Killzone Rulebook

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    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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    Contents:

    Introduction

    2. Rules Additions and Changes for Killzone General Game Changes

    Area Terrain

    Army of HeroesNo Deep StrikingPinningNatural

    3.The Turn Movement Phase

    Moving in TerrainRunningOverwatchTurn Zero

    Shooting PhaseKillzoneGrenades

    4. Assault PhaseWho Can FightAssault Moves Through CoverReactive AssaultConsolidation

    5.Building a List

    Team StructureTeam LeaderStandard RestrictionsWeapon RestrictionsUnique Models3 Wound LimitToughness CapVehicles

    6.ThemesArmored MightDeath From AboveSwift as the WindBehemoths

    7.Optional UpgradesSkill Upgrades

    8. Wargear Upgrades

    Special IssueLimited IssueStandard Issue

    9. Playing a Killzone MissionThe Basics

    Pick a Game SizeThe TableMarkersNight Fight

    10. Deployment

    11. Missions

    PrimarySecondary

    Callous DisregardDesperate Gamble

    12. Ending the Game Victory Conditions

    13. Primary Missions

    14. Secondary Missions

    15. Tertiary Missions16. Fate

    17. Cards

    18. AlternativelyAlternate PhasesPriorityUp and at themOverwatchDefensive Fire

    SPECIAL OPERATIONS: KILLZONE - CONTENTS

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    SPECIAL OPERATIONS: KILLZONE - RULES

    Special Operations: Killzone is a set of fan-designed rules created with the intent of enabling players torun 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 KillTeams game mechanism offered in the third and forth edition of Warhammer 40,000, and in the mostrecent Battle Missions supplement. Killzone hopes to explore and to refine those suggestions and makethem more generally playable. In order to use these rules appropriately, you must own and refer to yourcopy of the Warhammer 40,00rulebook as well as the relevant Codices.

    Please keep in mind that Special Operations: Killzone is a modest, fan-generated rule system and variessubstantially from the manner in which Warhammer 40,000was both intended and designed. The Killzonedynamic aspires to create colorfully narrative games that have an evocative cinematic feel no more, noless. This is not a place for power-gamers. This is an attempt to build upon a fluffy, fun alternative gamein which players will choose an elite team and undertake vital actions set against the stage of widerconflict. We hope that you will embrace this disposition and enjoy the dynamic with equal measures ofenthusiasm and frivolity.

    General Game ChangesArea Terrain: Any forest or jungle area terrain willblock LOS to a target if there are four or moreinches of area terrain between the target and theshooting model.

    Army of Heroes: Each model in Killzone acts onits own. The models are, for all intents andpurposes, a unit of one; however, no single modelmay exceed 80 points (including upgrades).

    Note:All models in Killzone count as scoring unitsand may claim objectives.

    No Deepstriking: No model may teleport ordeepstrike in Killzone, unless the scenariospecifically allows it.

    Area of Effect: There are many items in 40k thatare carried by one model and that affect the wholeunit to which they are attached. These items donot work properly in Killzone without sometweaking. These items will have an Area of Effect(AoE) in games of Killzone. Any friendly modelwithin 6 inches of a model carrying one of theseitems gains the benefits from the item. Unlessotherwise specified, any AoE extends 6 inches

    from the relevant model.

    Pinning: If a model takes a wound from a weaponthat causes a pinning test, then all models within 6inches must make a pinning test.

    Natural: a roll of 1 always misses, and a roll of 6always hits.

    Rules Additions and Changes for Killzone Games

    In the grim darkness of the far future, there is only war and that war has many faces: epic battalionswage 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, brutalbusiness 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 thequiet actions of just one man can recalibrate the entire merciless Universe.

    This is the story of those deeds.

    2

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    Movement PhaseMoving in Terrain: Disregard the 5th editionrules for moving through difficult terrain andreplace them with the following: any model thatwishes to move in difficult terrain moves at areduced rate of 4 inches.

    Models with the USR Move Through Cover ignoreterrain movement penalties.

    Running: Disregard the 5th edition rules forrunning and replace them with the following: anymodel may choose to make a run move in itsmovement phase; the model adds 4 inches to itsmovement rate for any run move. As usual, amodel that runs may neither shoot nor assaultunless it has the Fleet USR. Jump Infantry mayrun 4 inches after using their special jump move.

    Overwatch: Any model that is armed with aweapon other than a Pistol may choose to go intoOverwatch in its movement phase, which will bethe only action the model may perform in its turn.You should mark the model not only to remind youthat it is in Overwatch, but also to delineateclearly its 180 degree fire arc.

    A model in Overwatch may make a normalshooting attack in the enemys turn at any point ifand when an enemy appears within its 180degree fire arc. If shooting at a target further than12 inches, the model suffers a -1 modifier to itsBS. Any shots over 24 inches suffer a -2 modifierto its BS. Models armed with Sniper weaponsignore BS modifiers.

    The controlling player may choose whether or notto fire at any available target, and thus mightignore the first target in hopes of finding a betteroption later in that turn.

    Once the model has shot from Overwatch,remove its marker; it may make no furthershooting attacks until its following turn.

    Turn Zero: in any mission, the player goingsecond may begin the game with 0-3 models inOverwatch. This non-turn is nullified during thatplayers first player turn. This is designed toprevent turn one imbalance. Your operatives areprofessionals: cautious and prepared.

    Shooting PhaseKillzone: Any time a weapon fires more than oneshot, the shooting player picks a primary targetand may choose to have the hits allocated toother enemy models within its Killzone. All modelswithin 3 inches of the primary target model are inthe Killzone and are eligible secondary targets.The shooting player must announce if he is goingto implement a Killzone before any dice are rolled.

    The first hit is always against the primary target,any subsequent hits are allocated one per modelby the owning player to the secondary targetswithin the Killzone. The owning player must

    allocate at least one hit to each available targetbefore doubling.

    Grenades: Any model armed with grenades maythrow one as a shooting attack with a range ininches that is double its strength statistic. Whenthrown, grenades may target any spot on thetable within range -including (but not limited to)models, terrain, and so on.

