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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