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Killzone Rules v3

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This is an optional rules set for the killzone scenarios.

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  • CODEX: OPERATIVESV3.0

  • This is NOT a Games Workshop Product

    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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    No challenge to the status Games Workshops intellectual property is intended, and All Rights Reserved to the respective owners.

  • SPECIAL OPERATIONS: KILLZONE - OPERATIVESContents:

    4. Introduction

    5. Building a List

    6. Skill Upgrades

    7. Wargear Upgrades Special Issue Limited Issue Standard Issue

    Codices:

    8. Blood Angels

    9. Black Templars

    10. Chaos Daemons

    11. Chaos Space Marines

    12. Dark Angels

    13. Dark Eldar

    14. Eldar

    15. Grey Knights

    16. GK: Inquisitorial Special Operations

    17. Imperial Guard

    18. Necrons

    19. Orks

    20. Sisters of Battle

    21. Space Marines

    22. Space Wolves

    23. Tau Empire

    24. Tyranids

  • SPECIAL OPERATIONS: KILLZONE - INTRO

    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, as well as in the most recent Battle Missions supplement. Killzone hopes to explore and to refine those suggestions and make them more generally playable. To use these rules, you must own and refer to your copy of the Warhammer 40,00 rulebook and the relevant Codex.

    USING THIS BOOKThis book is the companion guide to the core rules alterations found in the Special Operations: Killzone Rulebook. This book is intended to be a living document that outlines and adapts the varied Warhammer 40,000 codices for play in a Killzone dynamic. Again, this book cannot be used without a copy of the appropriate codex from which you wish to build your Special Operations Group.

    On each page, you will find two columns: the left column (in almost every instance) describes any amended rules necessary to make the codex apply more squarely into the Special Operations: Killzone dynamic, while the right column lists the entries available from that codex.

    In the grim darkness of the far future, there is only war and that war has many faces: epic battalions wage endless conflict throughout entire star systems; mighty Titans stride the continents of virus-

    ravaged worlds; grand heroes set themselves on a stage no smaller than the galaxy itself.

    But there are times when the Universe turns on a much smaller stage.

    The blade in the dark the forlorn last stand of a motivated, desperate few the efficient, brutal business behind the closed doors of a darkened Strategium the hushed footfalls of a stealth team as

    stifled, fleeting protests mark the only trace of its presence

    To be a man in such times is to be one amongst uncounted billions, but there are moments when the quiet actions of just one man can recalibrate the entire merciless Universe.

    This is the story of those deeds.

    4

  • SPECIAL OPERATIONS: KILLZONE - TEAMSBuilding a List

    Both players build a Special Operations Group using the codex for his/her army of choice. A Special Operation Group generally contains one or two teams; we leave the decision regarding the number of teams up the players on the day.

    Team Structure: Each team has a 250 points limit and can contain anywhere between 5 to 20 models in total.

    No model may exceed 80 points (including upgrades).

    Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex.

    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 select a second squad leader for any particular unit type.

    Team Leader: Pick one model from your team to be the team leader, preferably the model with the highest Ld value. The team leader may not be equipped with a heavy weapon. All models within 6 inches may test on his Ld. This model gains +1 Wound if he only has one in his base statistic; if the model has more than one Wound already, he gains +1 Attack instead.

    Standard Restrictions: a team may select a limited number of models with the following attributes: 0-2 2+ armor save 0-2 3 wounds 0-2 3+ invulnerable saves 0-2 Jump Infantry 0-2 Bike/Jetbike, and/or Cavalry/Beasts designation

    These characteristics stack, so a TH/SS Terminator fills both a 2+ and a 3+Inv slot.

    Weapon Restrictions: Killzone teams identify four basic type of non-standard and limited weapons. In any mission, a team may field the following number of non-standard weaponry: 0-3 Template - designated Template 0-3 Incisive - with AP2 or lower 0-3 Suppressive - with 3 or more shots 0-3 Heavy weapons - designated Heavy.

    These characteristics stack, so a Lascannon fills both an Incisive and a Heavy slot. Likewise, models with variable weapons and weapon types count 1 for each available or potential characteristic (thus a Chaos Obliterator tallies 1 Template, 1 Incisive, and 1 Heavy regardless).

    Unique Models: Models listed as Unique in their unit composition may not be used.

    Wound Limit: No model may have more than 3 wounds in Killzone.

    Toughness: No model may have a base Toughness statistic greater than 5.