    Grenades all count as Assault 1 weapons. Asblast weapons, grenades will scatter; however, todetermine scatter simply roll the directional dieand flip the template over its own edge in theappropriate direction (as with barrage weapons).

    Defensive grenades are S3 AP- and use the smallblast template. All models hit by a defensivegrenade must take a Pinning test.

    Assault grenades are S4 AP- and use the smallblast template.

    Anti-armor grenades are S6 AP3 and have noblast; they do not scatter if they miss.

    SPECIAL OPERATIONS: KILLZONE - RULES

    3

    Dont be absurd, Sergeant Pennfold. ThoseChaos maggots couldnt hit the fat side of aSquiggoth from this dista--

    -last recorded words of Colonel Emillion Grist451st Nunzian Continentals

    The Turn

    Sequence: The turn sequence works as in standard 40K, with one player fulfilling an entire player turn(Movement, Shooting, Assault, etc), followed by the opposing player doing the same.

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    Assault PhaseWho Can Fight: Models must be in base contactto fight in an assault; ignore the standard 2 inchrule.

    Assault Moves Through Cover: Infantry models

    move 4 inches and Beast/Cavalry move 8 inches.

    Reactive Assault: When a model is assaulted,after all assault moves are completed, anyfriendly models within 4 inches of an assaultingenemy model may choose to counter assault inaid of their comrade. To do so, each model mustpass a Leadership test. Any and all successfulmodels may then move 4 inches into base contactwith an assaulting enemy model; they do not gainthe +1 attack for assaulting unless they have theCounter Attack USR.

    This move is unaffected by difficult terrain but

    does not ignore dangerous terrain checks ifapplicable. In the event that a model is in rangeof more than one assault, the model can chooseto react to any one combat it wishes, but youmust declare which models will try to react towhich assaults before you make any of theLeadership checks.

    Any models that are operating in a special firemode (like overwatch) may not reactive assault;they are too busy shooting to notice.

    Consolidation: Do not roll for consolidationdistances; consolidating models may move up to4 inches, which is not modified by terrain.

    As usual, a model must charge the same targetthat it shot in the previous phase; however, if (andonly if) the shooter destroys its target in theshooting phase, that model may assault anotheravailable enemy instead.

    SPECIAL OPERATIONS: KILLZONE - RULES

    4

    ++Inquisitiorial Priority Lambda - approved++Vox Array 58 55954 554545 01 Deep Space++Begin Intercept Transcription...

    [static]...ear me?[pause static]...poral Skives, 38 Placis Mechanized. I donthave much...[loud banging - static]...sgone. 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 38thheld; we kept them out of the Spaceport for thecivvies, but the Nids nailed the evac before itleft atmo. We had to get the word out. Ive onlygot three teams left, and were working the laststanding relay. All the ast-astropaths are dead,ripped their faces out or something.We are negative evac.[sound of explosion in distance, static]...doing what we can to hurt them......

    ++End Intercept Transcription++

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    SPECIAL OPERATIONS: KILLZONE - TEAMS

    Building a List

    Both players build a Special Operations Group using the codex for his/her army of choice. A SpecialOperation Group generally contains one or two teams of 250 points each. Naturally, we leave the decisionregarding the number of teams up the players on the day.

    5

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

    No model may exceed 80 points (includingupgrades).

    Teams purchase individual models from the Elite,Troops, Fast Attack, and Heavy Support unitselections in their codex. A little basicmathematical skill might be required to figure outsome individual points costs. Please see theCodex: Operatives amendment for the specifics ofyour Codex.

    For example, the cost of a tactical marinesergeant can be determined by subtracting thecost of the 4 standard marines (16 points each x 4= 64) from the squads base cost (90). So the costfor the Marine Sergeant is 26 points (90 64 =26).

    You may only take one squad leader upgrade foreach unit choice taken and only after you takeone member from the squad entry. You may nottake a second squad leader choice for anyparticular unit type.

    So, for example, if you take one tactical and oneassault marine, you could then select an assaultsergeant and a tactical sergeant; once these arechosen, you may not enlist another tactical orassault sergeant for your team.

    Team Leader: Pick one model from your team tobe the team leader, preferably the model with thehighest Ld value. The team leader may not beequipped with a Heavy weapon. All models within6 inches may test on his Ld. This model gains +1Wound if he only has one in his base statistic; ifthe model has more than one Wound already, hegains +1 Attack instead.

    Note: a Walker cannot be a team leader, as it willhave neither Ld nor W value.

    Standard Restrictions: a team may select alimited number of models with the followingattributes:

    0-2 2+ armor save0-2 3 wounds0-2 3+ invulnerable saves0-2 Jump Infantry0-2 Bike/Jetbike, and/or

    Cavalry/Beasts designation.

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

    Weapon Restrictions: Killzone teams identifyfour basic type of non-standard and limited

    weapons. In any mission, a team may field thefollowing number of non-standard weaponry:

    0-3 Template - designated Template0-3 Incisive - with AP2 or lower0-3 Suppressive - with 3 or more shots0-3 Heavy weapons - designated Heavy.

    These characteristics stack, so a Lascannon fillsboth an Incisive and a Heavy slot. Likewise,models with variable weapons and weapon typescount 1 for each available or potentialcharacteristic (thus a Chaos Obliterator tallies1 Template, 1 Incisive, and 1 Heavy regardless).

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

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

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

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

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    Armored Might: This theme allows you to ignore the standardrestriction and to field additional models with 2+ Armor saves inyour Special Operations Group.

    Death From Above: This theme allows you to ignore thestandard restriction and to field additional Jump Infantry modelsin your Special Operations Group.

    Behemoths: This theme allows you to field a SpecialOperations team composed entirely of models with 3 wounds.ouch.

    Swift As The Wind: This theme allows you to field additionalmodels that are Bikes, Jetbikes, or Cavalry/Beasts in yourSpecial Operations Group (you must pick which exactly).Furthermore, any Bike or Jetbike model may add the SkilledRider USR for an additional 5 points per model.

