player who goes first decides the axis. Each marker should be numbered either 1, 2, or 3 underneath its base (see mission for details), but placed randomly and without deliberation. This number will be revealed to both players the moment any marker is in base-to-base contact with a model. There is always the possibility that these markers will be nothing more than empty decoys, but we encourage you to model something relevant and exciting just in case as there is an equal possibility that these markers will, in fact, represent a focal point in the game. Before your full mission briefing, of course, you will not know for certain.
Night Fight: After all deployment and mission selection (described on the next pages), the player going first rolls a d6 and checks to see if the visibility for the mission will be impeded in any way: 1: Dawn. Night Fight lasts for the first d3 turns. 2: Dusk. Night Fight begins at the opening of turn four and lasts until the game ends. 3-6: Normal Light. Conditions are such that there is enough ambient light of one sort or another to suffice for this mission. Of course, the basic Night Fight mechanism requires some tinkering for these more intimate Special Operations encounters. Before any action on the first turn in which Night Fight takes effect, the player going first on that game turn rolls a d6. Visibility for that game turn is limited to d6+12 inches LoS range; this range lasts the entire game turn for all models and both players. All models outside that range are considered outside of LoS. At the beginning of each subsequent turn in which Night Fight has effect, players will alternate the d6+12 roll that decides visibility as appropriate. Modifiers: Acute Senses: please remove the current rule for this USR and instead add 4 inches to Night Fight LoS range for this model. Tau Black Sun Filter: remove the current rule for this USR and instead add 4 inches to Night Fight LoS range for this model. This bonus will stack with Acute Senses. Imperial Guard Search Lights: count as Acute Senses, and therefore add 4 inches to LoS range for this model only. This bonus does not stack with the Thermal Imaging wargear upgrade as the model cannot have Acute Senses twice.
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Missions
Callous Disregard: If a player chooses to do so, he may earn an additional Mission Point for any Secondary and/or Tertiary Mission by revealing the mission to his opponent before play has started. The bonus point will only be rewarded for a mission both revealed and completed. This is a rather bold gesture, reserved for those Special Operation Groups either uninterested in the subtle arts, or those too desperate to care. Fortune favors the brave. If you both declare and complete your Secondary and your Tertiary Mission (with the aforementioned level of callous disregard), you earn an additional Mission Point for being so extraordinarily brash. Otherwise, Secondary and Tertiary Missions should remain secret until the end of the game.
A Desperate Gamble: At any point in the game, a player may discard the Tertiary Mission card and draw an additional Fate card. A player who does so will automatically forfeit any possible Mission Points for that Tertiary Mission.
Note: again, the following pages outline the specific objectives for primary, secondary, and tertiary missions. If you do not have cards available to select and generate those missions, please simply roll a d6 for each appropriate mission and record the results (secretly when necessary).
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The player with the most Mission Points at the conclusion of the game wins. Note: In the elusive perfect game, a player may earn as many as 13 total Mission Points: (+6 for Primary Mission, +3 for Secondary Mission, +1 for Callous Disregard, +1 for Tertiary Mission, +1 for Callous Disregard, +1 bonus for double Disregard = 13 Mission Points). We have yet to see it happen. -gotta say, we wasnt finking about holdin til the fleet came. We wasnt finking about much beyond the mud and the feth and the whereabouts of our next set of ration bars. Greenies dont 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
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5. Withdrawal Two Special Operations Groups have found themselves on the wrong end of no-mans land and must strategically withdraw from their respective missions. Each team must get half of its original Kill Points value into the enemys deployment zone. Partial Completion: if a team ends the game with all models out of its deployment zone but only one quarter of its original Kill Points in the enemy zone. Deployment: Quarters, Halves
6. Ambush The intelligence was flawless, but the ambush has gone to hell. The combat zone has turned into a free-for-all. The Attacking player goes first, begins in reserve, and must end the game with a quarter of its original Kill Points value inside the fifth quarter. The Defending player deploys second, places all appropriate models within the fifth quarter, and must end the game with a quarter of its original Kill Points value within 6 inches of any table edge. Partial Completion: none -its all or nothing. Deployment: Fifth Quarter, Reserves
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Up and at them: once per game, a player may automatically steal priority if (and only if) the opposing player has won priority two turns consecutively. The stolen priority prevents one player from dominating two sequential turns.
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CONTRIBUTORS CREDITS: The following people have contributed to this document for no reason other than their love of the hobby and their desire to make a skirmish game the way they would like to play it. We would like to thank everyone for their boundless energy and enthusiasm for this project.