    Vehicles: No vehicles are allowed with the exception of a single Walker per team, and only if it has an armor rating of 33 or less. Armor rating is determined by adding the 3 armor values (FA/SA/RA) for your vehicle together.

    Themes By committing to a theme, a team will ignore one standard restriction; in order to do so, the entire team must adhere to that theme. For example, if you would like more than 2 jump infantry in the composition of a team, then all models in that team must be jump infantry.

    A team may only ever select one theme, and all the other restrictions still apply to the organization of that team. Please remember that while all models must participate in the chosen theme, these exceptions only negate only a single standard restriction for organization parameters. All other restrictions still apply.

    Armored Might: This theme allows you to field additional models with 2+ Armor saves in your Special Operations Group.

    Death From Above: This theme allows you 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.

    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.

    5

  • Optional UpgradesBecause Special Operations: Killzone forgoes the standard HQ choice, the following Skill and Wargear Upgrades represent a tremendous way to bring personality to the individuals in your Special Operations Group. These are designed to add flavor and uniqueness to your team, as well as to the characterful, cinematic narrative of the game itself.

    No model may have more than 25 points worth of upgrades (both Skill and Wargear combined).

    Note: for clarity, these upgrades have been articulated with an eye on the more human elements of the 41st millennium; please feel free to substitute an appropriate terminology for your own race.

    SPECIAL OPERATIONS: KILLZONE - UPGRADES

    Blade Master: 10 pointsA 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 pointsA team member with this ability gains +1S to his profile while in close combat.

    Crack Shot: 10 pointsA 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 pointsThis 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 pointsThe team member gains the Feel No Pain USR.

    Lightning Reflexes: 20 pointsA 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 pointsA model with this skill upgrade enjoys the Hit and Run USR.

    Resilient: 5 pointsThe team member gains +1 to its Toughness.

    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.

    6

  • Special Issue: The following four options may be taken once per team.

    Auspex: 10 pointsA team member with an Auspex forces his opponent to re-roll successful cover saves when the team member shoots. In addition, if the model carrying the Auspex did not move, it may confer the special rule to a single friendly model within 6 inches. The team member may not take an Auspex if it is carrying a Heavy weapon (Walkers may select this upgrade).

    Medipack: 15 pointsA team member with a medipack gains the Feel No Pain USR; in addition, one team member within 6 inches of the medipack may take a single Feel No Pain roll in each player turn.

    Smoke Grenades: 15 pointsA model with smoke grenades may throw them like any other grenade. Place a large blast marker once the hit location has been determined; any shots that draw LOS through the marker grant the target a 3+ cover save. The marker is removed at the end of the opposing players next turn.

    Refractor Field: 15 pointsA Team Leader may take a refractor field and gain a 5+ invulnerable save.

    Limited Issue: The following four options may be taken twice per team.

    Penetrator Rounds: 10 pointsA model will re-roll all successful armor saves from shooting attacks made by a model with penetrator rounds. You may only use a weapons basic statistics, and may not stack Penetrator Rounds with other special ammunition. Models with a Heavy Weapon may not take penetrator rounds (Walkers may select this upgrade).

    Stealth Suit: 10 pointsAny infantry classed team member may take the Commando upgrade. The model gains the Stealth, Scout, and Move Through Cover USRs. The model may not have a Jump Pack, Bike, Jetbike, or a 2+ armor save.

    Suspensors: 10 points A team member with a Heavy Weapon can have it fitted with suspensors; the model gains the Relentless USR, but may only fire up to half the weapons maximum range if he has moved.

    Targeter: 5 pointsA team member with a targeter adds +1 to all of his rolls to hit when shooting, provided that the team member has not moved in his turn (Walkers may select this upgrade).

    Assault Grenades: 2 pointsTeam 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 pointsTeam 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 pointsThese 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 pointsTeam 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).

    Standard Issue:The following options may be taken an unlimited number of times per team.

    Wargear Upgrades

    SPECIAL OPERATIONS: KILLZONE - UPGRADES

    7

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: BLOOD ANGELSTeams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches Area Effect Rule in the basic Special Operations: Killzone rulebook.

    No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.

    There are no free weapons upgrades for tactical squads; these weapons must be purchased from the following points list.