    Themes

    In rare circumstances, one of the proceeding restrictions can be lifted by dedicating your team entirely toa theme listed below. We consider that any such team has extended the nature of its specialty and hasbeen called in for an extraordinarily particular mission. And so on.

    By committing to a theme, a team will ignore one specific restriction for the standard Special OperationsGroup organization restrictions; however in order to do so, the entire team must adhere to that theme. Forexample, if you would like more than 2 jump infantry in the composition of a team, then all models in thatteam must be jump infantry.

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

    For example: each model in an Armored Might team must have the themed 2+ armor save; however,the theme does not also exempt the standard restriction on 3+ invulnerable saves. Therefore an ArmoredMight team composed entirely of Terminators may still only contain two models that have been armed

    with a Storm Shield.

    SPECIAL OPERATIONS: KILLZONE - TEAMS

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    Optional Upgrades

    Because Special Operations: Killzone forgoes the standard HQ choice, the following Skill and WargearUpgrades represent a tremendous way to bring personality to the individuals in your Special OperationsGroup. 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). Walkersmay not select any Skill upgrade and only the specific Wargear upgrades that state an exception.

    Note: for clarity, these upgrades have been articulated with an eye on the more human elements of the41st millennium; please feel free to substitute an appropriate terminology for your own race.

    SPECIAL OPERATIONS: KILLZONE - UPGRADES

    7

    Blade Master: 10 points

    A team member with this ability will gain theRending USR for all close combat attacks. Themodel may not be armed with a special closecombat weapon.

    Brawler: 5 pointsA team member with this ability gains +1S to hisprofile while in close combat.

    Crack Shot: 10 points

    A team member with this ability may re-roll anyfailed to hit or to wound rolls. The player mustannounce which will be re-rolled at the beginningof the shooting phase.

    Gunfighter: 10 pointsThis skill increases the models rate of fire by onefor one weapon per turn (e.g.: Assault 3 weaponinto Assault 4) if the target is up to 12 inchesaway. This skill will also add one to the rate of fireat a target over 12 inches, provided the shootingmodel has not moved that turn. This skill may notbe used with a Template or a Heavy weapon.(note: the skill will not affect special rules for theweapon, like Gets Hot!).

    Hard to Kill: 10 points

    The team member gains the Feel No Pain USR.

    Lightning Reflexes: 20 pointsA team member with this ability gains a 5+ dodgesave from all shooting and close combat attacks.The dodge save is taken before his normal save;the model may use both saves to avoid damagefrom any attack.

    Raider: 5 points

    A model with this skill upgrade enjoys the Hit andRun USR.

    Resilient: 5 points

    The 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 takenan unlimited number of times per team. Walkers may not select any Skill upgrade.

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

    team.

    Auspex: 10 pointsA team member with an Auspex forces hisopponent to re-roll successful cover saves whenthe team member shoots. In addition, if the modelcarrying the Auspex did not move, it may conferthe special rule to a single friendly model within 6inches. The team member may not take an

    Auspex if it is carrying a Heavy weapon (Walkersmay select this upgrade).

    Medipack: 15 points

    A team member with a medipack gains the FeelNo Pain USR; in addition, one team memberwithin 6 inches of the medipack may take a singleFeel No Pain roll in each player turn.

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

    Refractor Field: 15 pointsA Team Leader may take a refractor field and gaina 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 savesfrom shooting attacks made by a model withpenetrator rounds. You may only use a weaponsbasic statistics, and may not stack PenetratorRounds with other special ammunition. Modelswith a Heavy Weapon may not take penetratorrounds (Walkers may select this upgrade).

    Stealth Suit: 10 pointsAny infantry classed team member may take the

    Commando upgrade. The model gains theStealth, Scout, and Move Through Cover USRs.The model may not have a Jump Pack, Bike,Jetbike, or a 2+ armor save.

    Suspensors: 10 pointsA team member with a Heavy Weapon can have itfitted with suspensors; the model gains theRelentless USR, but may only fire up to half theweapons maximum range if he has moved.

    Targeter: 5 points

    A team member with a targeter adds +1 to all ofhis rolls to hit when shooting, provided that theteam member has not moved in his turn (Walkersmay select this upgrade).

    Assault Grenades: 2 pointsTeam members armed with assault grenadescount as being armed with Frag grenades or theappropriate equivalent for your race (biomassprojectiles for Tyranids, etc). Models in Terminatorarmor may not purchase assault grenades.

    Defensive Grenades: 2 pointsTeam members armed with defensive grenadescount as being armed with the appropriateequivalent for your race. Models in Terminatorarmor may not purchase defensive grenades.

    Close Combat Accessories: 2 pointsThese can take the form of bayonets, knives,short swords, and sometimes even sharpenedentrenching tools. A team member armed withclose combat accessories will gain an additionalclose combat weapon in the Assault phase.

    Thermal Imaging: 2 pointsTeam members armed with the Thermal Imagingupgrade gain the Acute Senses USR during anyturn 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 unlimitednumber of times per team.

    Wargear Upgrades

    SPECIAL OPERATIONS: KILLZONE - UPGRADES

    8

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    Playing a Killzone Battle

    The BasicsPick a Game Size: You should prearrange thesize and scope of the game by considering howmany teams you would like to use in your SpecialOperations Group; we tend to play 250 pointteams as standard, but have at times stretchedthis limit to include multiple teams within eachSpecial Operations Group so that each player (orgroup thereof) controls multiple 250 point teamsper side. In any event, we encourage you toexpand (or to restrict) your forces with the sameirreverent spirit that inspired Killzone from thebeginning.

    The Table: We recommend that a standardKillzone Mission should be played on a 3ft by 3fttable for basic 1v1, or on a 4ft by 4ft table for fullSpecial Operations Groups (ie: 2 or more teamsper side); at least 50% of the tabletop should becovered in terrain -though we recommend loadingthe table with as much as possible.