Authors: Big Jim from Galaxy in Flames (galaxyinflames.blogspot.com) Brian from A Gentlemans Ones (agentelmansones.blogspot.com/) Skarvald the Troll-faced and Frozencore Joe from Wolves for the Wolf God (wolvesforthewolfgod.blogspot.com/) Contributors: Magilla Gurilla from Table Top War (tabletopwar.net/) Justin Morgan Merlin Havlik AJ/Bestia from the Imperial Truth podcast (theimperialtruth.blogspot.com/) Karitas from Excommunicate Tratoris (excommunicatetratoris.blogspot.com/) Menzies from the 512th Cadian (cadian512.blogspot.com/) Jabber Jabber from Warpstone Flux (warpstoneflux.blogspot.com/) Sons of Taurus from Sons of Taurus (sonsoftaurus.blogspot.com/) Counter Fett from All Things Fett (counterfett.blogspot.com/) Geoff from The Independent Characters (theindependentcharacters.com/blog/) Tim from Tau of War (tauofwar.blogspot.com) as well as... Luke Licens, Master Bryss, Entropomancer, War009, and Marko
Ending the Game After Four: after turn four, a game will end if one player has completed the Primary Mission requirements, but only after the oppositions next full player turn. If the Mission remains complete, the game ends immediately. After Seven: a game will always end at the conclusion of turn seven regardless of mission success or failure.
Primary Mission 1. Kill Points 4. Reconnaissance 2. Sweep and Clear 5. Withdrawal 3. Capture and Control 6. Ambush Secondary Mission 1. Munitions 4. Transmitter 2. Template Construct 5. Lead from the Front 3. Intelligence Cache 6. Reverse Engineering Tertiary Mission 1. Just Breathe, Rookie 4. Vendetta 2. Traitor 5. Sabotage 3. Vaingloryhound 6. Culprit
The Table Markers: After the table has been arranged and deployment decided, place three markers: one at the centermost point, and the other two 9 inches along an axis through the remaining no-mans land. In either instance, the markers should split the distance between the deployment zones. Night Fight: After all deployment and mission selection, player going first rolls d6 to check visibility: 1: Dawn. Night Fight lasts for the first d3 turns. 2: Dusk. Night Fight begins turn four until end. 3-6: normal light. Visibility for game turn limited to d6+12, for all models and both players. Players alternate as appropriate. Specific modifiers will add 4 inches only to that models visibility.
Mission Points Primary complete: +6 MPs partial: +3 MPs Secondary complete: +3 MPs (and callous disregard) +1 MPs Tertiary complete: +1 MPs (and callous disregard) +1 MPs
Killzone: hits allocated to other enemy models within 3 inches of the primary target model are in the Killzone and are eligible secondary targets. The shooting player must announce if he is going to implement a Killzone before any dice are rolled. The first hit is always against the primary target; any subsequent hits are allocated one per model by the owning player to the secondary targets within the Killzone. The owning player must allocate at least one hit to each available target before doubling. Grenades: (shooting phase) Grenades all count as Assault 1 weapons. As blast weapons, grenades will scatter; however, to determine scatter simply roll the directional die and flip the template over its own edge in the appropriate direction (as with barrage weapons). Defensive grenades are S3 AP- and use the small blast template. All models hit by a defensive grenade must take a Pinning test. Assault grenades are S4 AP- and use the small blast template. Anti-armor grenades are S6 AP3 and have no blast; they do not scatter if they miss.
Shooting Phase
Sequence: The turn sequence works as in standard 40K. Moving in Terrain: difficult terrain reduces movement to 4 inches. Models with the USR Move Through Cover ignore terrain movement penalties. Running: (movement phase) model adds 4 inches to movement rate for any run move; a model that runs may neither shoot nor assault unless it has the Fleet USR. Jump Infantry may run 4 inches after using their special jump move. Overwatch: (movement phase) only action the model may perform in its turn. Mark the model to delineate clearly its 180 degree fire arc. Any weapon that is not a Pistol may engage Overwatch. A model on Overwatch may make a normal shooting attack in the enemys turn if and when an enemy appears within its 180 degree fire arc. If shooting at a target further than 12 inches, the model suffers a -1 modifier to its BS. Any shots over 24 inches suffer a -2 modifier to its BS. Models armed with Sniper weapons ignore BS modifiers. The controlling player chooses when to fire.
The Turn
Movement Phase
Who Can Fight: Models must be in base contact to fight in an assault; ignore the standard 2 inch rule. Assault Moves Through Cover: Infantry models move 4 inches and Beast/Cavalry move 8 inches. Reactive Assault: (Leadership test) friendly models within 4 inches of an assaulting enemy model may choose to counter assault in aid of their comrade: may then move 4 inches into base contact with an assaulting enemy model; no +1A for assault unless model has Counter Attack USR. Ignore difficult terrain but not dangerous terrain. A model in Overwatch may not reactive assault. Consolidation: Do not roll for consolidation distances; consolidating models may move up to 4 inches, which is not modified by terrain.
Assault Phase