    Special Weapons:Flamer 3 pointsMelta gun 5 pointsPlasma gun 10 points

    Heavy Weapons:Heavy Bolter 5 pointsMissile Launcher 10 pointsMulti-Melta 10 pointsPlasma Cannon 15 pointsLascannon 25 points

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    0-3 Priest

    Sternguard0-1 Sternguard Sergeant

    Sanguinary Guard

    Terminators0-1 Terminator Sergeant

    Assault Terminators0-1 Assault Terminator Sergeant

    Tactical Marines0-1 Tactical Sergeant

    Assault Marines0-1 Assault Sergeant

    Scouts0-1 Scout Sergeant

    Death Company

    Marine Biker0-1 Sergeant

    Vanguard Veterans0-1 Vanguard Sergeant

    0-2 Devestators (must take a heavy weapon)0-1 Devestator Sergeant

    8

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: BLACK TEMPLARSTeams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect rule in the basic Special Operations: Killzone rulebook.

    No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.

    Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone rulebook for these upgrades.

    Assault Cannons: Use the rules and points values from the 5th edition Codex: Space Marines.

    Storm Shields: Use the rules and points values from the 5th edition Codex: Space Marines.

    Holy Rage: If a team member dies to shooting, all Black Templars within 6 inches must make a Ld test at the end of the shooting phase; if they pass, they move 3 inches toward the closest enemy.

    Only a Black Templar Space Marine may be a team leader (Neonates need guidance).

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Sword Brethren Terminator Squad

    Sword Brethren Terminator Assault Squad

    Sword Brethren Squad

    Techmarine0-4 Servitors

    Crusader Squad

    Black Templar Assault Squad

    Black Templar Bike Squadron

    9

  • Daemonic Assault: Daemons Always deploy on the tabletop unless the Mission requires reserves.

    Daemonic Gifts: these are not psychic powers and are used as normal -just to clarify.

    Screamers of Tzeentch: will move as Jetbikes, but do not count toward the Jetbike limit.

    Eye of the Gods: Daemonic teams may not select wargear or skills from the Killzone upgrade options. Instead, they are awarded gifts below.

    A Daemonic team begins the game with one (2d6) roll on the following chart. Every third model from a single allegiance (Khorne, Nurgle, etc) earns your team an additional roll. After you calculate your dice pool, allocate each potential roll to any individual model, then roll 2d6. You will likely want to mark your models to identify and to record each specific gift from the gods.

    If an entire team is comprised of a single Power allegiance, that team earns an additional 2 rolls.

    If a team leader rolls, he may influence the result by plus or minus one on the chart below.

    The chaotic blessings are as follows:

    2 - Player's Choice3 - Feel No Pain 6" AoE (like Medipak)4 - +1 Strength5 - +1 to Invulnerable Save6 - Scout 7 - No Effect8 - Infiltrate9 - Stealth and Move Through Cover10 - +1 Attack11 - +1 Toughness12 - Player's Choice

    Notes: your team earns a roll for every third model allegiance rather than model type: so 2 Bloodletters and 1 Bloodcrusher will confer a team one roll. Also, you must assign each gift/roll to a model before making the roll. The Chaos gods are fickle creatures, to be sure.

    You may assign a roll to any model, regardless of how that roll was generated, but each model may only roll once on the chart (ie: the roll generated from Khornate allegiance in the example above could be assigned to a Plaguebearer, and so on).

    Daemonic Rivalry: Daemons cannot go within 2 inches of another Power or Furies, except if that model is locked in close combat; it is, therefore, still possible to Reactive Assault or create multiple combats.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Bloodletters

    Hounds

    Bloodcrushers

    Daemonettes

    Seekers

    Screamers

    Fiends

    Horrors

    Flamers

    Plaguebearers

    Nurglings

    Beasts

    Furies

    SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: CHAOS DAEMONS

    10

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: CHAOS SPACE MARINESTeams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex.

    Chaos Space Marines may take a Thousand Sons Aspiring Sorcerer as a Psyker, as long as the team contains at least one Rubric Marine. Rubric Marines within 6 inches of a Sorcerer act under command.

    Squad Icons: confer the standard 6 inch Area of Effect rule for Killzone. A model may only be affected by one Icon at a time, which should invariably be the closest Icon. Cult Marines gain no bonus from Icons.

    Possessed: roll each model individually for the Daemonkin ability before deployment.