    Markers:After the table has been arranged anddeployment decided, place three markers on thetable. One marker will always be situated in thecentermost point of the table. The center of theremaining two markers are placed 9 inches fromthat marker along an axis through the remainingno-mans land (ie: either diagonally in a quartersdeployment or across the center line in halvesdeployment). In either instance, the markersshould split the distance between the zones. Inany mission with reserves deployment, the playerwho goes first decides the axis.

    Each marker should be numbered either 1, 2, or 3underneath its base (see mission for details), butplaced randomly and without deliberation. Thisnumber will be revealed to both players themoment any marker is in base-to-base contact

    with a model.

    There is always the possibility that these markerswill be nothing more than empty decoys, but weencourage you to model something relevant andexciting just in case as there is an equalpossibility that these markers will, in fact,represent a focal point in the game.

    Before your full mission briefing, of course, youwill not know for certain.

    Night Fight:After all deployment and missionselection (described on the next pages), theplayer going first rolls a d6 and checks to see ifthe visibility for the mission will be impeded in anyway:

    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 oranother to suffice for this mission.

    Of course, the basic Night Fight mechanismrequires some tinkering for these more intimateSpecial Operations encounters. Before any actionon 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+12inches LoS range; this range lasts the entiregame turn for all models and both players. Allmodels outside that range are considered outsideof LoS.

    At the beginning of each subsequent turn in whichNight Fight has effect, players will alternate the

    d6+12 roll that decides visibility as appropriate.

    Modifiers:Acute Senses: please remove the current rule forthis USR and instead add 4 inches to Night FightLoS range for this model.

    Tau Black Sun Filter: remove the current rule forthis USR and instead add 4 inches to Night FightLoS range for this model. This bonus will stackwith Acute Senses.

    Imperial Guard Search Lights: count as AcuteSenses, and therefore add 4 inches to LoS range

    for this model only. This bonus does not stackwith the Thermal Imaging wargear upgrade as themodel cannot have Acute Senses twice.

    SPECIAL OPERATIONS: KILLZONE - GAMES

    9

    The manner and direction of gameplay you ultimately select, quite obviously, depends on you; however,we always encourage you to engage the game with a keen eye on the story that develops within it. Forwhichever method you choose, we can (and do) recommend the following basic methods to enter theKillzone experience:

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    Quarters: In a mission that calls for tablequarters, the player deploying first will chose astandard table quarter and place all hisappropriate models within a deployment zonecreated by measuring a 12 inch triangle extendingalong the both table edges from the corner. Theopposing player will then place all appropriatemodels in the quarter diagonally across, also

    within a triangle 12 inches from the corner.

    Halves: In a mission that calls for table halves,the player deploying first will chose any table halfand place all his appropriate models in thatdeployment zone no further than 6 inches fromthe table edge. The opposing player will thenplace all appropriate models in the opposite tablehalf, again no further than 6 inches from the tableedge.

    Reserves: In a mission that calls for reserves, allmodels begin the game off the table (thoughDeep Strike remains inoperable). At the beginning

    of each turn, roll individually for each model inyour Special Operations Group. That model willarrive on a d6 roll of: 4+ on turn one, 3+ on turntwo, automatically on turn three.

    Available models will then roll (again, individually)a second time to determine the manner of theirentry. Reserves arrive as follows:

    1: any table edge opponents choice, butcontrolling player may still decide where onthat edge.

    2: the table edge left of the controlling player.3: the table edge closest to the controlling player.

    4: the table edge right of the controlling player.5-6: any table edge controlling players choice.

    A model must enter the table from a point at least12 inches from an enemy model already on thetable. If a model is unable to enter the gamebecause of this restriction, it will be placed backinto reserves and will roll again in the followingturn.

    The fifth quarter: Please note that for the sake ofthis game, we divide the table into five quarters:one in each corner and a non-standard fifth inthe middle of the table. The fifth quarter is alwayscreated by drawing a 6-inch radius from thecenter of the table.

    Various missions may require your Special

    Operations Group to push into any number oftable quarters, so please keep in mind that eachof the five quarters represents not only a viabledeployment zone but also a potential victorycondition.

    Note: throughout this section and beyond, we willrefer to the act of drawing cards; however, all theinformation on the cards mentioned herein hasbeen included in this ruleset. If you do not havethese cards available, please randomly selectthese with a d6 or d10 instead.

    SPECIAL OPERATIONS: KILLZONE - GAMES

    10

    Deployment

    The Primary Mission card will designate your deployment for each mission with a simple keyword(quarters, halves, reserves); these are described in greater detail below.

    Once you have identified your primary mission, roll off to determine who will deploy first. The highest roll

    may choose to deploy first or second but, again, must follow the parameters described in the primarymission; in almost every instance, the player that deploys first also goes first in each turn.

    Unless otherwise stated, Scout and Infiltrate moves operate as normal.

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    MissionsIn order to represent strategic complexity of a Special Operations mission on the tabletop, we recommendthe following dynamic approach to mission selection:

    Primary Mission:Before Deployment, players draw a singlePrimary Mission card. This card is played faceup on the table, and each player will be workingtoward that primary objective for this mission. ThePrimary Mission is worth 6 possible MissionPoints. Each Primary Mission card includes adescription for partial success of that mission.Partial mission completion is worth 3 MissionPoints.

    Note: The specific primary mission brief willdescribe in detail how one might achieve a partialsuccess in any mission (e.g.: fulfilling all but onerequirement, etc).

    Secondary and Tertiary Missions:After Deployment but before Scout and Infiltrateactions, each player then draws a singleSecondary Mission card and a single TertiaryMission card. These are kept confidential andonly revealed at the end of the game whenplayers calculate Mission Points and VictoryConditions (discussed in greater detail below).Secondary Missions are worth 3 Mission Pointsand Tertiary Missions are worth 1 Mission Point.

    Callous Disregard: If a player chooses to do so,he may earn an additional Mission Point for anySecondary and/or Tertiary Mission by revealingthe mission to his opponent before play hasstarted. The bonus point will only be rewarded fora mission both revealed and completed. This is arather bold gesture, reserved for those SpecialOperation Groups either uninterested in the subtlearts, or those too desperate to care.

    Fortune favors the brave. If you both declare andcomplete your Secondary and your TertiaryMission (with the aforementioned level of callousdisregard), you earn an additional Mission Pointfor being so extraordinarily brash.

    Otherwise, Secondary and Tertiary Missionsshould remain secret until the end of the game.

    A Desperate Gamble: At any point in the game, aplayer may discard the Tertiary Mission card anddraw an additional Fate card. A player who doesso will automatically forfeit any possible MissionPoints for that Tertiary Mission.

    Note: again, the following pages outline thespecific objectives for primary, secondary, andtertiary missions. If you do not have cardsavailable to select and generate those missions,

    please simply roll a d6 for each appropriatemission and record the results (secretly whennecessary).

    11

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    12

    Ending the Game:Although individual Missionsmay have alternative triggers for concluding play,the following will almost always end the game,and should be considered the standardmechanism unless otherwise stated. There aretwo possible triggers to end the standard game:

    -AfterFour: After turn four, a game will begin toend if one player has completed the PrimaryMission requirements; however, the game canonly do so if that mission remains completedthrough the oppositions next full player turn(allowing one final gasp at glory).

    Note: in order to end a game, a mission must becomplete for at least two consecutive player turns(thus might end mid game turn), and a gamecannot end before the fourth turn unless one teamhas been tabled. If a player has been tabled toend the game, Mission Points are still only allottedfor completed missions, no matter how brutallyone trounces an opponent.

    -After Seven: the game will always end at theconclusion of turn seven regardless of missionsuccess or failure.

    Kill Points:A few missions will require that youcalculate Kill Points to help determine the relativesuccess of a mission. Before a game, werecommend that you record the original value ofyour team and keep a note of this number on yourroster where you may reference it easily if calledupon to do so.

    Every model has a Kill Point value, which can bedetermined by using this (quite simple) dynamic:move the decimal point over and round up. Forexample: if the total value of a model is 1-10 = 1Kill Point, 11-20 = 2 Kill Points, 21-30 = 3 KillPoints, and so on to a maximum of 8 Kill Points.

    Your team earns KPs for each enemy that isviolently removed from play. You do not earn KPsfor models that flee, are fleeing, or are otherwiseremoved from the table.

    Victory Conditions: In the murky world ofSpecial Operations, the relative success or failureof a mission can be a difficult matter to measure.Often, rival teams will thwart an enemys primaryobjective only to discover that other valuableassets have been compromised, destroyed, co-

    opted, or otherwise negated.

    Victory can be measured according to thefollowing chart:

    Condition: Mission Points:Primary Mission complete: +6

    or partial completion: +3

    Secondary Mission complete: +3(and callous disregard) +1

    Tertiary Mission complete: +1(and callous disregard) +1

    double disregard +1

    The player with the most Mission Points at theconclusion of the game wins.

    Note: In the elusive perfect game, a player mayearn as many as 13 total Mission Points:

    (+6 for Primary Mission, +3 for SecondaryMission, +1 for Callous Disregard, +1 for TertiaryMission, +1 for Callous Disregard, +1 bonus fordouble Disregard = 13 Mission Points).

    We have yet to see it happen.

    -gotta say, we wasnt finking about holdin tilthe fleet came. We wasnt finking about muchbeyond the mud and the feth and thewhereabouts of our next set of ration bars.

    Greenies dont like our food, see. So it was alljust out there... waiting. Only problem was,there was this couple of thousand Orks and, tothem, WE was the food.

    -Veteran Guardsman Pullo, 31st Hadeshive

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    1. Kill PointsYou must destroy the enemys Special OperationsGroup. Each enemy model has a Kill Point value,which can be determined by using this (quite

    simple) dynamic: move the decimal point overand round up.

    Record the KP value for each model you destroy.As usual, your team only earns KPs for eachenemy that is violently removed from play.

    A team that reduces the enemy to below onequarter its original Kill Points successfullycompletes this mission.

    Partial Completion: if a team reduces the enemyto below one half its original Kill Points.Deployment: Quarters, Halves

    2. Sweep and ClearWith this sweep and clearorder, your team mustclean a path for the next wave.

    Markers are set up and interact with secondarymissions as usual; however, they are not fixed.Upon contact with a marker, a model will lose allremaining movement that player turn.Subsequently, an unencumbered model maymove a marker up to 6 inches in any player turn.If that model is killed, the marker falls directlyunderneath his base. All else remains as normal.

    In order to complete this mission, you must bringat least one marker completely into yourdeployment zone.

    Partial Completion: if any two markers end thegame completely within your table half.Deployment: Halves

    3. Capture and ControlYour team must capture and control a vital areain no-mans land; it is imperative that you bothhold this area and keep it free of enemy

    interference: think king of the hill.

    You must bring all surviving models into the fifthquarter and remove all enemy models from thesame in order to successfully complete thismission.

    Partial Completion: if a player ends the game withall surviving models in the fifth quarter but doesnot control it.Deployment: Reserves

    4. ReconnaissanceYour team has a scouting obligation. The morereconnaissance you can perform in the field, thebetter.

    Your team must end the game with at least onemodel in four of the five possible table quarters(see the fifth quarter). Any individual model mayonly ever claim a single quarter.

    Partial Completion: if a team ends the game witha model in three of the five table quarters.Deployment: Quarters

    5. WithdrawalTwo Special Operations Groups have found

    themselves on the wrong end of no-mans landand must strategically withdraw from theirrespective missions.

    Each team must get half of its original Kill Pointsvalue into the enemys deployment zone.

    Partial Completion: if a team ends the game withall models out of its deployment zone but only onequarter of its original Kill Points in the enemyzone.Deployment: Quarters, Halves

    6. AmbushThe intelligence was flawless, but the ambushhas gone to hell. The combat zone has turnedinto a free-for-all.

    The Attacking player goes first, begins in reserve,and must end the game with a quarter of itsoriginal Kill Points value inside the fifth quarter.