    Lesser Daemons: start on the table unless the Mission explicitly requires reserves. Every third Summoned Lesser Daemon may roll on the Eye of the Gods chart described in the Codex: Chaos Daemons amendment from the previous page.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Chosen0-1 Aspiring Champion

    Chaos Terminators

    Possessed0-1 Aspiring Champion

    Chaos Space Marines0-1 Aspiring Champion

    Plague Marines0-1 Plague Champion

    Noise Marines0-1 Noise Champion

    Khorne Berzerkers0-1 Skull Champion

    Thousand Sons0-1 Aspiring Sorcerer

    Chaos Bikers0-1 Biker Champion

    Chaos Raptors0-1 Aspiring Champion

    Chaos Spawn

    Chaos Havocs0-1 Aspiring Champion

    Obliterator Cult

    Summoned Lesser Daemons

    11

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: DARK ANGELSTeams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Any upgrade item that affects an entire unit will use the standard 6 inches Area of Effect (AoE) rule in the basic Special Operations: Killzone rulebook.

    No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.

    Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone rulebook for these upgrades.

    Assault Cannons: Use the rules and points values from the 5th edition Codex: Space Marines.

    Storm Shields: Use the rules and points values from the 5th edition Codex: Space Marines.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Deathwing Terminator Squad0-1 Deathwing Sergeant

    Company Veterans Squad0-1 Veteran Sergeant

    Scout Squad0-1 Scout Sergeant

    Tactical Squad0-1 Tactical Sergeant

    Assault Squad0-1 Assault Sergeant

    Ravenwing Attack Squadron0-1 Ravenwing Sergeant

    *0-1 Ravenwing Support SpeederIf a Dark Angels team adheres to the Swift as the Wind theme, that team may also include up to one Ravenwing Land Speeder

    Devestator Squad0-1 Devestator Sergeant

    12

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: DARK ELDARPower From Pain: Applies to individual models; however, only one Pain Token may be gained per phase. The team leader may share/give his tokens to models within 6 inches.

    Stunclaw: Can be used on any model. Think of it as a way to 'move' where a combat takes place.

    Beastmasters: Khymerae within 6 inches of a Beastmaster may use his Leadership.

    Klaivex: Onslaught has an Area of Effect, but only affects Incubi.

    Harlequin: All Harlequins move 7 inches and will therefore run 11 inches total; a Harlequin is never hindered by Difficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.

    Phantasm Grenade Launcher: If multiple models charge into the same combat and one of them has a phantom grenade launcher, all models within a 6 inch Area Effect benefit from it.

    Combat Drugs: a model with the Hypex result may move an additional 2 inches when running in clear terrain.

    Berserker Rampage: Grotesques ignore this rule for Killzone Missions (all models act as an Independent Character of a sort).

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Incubi0-1 Klaivex

    Grotesques0-1 Aberration

    Wracks0-1 Acothyst

    Mandrakes0-1 Nightfiend

    Harlequins0-1 Shadowseer0-1 Troupe Master0-1 Death Jester

    Trueborn0-1 Dracon

    Bloodbrides0-1 Syren

    Warriors0-1 Sybarite

    Wyches0-1 Hekatrix

    Hellions0-1 Helliarch

    Scourges0-1 Solarite

    Beastmasters0-5 Khymerae

    Reavers0-1 Arena Champion

    13

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: ELDARTeams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Eldar Teams may take a single Warlock Psyker.

    Plasma Grenades: all Eldar may take Plasma Grenades at a cost of two points. They may be thrown just like other grenades and have the following statistical profile: S4 AP4, small blast.

    Exarch Powers: Powers that affect the Exarchs squad use the standard 6 inch Area of Effect. All models from the Exarchs Aspect within the Are of Effect gain the bonuses from those powers.

    Weapons Platforms: Place both of the gun crew in bast contact with the weapon; the three together now count as a single two-wound model.

    Harlequin: All Harlequins move a base 7 inches and will therefore run 11 inches in total; a Harlequin is never hindered by Difficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    0-1 Warlock

    Striking Scorpions0-1 Exarch

    Fire Dragons0-1 Exarch

    Howling Banshees0-1 Exarch

    Harlequin Troupe0-1 Shadowseer0-1 Troupe Master0-1 Death Jester

    Dire Avengers0-1 Exarch

    Rangers

    Guardians

    Guardian Jetbikes

    Shining Spears0-1 Exarch

    Warp Spiders0-1 Exarch

    Swooping Hawks (note: Skyleap is forbidden in a game without Reserves)0-1 Exarch

    Support Weapon Battery

    Dark Reapers0-1 Exarch

    0-1 War Walker

    14

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: GREY KNIGHTSIn many ways, the Grey Knights are always-already an idealized Special Operations force. Nevertheless, certain restrictions must apply.