    The Defending player deploys second, places allappropriate models within the fifth quarter, andmust end the game with a quarter of its originalKill Points value within 6 inches of any table edge.

    Partial Completion: none -its all or nothing.Deployment: Fifth Quarter, Reserves

    13

    Primary Missions:

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    1. MunitionsOne marker represents a cache ofmunitions thatmust be destroyed.

    If an unencumbered model in base-to-basecontact with the objective marker reveals marker1, it has found the munitions, which will explode atthe end of the next full game turn (after contact).

    The explosion is centered on the objectivemarker: S6 AP-, Large Blast. The munitions mustexplode before the end of the game in order tosuccessfully complete this mission objective (allthe better if the explosion causes the end of thegame).

    2. Standard Template ConstructOne marker represents an invaluable componentfor a standard template construct; as such,your team has an astonishing opportunity, andyou must get your hands on a constructcomponent in order to learn what you can whileyou may.

    If an unencumbered model in base-to-basecontact with the objective marker reveals marker2, it has located the STC.

    In order to complete this mission, one member ofyour team must end the game in base contact

    with the marker. No other model may be incontact with the marker.

    3. Intelligence CacheOne marker represents a vital intelligence cachefrom which you must upload information.

    If an unencumbered model in base-to-basecontact with the objective marker reveals marker3, it must remain in contact with that marker forone full game turn.

    The model may shoot during the upload process

    (game turn), but may not move or engage in closecombat. Collection completes the missionobjective even if the model in question is latereliminated from the game.

    4. TransmitterYou must hold the high ground in this sector inorder to set up a beacontransmitter.

    When the game ends, you must hold the highestnon-impassible level of terrain on the table, withno enemy models within 3 inches (or one level).

    If two or more pieces of elevated terrain are ofequivalent height, the one with the largestfootprint/base is the objective. If there is still a tie,the qualifying piece of terrain that is closest to thecenter of the table is the objective. If there is still atie, any one qualifying piece will fulfill the objective(cardholders choice).

    5. Lead from the FrontMorale within your Special Operations Group hassuffered recently. Each member of your SpecialOperations Group looks to the teamleaderfor anunspoken, unquantifiable boost. It is time to leadby example.

    Your team leader must survive the game, inflicttwo wounds, and end closer to an enemy modelthan any friendly model in order to successfullycomplete this mission objective.

    6. Reverse Engineering

    Secretly identify and record one enemy modelcarrying either a Template, Incisive, Suppressive,or Heavy weapon other than the team leader.Command has issued orders to recover a specificpiece of enemy wargear from that individual inorder to reverseengineerit.

    This model must be killed in Assault in order tosuccessfully complete this mission objective.

    14

    SPECIAL OPERATIONS: KILLZONE - GAMES

    Secondary Missions:

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    1. Just Breathe, RookieSecretly mark one model from your Special

    Operations Roster other than your team leader.This is the Rookie. Even among an elite SpecialOperations Group, someone has to be the newguy. Your job is to keep the Rookie alive until hegets some experience under his belt.

    This model must survive the game in order tosuccessfully complete this mission objective.

    2. TraitorSecretly identify and record one enemy modelother than the team leader. This model is theTraitor; he is an extremely important sleeper

    agent within the enemys ranks, and you mustkeep him alive for future activation.

    Although an enemy nonetheless, the Traitor mustsurvive the game in order to successfullycomplete this mission objective.

    3. VaingloryhoundSecretly mark one model from your SpecialOperations Roster other than your team leader.This is the glory hound; this model has beenfeeling a bit headstrong lately, perhaps a bit toomuch so.

    Keep close record of each wound inflicted by yourteam members. The glory hound must exceed thetally of wounds caused by any other model onyour team (including the team leader) in order tosuccessfully complete this mission objective.

    4.VendettaSecretly mark one model from your Special

    Operations Roster other than your team leader.This model enjoys a profoundly personal grudgeagainst the enemy Special Operations Group andwill stop at nothing to grind this Vendetta underhis heel.

    Keep close track of the Kill Points value for eachenemy model specifically killed by this individual.This model must kill twice his own value in KillPoints to successfully complete this missionobjective.

    5. Sabotage

    Your team has been monitoring enemy activityand may have found a way to sabotage anunguarded target of interest.

    In order to successfully complete this mission,you must destroy two objective markers (with thefollowing profile: T5 W2) not including any markerrelevant to your own primary and/or secondarymission objective this game.

    6. CulpritSecretly identify and record one enemy modelother than the team leader. This model carries animportant token rightfully belonging to your army;he is known as the culprit.

    You must kill the culprit and reclaim the tokenfrom the point where he fell. If you reclaim thetoken, you may carry it with no movement penaltyeither for collection or after. If any subsequentmodel is killed while holding the token, the tokenremains in play and can be retrieved by eitherside.

    One member of your team must be holding theitem when the game ends to successfullycomplete this mission objective.

    Tertiary Missions:

    15

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    SPECIAL OPERATIONS: KILLZONE - CARDS

    16

    1. Get down now!Select one model (either from your team or youropponents). This model must immediately go toground without making a pinning test.

    You may reveal this card at the beginning of either

    player turn.

    2. PoisonThe moment you play this card, one modelsclose combat weapon gains the characteristicPoison (2+) for a single Assault phase.

    This card may be revealed during any Assaultphase in the game.

    3. Adrenaline RushThe moment you play this card, one model ofyour choice benefits from the Fleet UniversalSpecial Rule for one turn.

    You may reveal this card at any moment in yourplayer turn: Movement, Shooting, or Assault.

    4. Im the best at what I doWhen you activate this card, a single model fromyour team gains the Furious Charge UniversalSpecial Rule for the remainder of your player turn.

    You may reveal this card at any moment in yourplayer turn.

    5.You keep using that wordThe moment you play this card one individual

    model from the opposing team loses a singleUniversal Special Rule or skill upgrade for theequivalent of one entire game turn (ie: two playerturns including the one in which the card becomesactive).

    This card may be played during any phase ofeither players turn.