    As usual, teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Each Grey Knight is a psyker and may cast the power/powers listed in his unit entry.

    Rad and Psychostroke grenades: are not available in a Special Operations: Killzone mission.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    0-1 Paladin

    Grey Knight Strike Squad0-1 Grey Knight Strike Squad Justicar

    Grey Knight Terminator0-1 Grey Knight Terminator Justicar

    0-2 Purifiers

    0-2 Interceptors

    0-2 Purgators

    15

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: GREY KNIGHT INQUISITORIAL SPECIAL OPERATIONS

    Under standard conditions, HQ models are not permitted in Special Operations: Killzone; however, we simply could not let an opportunity to have an Inquisitorial Kill Team slip past us unremarked - it is just too brilliant and compelling a theme to omit.

    An Inquisitorial Special Operations Team must include one Inquisitor as its Team Leader. The Inquisitor has his base cost lowered to 20 points, and his statistic lowered to 2 wounds.

    Daemonblade: a model with two Daemonblades must pick which bonus to enjoy each turn.

    Vampyre: a model may never exceed 3 wounds as a result of this power. If circumstances arise in which a model would gain additional wounds not allowed by the above restriction, that model gains the Feel No Pain USR instead. If that model already has FnP, its value will be increased to a non-stackable 3+ FnP save; additional benefits are ignored.

    Mindlock: please replace the original text of the rule with the following: Servitors not within 10 inches of the Inquisitor (team leader) at the beginning of a turn are subject to the Mindlock rule. To test for Mindlock roll a d6: on a score of 4, 5, or 6 the servitor functions as normal. If the result comes up 1, 2, or 3, the servitor is mindlocked and may not perform any action this turn.

    Rad and Psychostroke grenades: are not available in a Killzone mission.

    Jokaero: all buffs from the Jokaero are limited to the standard Area of Effect of 6 inches. The Jokaero may assign a buff to any two models (but only two) in his AoE for each turn. The controlling player decides which two models in the AoE get the bonus.

    Regardless, models buffed by the Jokaero may not exceed restrictions established for a normal Special Operations Group. For example, the Reinforced Armor buff cannot confer a 2+ save to more models in the team than would normally be allowed.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    1 Inquisitor: Team Leader (must pick Ordo for options)

    Warrior Acolytes

    Arco-Flagellants

    0-1 Psyker

    0-1 Mystic

    0-1 Jokaero

    0-2 Daemon Hosts

    0-2 Crusaders

    0-2 Death Cult Assassins

    0-2 Banishers

    0-2 Servitors

    16

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: IMPERIAL GUARDPsyker Battle Squad: You may only take 1 Sanctioned Psyker. Soulstorm requires LoS and is now S d3+1. Overseers are not required, and the Ultimate Sanction rule is ignored unless a Commissar is within 6 inches.

    Orders: Each Platoon Commander can issue two orders per turn; Sergeants take a Ld test to activate an order. All models within the standard 6 inch Area of Effect (AoE) receive the orders. If a voxcaster is within the 6 inch AoE for the Commander, Sergeants may re-roll failed orders.

    First Rank, Fire. Second Rank, Fire: all models with a Lasgun add 1 to their rate of fire. This order must be given at the beginning of your own Shooting phase.

    Incoming: all models in the standard 6 inch AoE may go to ground and receive a +2 bonus to their cover save. Any model that does so will be pinned for his next turn. This order may be given at any point during the opponents Shooting phase.

    Move. Move. Move: is replaced by Up and at em!: all models in the standard 6 inch Area of effect gain the Fleet USR; this order must be given at the beginning of the Shooting phase.

    Commissar: All models in the Commissars Area Effect use his Ld. If a model fails this Ld test, he is executed by the Commissar and removed from play. For the rest of that phase, all models with the Commissars AoE are Fearless.

    With regard to a Rout test, the Commissar will execute the model with the highest Ld score in his AoE. In case of a tie, he will execute the model closest (there are no saves for this punishment). The test is then re-rolled.

    Veterans: Doctrines are take as normal at 3 points per model. Veterans in the same team must take the same doctrine.

    Penal Legion: every Legionnaire rolls individually for his skill at the start of the game/campaign.