    6. Fickle FortuneThe moment you play this card, one individualmodel from your team may borrow a singleUniversal Special Rule or skill upgrade from anyenemy model on the table; the enemy model maynot benefit from this USR for the active period of

    this card, which lasts for the equivalent of oneentire game turn (ie: two player turns including theone in which the card becomes active).

    You may reveal this card at any moment in yourplayer turn.

    7. Bullet timeOnce revealed, this card forces a single enemymodel to re-roll all successful wounds from anyattacks that he makes for one phase (either theShooting or Assault phase, but not both).

    This card can be played during any phase in

    either player turn

    8. Die, you gitThe moment you play this card, one model fromyour team may re-roll any/all of its failed rolls towound in a single phase (Shooting or Assault).You may only re-roll any given result once sothis card may not be used to re-re-roll a failedresult.

    This card may be revealed at any point in eitherplayer turn.

    9. No Surrender

    The moment you play this card, your team (or anysingle member therein) may re-roll a Morale orLeadership Test.

    This card may be revealed at any necessary,worthwhile point in the game.

    10. TrumpOnce revealed, this card will automatically negatethe effect of a Fate card played by your adversary.

    Fate:

    These cards are designed to add a statistically improbable, but appropriately cinematic, element to aKillzone game. They are not necessarily balanced, and are deliberately designed to offer your team animprobable boon in the grand, heroic Hollywood tradition.

    Each player selects a single card for every team in his Special Operations Group immediately afterdeployment but before the beginning of play. If you do not have cards available, generate your Fate byrolling a d10 and secretly recording the results.

    Most Fate cards have some element of restriction as to when that card can be revealed. Pay closeattention, as these often mimic the fickle nature of Fate. These cards will invariably influence crucialevents in the game -and we recommend you do so with an appropriate dramatic finesse.

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    SPECIAL OPERATIONS: KILLZONE - CARDS

    Cards

    These cards are designed to add a supplemental bit of fun to your Killzone experience. They are optional,as all the information contained in these cards is also already available to you in this book.

    If, like us, you enjoy an extra ounce or two of character, fun, and frivolity in your gaming experience, wehighly recommend picking up a set. We have provided a few examples below, but you are free to exploreother options. To that end, we have taken a liberty of including several blank cards in the set so that youmight create your own Mission and/or Fate cards to suit your specific games and/or campaigns. Enjoy.

    As an aside, we presume that players using these cards will do so in good faith and not try to exploit anyambiguities.

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    SPECIAL OPERATIONS: KILLZONE - ALT

    Alternatively

    What follows are some alternative rules to further indulge the ambitious but free-spirited impulses thatstarted Special Operations: Killzone rolling in the first place. The following additional and/or alternativeideas do not constitute core Killzone rules, but the ideas are compelling and we would feel remiss if wefailed to include them here. Please have a bash at one or more of the following as an alternative to your

    standard Killzone gaming -just make sure that your opponent is on the same page (literally andfiguratively). Moreover, we encourage you to discover your own methods for tinkering with the rules, andto share those ideas with us if you please.

    Alternate Phases: a fair few playtesters haveexperimented with the idea of breaking the turndown into alternating sub-phases, during whicheach player performs all actions appropriate tothat phase before moving forward to the next one.

    As such, the turn is broken down into the standardturn components (Movement, Shooting, Assault),but each player.

    In this instance, we recommend that you fold

    charge moves directly into the movement phase(as with running). Moreover, we also recommendthat both players still fight close combatencounters in their respective assault phase, asnormal per game turn.

    For example: in a new turn, player one performsall his movements for that turn as normal;however, player two will then immediately performall of his movement actions for that turn, bothincluding run and charge moves. After this hasbeen completed, player one will then proceed tothe Shooting phase, followed immediately by

    player two. Player one then rolls all assaults, withall resolutions concluded, before Player twoenacts another subsequent Assault phase to itsnatural conclusion.

    Priority: the player that deploys first enjoysPriority for the first turn. After that, each playerrolls a d6 at the beginning of the turn to see whohas Priority for that turn. The winner of the die rollmay choose to go first or second in the currentgame turn. If the die roll is a tie, Priority goes tothe person who went second in the previous turn.

    Up and at them: once per game, a player mayautomatically steal priority if (and only if) theopposing player has won priority two turnsconsecutively. The stolen priority prevents oneplayer from dominating two sequential turns.

    Overwatch: you may find an odd situation inwhich a model could remain on Overwatchthrough two sequential enemy player turns (due topriority). If this happens, the Overwatch modelmay shoot in the second enemy player turn,provided that there is a viable target and that hehas not already taken himself out of Overwatch byshooting.

    After priority has been decided, the controlling

    player signals that his model intends to remain inOverwatch through this subsequent turn byleaving the Overwatch marker in place. If a modelopts to continue in Overwatch, he treats the entireturn as if he elected to engage Overwatch in hisown player turn as normal; he cannot, therefore,perform any action in his player turn.

    If the marker is removed after priority of thesecond game turn, the model may treat his playerturn as normal. The Overwatch marker must beremoved before the enemy models have moved inorder to do so.

    For example: a model goes into Overwatch in thefirst half of game turn 1. He does not shoot duringthe enemys portion of turn 1, so his Overwatchstatus has not been negated. The enemy wins

    priority for game turn 2 and decides to go first.The player controlling the model in Overwatchmust decide immediately to either leave orremove the Overwatch counter. If the counterremains, the model may shoot in the enemy

    portion of turn 2, but doing so will be the sum ofhis actions for that game turn.

    Defensive Fire: In a situation like the onedescribed above, in which a single player enjoystwo sequential player turns due to thehappenstance of Priority, a model armed with aPistol may qualify for a special Defensive Fireattack.

    If a model with a Pistol is assaulted in the enemyssecond consecutive turn due to Priority, it may fireat one assaulting model with a -1 to hit modifier.