    Heavy Weapons Teams: any Imperial Guard team may take a total of 2 Heavy Weapons Teams, which will fill the restriction.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Ogryn Squad 0-1 Bone Head

    Ratling Squad

    0-1 Sanctioned Psyker (see above)

    Storm Trooper Squad0-1 Storm Trooper Sergeant

    Veterans 0-1 Veteran Sergeant

    Infantry Platoon Command Squad0-1 Platoon Commander (only if an infantry Sergeant is chosen)

    Infantry Squads1 Sergeant per 10 Guardsmen0-1 Commissar per 10 Guardsmen (round up)0-2 Heavy Weapons Teams

    Conscripts0-1 Custodian

    Penal Legion

    0-1 Scout or Armoured Sentinel

    Rough Rider Squad0-1 Rough Rider Sergeant

    17

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: NECRONSAlthough this codex makes one significant exception below, Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Under standard conditions, HQ models are not permitted in Special Operations: Killzone; however, a Necron Special Operations team must include one Necron Lord as team leader.

    Necron Lords: may not take the following upgrades:

    Mindshackle ScarabsTesseract labyrinth

    Deathmarks: may not use Ethereal Interception in Killzone, but gain the Scout and Infiltrate USR. The Hunters from Hyperspace special rule allows each individual Deathmark model to pick its own target; subsequently, all Deathmarks wound that target on a 2+.

    Reanimation Protocols: any Necron with the ability to do so may make a Reanimation Protocol roll may do so if there is another Necron model within 6 inches at the time of the Reanimation Roll (a model may, therefore, consolidate into range).

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    1 Necron Lord

    0-2 Lychguard

    0-3 Deathmarks

    Triarch Praetorians

    Flayed Ones

    Warriors

    Immortals

    Wraiths

    Destroyers

    Tomb Blades

    18

  • SPECIAL OPERATIONS: KILLZONE - MUSTER

    CODEX: ORKSWaaagh!: Ignore the second paragraph in the Waaagh! rule (Codex: Orks, p.31).

    Mob Rule!: any model testing Ld will gain an additional +1 for each Ork model within 6 inches (to a maximum of 10).

    Bomb Squig: any Tankbusta model may purchase a Bomb Squig as a wargear upgrade for 5 points, which counts toward that models total.

    A model with a Bomb Squig may throw it like a grenade during the shooting phase, but may target any point on the table including other models. Once active, a Bomb Squig counts as an independent unit and will move d6 inches in a random direction determined by the scatter die at the beginning of the Ork movement phase. The Ork player decides the squigs direction on a hit result.

    If within 2 inches of another non-squig model at the end of a movement phase, the Bomb Squig will move directly into base contact with that model ignoring terrain (owners choice if more than one model meets this criteria). A Bomb Squig is T3 and will explode immediately if it suffers a wound, touches another non-squig model, or contacts impassable terrain. Place the small blast template over the Bomb Squig and resolve any hits at S4 AP4.

    If a Tankbusta dies before deploying a Bomb Squig, the squig dies with him.

    Bomb Squigs are always ignored for the purposes of any/all mission objectives. Kill Points are calculated with regard to the Tankbusta only whether a squig survives the game or not. Again, the squig counts toward his total.

    0-3 Meks: Burnas and/or Lootas may select Mek upgrades as stated in the codex, but any single Ork team may only ever take 3 Meks in total (not per squad).

    Stormboyz: Rokkit Packs count as Jump Packs, and continue to grant an extra d6 inches of movement (Codex: Orks p.47). Replace the sentence that begins, On the roll... with the following: Models with Rokkit Packs must re-roll successful dangerous terrain tests taken during the Movement phase.

    Lootas: each Loota rolls individually for the number of shots when firing; regardless of the outcome, this weapon does not fill a Suppressive weapon slot.

    Flash Gitz: roll AP individually when firing. The Blasta upgrade will fill an Incisive weapon slot.

    Gretchin: in the Ork turn, a player may unceremoniously remove one Gretchin from the game; as a result, all Gretchin within 6 inches of a squig hound will become fearless for a turn.

    Its a Grots Life: an Ork targeted by shooting may allocate any hits after the first to any/all Grots within 4 inches -as with the Killzone rule.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Nobz0-1 Painboy

    Meganobz

    Burna Boyz0-3 Mek*

    Tankbustas0-1 NobBomb Squigs

    Lootas0-3 Mek*

    Kommandos0-1 Nob

    Ork Boyz and Ard Boyz0-1 Nob

    Gretchin0-1 Slaver per 10

    Stormboyz0-1 Nob

    Deffkoptas

    Warbikers0-1 Warbiker Nob

    0-1 Killa Kan

    19

  • CODEX: SISTERS OF BATTLE

    SPECIAL OPERATIONS: KILLZONE - MUSTER

    Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Faith Points: Due to the specific nature of Special Operations: Killzone, we have created the following changes to the generation of Faith points roll:

    At the beginning of a turn roll 2d6 and subtract 2 from the result in order to determine the amount of faith points you have generated for that turn. A player will always generate 1 faith point as the minimum result for a turn, even if the deduction suggests otherwise.

    Acts of Faith: Due to the specific nature of Special Operations: Killzone, we have implemented the following changes to the acts of faith roll: please disregard the modifiers listed in Codex: Sisters of Battle and replace them with those listed below:

    +1 if there is a Sister Superior within 10 inches+1 if there is a Priest within 10 inches

    Righteous Rage: all models within 6 inches of a Priest may re-roll failed to hit rolls in assault.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    0-1 Priest

    Celestians 0-1 Celestian Superior

    Sisters Repentia0-1 Mistress

    Battle Sisters0-1 Veteran Sister Superior

    Dominions0-1 Dominion Sister Superior

    Seraphim0-1 Veteran Sister Superior

    0-2 Retributors (must select a Heavy Weapon)0-1 Retributor Sister Superior

    20

  • CODEX: SPACE MARINES

    SPECIAL OPERATIONS: KILLZONE - MUSTER

    Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect rule in the basic Special Operations: Killzone rulebook.

    No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.

    There are no free weapons upgrades for tactical squads; these weapons must be purchased from the following points list.

    Special Weapons:Flamer 3 pointsMelta gun 5 pointsPlasma gun 10 points

    Heavy Weapons:Heavy Bolter 5 pointsMissile Launcher 10 pointsMulti-Melta 10 pointsPlasma Cannon 15 pointsLascannon 25 points

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Terminator Squad0-1 Terminator Sergeant

    Assault Terminator Squad0-1 Terminator Sergeant

    Sternguard Veteran Squad0-1 Sternguard Veteran Sergeant

    Techmarine0-1 Servitor per Techmarine

    Tactical Marine Squad0-1 Tactical Sergeant

    Scout Squad0-1 Scout Sergeant

    Space Marine Assault Squad0-1 Assault Marine Sergeant

    Vanguard Veteran Squad0-1 Vanguard Veteran Sergeant

    Space Marine Bike Squad0-1 Space Marine Bike Sergeant

    Attack Bike Squad

    Scout Bike Squad0-1 Scout Bike Sergeant

    Devestator Squad0-1 Devestator Sergeant

    21

  • CODEX: SPACE WOLVES

    SPECIAL OPERATIONS: KILLZONE - MUSTER

    Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. There is no minimum number of models required to unlock special or heavy weapons options.

    Lone Wolf: may not be chosen as team leader -the explanation is in the name.

    A Lone Wolf may never interact with Secondary or Tertiary mission objectives for either player. He cannot claim objectives, and will not confer Kill Points to an enemy if slain.

    A Lone Wolf may purchase 0-2 Fenrisian Wolves as wargear upgrades for 10 points per model. These points count toward the models total.

    A wolf will act as an independent unit on the table. As a wargear item, a Fenrisian Wolf may not be targeted by mission objectives, and so on (exactly as for the Lone Wolf as above).

    Fenrisian Wolves test for a Reactive Assault involving the Lone Wolf, if in range, on his Ld.

    Saga: a team leader (only) may choose from the list of sagas.

    Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches Area of Effect (AoE) rule in the basic Special Operations: Killzone rulebook.

    Blood Claws, Sky Claws, and Swift Claws within 6 inches of the team leader may ignore the Headstrong rule.

    There are no free weapons upgrades for Grey Hunters and Blood Claws; these weapons must be purchased from the following points list.

    Special Weapons: Flamer 3 points Melta gun 5 points Plasma gun 10 points

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Iron Priest

    0-1 Lone Wolf0-2 Fenrisian Wolves (upgrade)

    Wolf Guard

    Wolf Scouts

    Blood Claws

    Grey Hunters

    Fenrisian Wolves

    Sky Claws

    Swift Claw Bikers

    Thunderwolf Cavalry

    Long Fangs

    22

  • CODEX: TAU EMPIRE

    SPECIAL OPERATIONS: KILLZONE - MUSTER

    Drones: Gun Drones selected from a squad count toward standard restrictions (jump infantry, etc); however, any other drone will take the attribute of its controller and will not count toward standard organization restrictions as such (see below).