    18

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    CONTRIBUTORS CREDITS:The following people have contributed to this document for no reason other than their love of thehobby and their desire to make a skirmish game the way they would like to play it. We would like tothank 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 andFrozencore 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

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    SPECIAL OPERATIONS: KILLZONE - SUMMARY

    Team Structure250 points limit. 5-20 models total. No modelmay exceed 80 points (including upgrades), andno model may have more 25 points of upgrades.

    Team Leader: No Heavy Weapons; model gains

    +1W if only has one in base statistic; if modelhas more than 1W, gains +1A instead.

    Standard Restrictions: a team is limited in thenumber of models with the following attributes:

    0-2 2+ armor save0-2 3 wounds0-2 3+ invulnerable saves0-2 Jump Infantry0-2 Bike/Jetbike, and/or

    Cavalry/Beasts designation

    Weapon Restrictions: a team may field thefollowing number of non-standard weaponry:

    0-3 Template - designated Template0-3 Incisive - with AP2 or lower0-3 Suppressive - with 3 or more shots, and/or0-3 Heavy weapons - designated Heavy.

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

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

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

    Vehicles: No vehicles allowed except a single

    Walker per team, and only if it has an armorrating of 33 or less.

    Primary Mission1. Kill Points 4. Reconnaissance

    2. Sweep and Clear 5. Withdrawal3. Capture and Control 6. Ambush

    Secondary Mission1. Munitions 4. Transmitter2. Template Construct 5. Lead from the Front3. Intelligence Cache 6. Reverse Engineering

    Tertiary Mission1. Just Breathe, Rookie 4. Vendetta2. Traitor 5. Sabotage3. Vaingloryhound 6. Culprit

    DeploymentQuarters: 12 inch triangle from corner.

    Halves: 6 inches from the table edge.

    Reserves: each model rolls individually: 4+ onturn one, 3+ on turn two, automatically on turnthree.

    1: any table edge opponents choice.2: the table edge left of the controlling player.3: the table edge closest to the controlling player.4: the table edge right of the controlling player.5-6: any table edge controlling players choice.

    The fifth quarter: 6-inch radius from the center.

    Ending the Game

    AfterFour: after turn four, a game will end if oneplayer has completed the Primary Missionrequirements, but only after the oppositions nextfull player turn. If the Mission remains complete,the game ends immediately.

    After Seven: a game will always end at theconclusion of turn seven regardless of missionsuccess or failure.

    Mission PointsPrimary complete: +6 MPs

    partial: +3 MPs

    Secondary complete: +3 MPs(and callous disregard) +1 MPs

    Tertiary complete: +1 MPs(and callous disregard) +1 MPs

    The TableMarkers:After the table has been arranged anddeployment decided, place three markers: one atthe centermost point, and the other two 9 inchesalong an axis through the remaining no-mansland. In either instance, the markers should splitthe distance between the deployment zones.

    Night Fight:After all deployment and mission

    selection, player going first rolls d6 to checkvisibility: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 allmodels and both players. Players alternate asappropriate. Specific modifiers will add 4 inchesonly to that models visibility.

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    The TurnSequence: The turn sequence works as instandard 40K.

    Movement PhaseMoving in Terrain: difficult terrain reducesmovement to 4 inches. Models with the USRMove Through Cover ignore terrain movementpenalties.

    Running: (movement phase) model adds 4inches to movement rate for any run move; amodel that runs may neither shoot nor assaultunless it has the Fleet USR. Jump Infantry mayrun 4 inches after using their special jump move.

    Overwatch: (movement phase) only action themodel may perform in its turn. Mark the model todelineate clearly its 180 degree fire arc.

    Any weapon that is not a Pistol may engageOverwatch. A model on Overwatch may make anormal shooting attack in the enemys turn if andwhen an enemy appears within its 180 degreefire arc. If shooting at a target further than 12inches, the model suffers a -1 modifier to its BS.

    Any shots over 24 inches suffer a -2 modifier toits BS. Models armed with Sniper weaponsignore BS modifiers.

    The controlling player chooses when to fire.

    SPECIAL OPERATIONS: KILLZONE - SUMMARY

    Assault PhaseWho Can Fight: Models must be in basecontact to fight in an assault; ignore the standard2 inch rule.

    Assault Moves Through Cover: Infantrymodels move 4 inches and Beast/Cavalry move8 inches.

    Reactive Assault: (Leadership test) friendlymodels within 4 inches of an assaulting enemymodel may choose to counter assault in aid oftheir 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 consolidationdistances; consolidating models may move up to4 inches, which is not modified by terrain.

    Shooting PhaseKillzone: hits allocated to other enemy modelswithin 3 inches of the primary target model are inthe Killzone and are eligible secondary targets.The shooting player must announce if he is

    going to implement a Killzone before any diceare rolled.

    The first hit is always against the primary target;any subsequent hits are allocated one per modelby the owning player to the secondary targetswithin the Killzone. The owning player mustallocate at least one hit to each available targetbefore doubling.

    Grenades: (shooting phase) Grenades all countas Assault 1 weapons. As blast weapons,grenades will scatter; however, to determinescatter simply roll the directional die and flip the

    template over its own edge in the appropriatedirection (as with barrage weapons).

    Defensive grenades are S3 AP- and use thesmall blast template. All models hit by adefensive grenade must take a Pinning test.

    Assault grenades are S4 AP- and use the smallblast template.

    Anti-armor grenades are S6 AP3 and have noblast; they do not scatter if they miss.

    General Game ChangesArea Terrain: Any forest or jungle area terrainwill block LOS to a target if there are four ormore inches of area terrain between the targetand the shooting model.

    Army of Heroes: Each model in Killzone acts asa unit of one; however, no single model mayexceed 80 points (including upgrades). Allmodels in Killzone count as scoring units.

    No Deepstriking: No model may teleport ordeepstrike in Killzone, unless the scenariospecifically allows it.

    Area of Effect: Any friendly model within 6inches of a model with an Area of Effect item orability gains the benefits from the item.

    Pinning: a wound from a weapon with pinningtest causes all models within 6 inches to makepinning test.

    Natural: a roll of 1 always misses, and a roll of 6always hits.