    Drone Controller: A model with a Drone Controller must select 1-2 drones for wargear. The combination of controller model and drone(s) is treated as a unit as per the normal 40K rules (including shooting, cover, and wound allocation) with the following exceptions:

    If a drone is ever more than 2 inches from the controller model, the drones programming instructs it to return to base and it is removed from play.

    In assault, a drone moves with the controller model, but must be in base-to-base contact with an enemy to participate in close combat; regardless, wounds inflicted on the controller model may still be transferred to the drone, even if the drone is not in the combat.

    If the controller model and drones fire at the same target, this fire can be grouped into a round of Killzone shooting.

    Only the Drone Controller will confer Kill Points, though the drones contribute to his total.

    Markerlights: A unit with a Markerlight can use it to target an enemy during the shooting phase. If a successful hit is made, the unit with the Markerlight can elect to either trigger a Seeker Missile Strike (see below) or provide one of the following effects to all Tau models and drones within 6 inches of the shooting Markerlight model for that shooting phase:

    - re-roll misses- re-roll Scatter Dice- force the target to re-roll cover saves- gain Acute Senses (+4 inches LoS range)

    Any model may only benefit from the effect of one Markerlight per shooting phase. Models with a Drone Controller and their drones gain no benefit from their own Markerlights unless they are using a Networked Markerlight.

    Markerlights may not be placed on Overwatch.

    Seeker Missile Strike: A model equipped with a Markerlight may purchase a Seeker Missile Strike as wargear for 10 points. The seeker missile strike may be triggered immediately upon scoring a successful hit on a target with a Markerlight. The Seeker Missile Strike is a shooting attack at BS5 S8 AP5. This is a one use only item and may only be purchased once per model.

    Sniper Drone Team: Sniper Drones can only be selected by the Sniper Drone Team Spotter. The Spotter may purchase up to 3 Sniper Drones. All other rules for Drones and Drone Controllers apply. Spotter 20 pointsSniper Drone 20 points

    EMP Grenades: EMP Grenades can be thrown like Anti-Armour Grenades (see Codex: Tau Empire for effects).

    Kroot Shaper: if a Team includes a Kroot Shaper, any Kroot Carnivore, Kroot Hound, or Krootox may purchase a 6+ Save for 1 point.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    XV8 Crisis Team0-1 XV8 Shas Vre

    Stealth Team0-1 Stealth Team Shas Vre

    Fire Warrior Team0-1 Fire Warrior Shas Ui

    Kroot Carnivore Squad0-1 Shaper

    Gun Drone Squadron

    Pathfinder Team (may not take Devilfish)0-1 Pathfinder Shas Ui

    Vespid Stingwings0-1 Vespid Strain Leader

    XV88 Broadside Team0-1 XV88 Shas Vre

    Sniper Drone Team

    23

  • CODEX: TYRANIDS

    SPECIAL OPERATIONS: KILLZONE - MUSTER

    24

    Team Leader: any Tyranid team must be lead by a Warrior or a Shrike unless that team is comprised entirely of genestealers (including the Broodlord).

    A Tyranid team may have 0-1 Psyker: either a Zoanthrope or a Broodlord.

    Instinctive Behavior: please disregard this rule for Killzone games.

    Bounding Leap: to compensate for the absence of this rule, Hormagaunts may move an additional 2 inches when running in clear terrain.

    Lictor and Ymgarl Genestealers: gain Stealth, Scout, and Infiltrate USRs, provided that the mission does not allow Reserves. If a mission explicitly allows Reserves these models do not receive this bonus and must follow the Killzone reserve guidelines for that mission.

    Available Army List: a team may purchase individual models from the codex using only the selected entries listed below.

    Lictors

    Venomthrope

    0-1 Zoanthrope

    Pyrovore

    Ymgarl Genestealers

    Tyranid Warriors

    Genestealers0-1 Broodlord

    Termagaunts

    Hormagaunts

    Ripper Swarm

    Tyranid Shrikes

    Raveners

    Sky-Slasher Swarm

    Gargoyles

    Biovore

  • 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... Jefffar, Craig H,Ty T, Josh C, Troy W, Angus S, Greg D, Travis F, Sam W, Luke L, Master Bryss, Entropomancer, War009, and Marko