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    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.

    Astartes, Battlefleet Gothic, Black Flamer, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the

    Blood Bowl logo, the Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, the Citadel device,

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    Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda plate logo, Necron,

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    Warhammer 40,000 Universe are either , TM and/or Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other

    countries around the world.

    Used without permission.

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

    This is NOT a Games Workshop Product

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneContents:

    Introduction

    Rules Additions and Changes for KillzoneGeneral Game Changes

    Area Terrain

    Army of Heroes

    Deepstriking

    Pinning

    Reserves

    Natural

    The TurnMovement Phase

    Moving in Terrain

    Running

    Opportunity Fire

    Turn Zero

    Shooting Phase

    Killzone

    Auto-Fire

    Grenades

    Assault Phase

    Who Can Fight

    Assault Moves

    Assault Moves Through Cover

    Reactive Assault

    Strength in Numbers

    Consolidation

    Building a List

    Team Structure

    Team Leader

    Standard RestrictionsWeapon Restrictions

    Unique Models

    3 Wound Limit

    Toughness Cap Vehicles

    ThemesArmored Might

    Death From Above

    Swift as the Wind

    Behemoths

    Optional Upgrades

    Skill Upgrades

    Wargear Upgrades

    Special Issue

    Limited Issue

    Standard Issue

    Playing a Killzone MissionThe Basics

    Pick a Game Size

    The TableMarkers

    Night Fight

    Deployment Quarters

    HalvesReserves

    The 5thQuarter

    Missions PrimarySecondary

    Callous Disregard

    Desperate Gamble

    Ending the GameVictory Conditions

    Primary Missions

    Secondary Missions

    Tertiary Missions

    Fate

    Alternative RulesAlternate Phases

    Priority

    Up and at them

    Opportunity Fire

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations Killzone

    Special Operations: Killzoneis a set of fan-designed rules created with the intent of enabling players to run skirmish games withinthe Warhammer 40,000 Universe.

    Killzone is intended as a supplemental way to play the game, and was inspired by the suggestive Kill Teams game mechanismoffered in the third and forth edition of Warhammer 40,000, and in the most recent Battle Missionssupplement. Killzone hopes toexplore and to refine those suggestions and make them more generally playable. In order to use these rules appropriately, you mustown and refer to your copy of the Warhammer 40,00 rulebook as well as the relevant Codices.

    Please keep in mind that Special Operations: Killzoneis a modest, fan-generated rule system and varies substantially from themanner in which Warhammer 40,000was both intended and designed. The Killzone dynamic aspires to create colorfully narrativegames that have an evocative cinematic feel no more, no less. This is not a place for power-gamers. This is an attempt to buildupon a fluffy, fun alternative game in which players will choose an elite team and undertake vital actions set against the stage ofwider conflict. We hope that you will embrace this disposition and enjoy the dynamic with equal measures of enthusiasm andfrivolity.

    Rules Additions and Changes for Killzone GamesGeneral Game ChangesArea Terrain:Any forest or jungle area terrain will block LOS to a target if there are four or more inches of area terrain between thetarget and the shooting model.

    Army of Heroes:Each model in Killzone acts on its own. The models are, for all intents and purposes, a unit of one; however, nosingle model may exceed 80 points (including upgrades).

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

    Deepstriking:Models may not teleport or deepstrike in Killzone, unless the mission deployment specifically allows it.

    Area of Effect:There are many items in 40k that are carried by one model and that affect the whole unit to which they are attached.These items do not work properly in Killzone without some tweaking. These items will have an Area of Effect (AoE) in games ofKillzone. Any friendly model within 6 inches of a model carrying one of these items gains the benefits from the i tem. Unlessotherwise specified, any AoE extends 6 inches from the relevant model.

    Multiple Saves: If a model has an armor save and an invulnerable save it will use both to defend its self from damage, as long asthe AP of the attack does not negate the armor.

    Pinning:If a model takes a wound from a weapon that causes a pinning test, then all models within 3 inches must make a pinningtest.

    Reserves:Models in Killzone arriving from reserve may assault as long as they did not arrive via Deepstrike.

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

    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 astage 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 closeddoors 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 oneman can recalibrate the entire merciless Universe.

    This is the story of those deeds.

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneThe 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 playerdoing the same.

    Movement PhaseMoving in Terrain: Disregard the 6th edition rules formoving through difficult terrain and replaces them with thefollowing: any model that wishes to move in difficult terrainmoves at a reduced rate of 4 inches.

    Models with the USR Move Through Cover ignore terrainmovement penalties.

    Running: Disregard the 5th edition rules for running andreplace them with the following: any model may choose tomake a run move in its movement phase; the model adds 4inches to its movement rate for any run move. Jump Infantrymay run 4 inches after using their special jump move.

    Opportunity Fire:Any model that is armed with a weaponother than a Pistol may choose to go into Opportunity Fire(Op-Fire) mode in its movement phase, which will be theonly action the model may perform in its turn. You shouldmark the model not only to remind you that it is in Op-Fire,but also to delineate clearly its 180 degree fire arc.

    A model in Op-Fire may make a normal shooting attack inthe enemys turn at any point if and when an enemy appearswithin its 180 degree fire arc. If shooting at a target furtherthan 12 inches, the model suffers a -1 modifier to its BS. Anyshots over 24 inches suffer a -2 modifier to its BS. Modelsarmed with Sniper weapons ignore BS modifiers.

    The controlling player may choose whether or not to fire atany available target, and thus might ignore the first target in

    hopes of finding a better option later in that turn.

    Once the model has shot from Op-Fire, remove its marker; itmay make no further shooting attacks until its following turn.

    Turn Zero: in any mission, the player going second maybegin the game with 0-3 models in Op-Fire. This non-turn isnullified during that players first player turn. This is designedto prevent turn one imbalance. Your operatives areprofessionals: cautious and prepared.

    Shooting Phase

    Killzone:Any time a weapon with more than one shot fires,the shooting player may choose to initiate a Killzone; theplayer picks a primary target and may choose to have thehits allocated to other enemy models within its Killzone. Allmodels within 3 inches of the primary target model are in theKillzone and are eligible secondary targets. The shootingplayer must announce if he is going to implement a Killzonebefore any dice are rolled.

    The first hit is always against the primary target, anysubsequent hits are allocated one per model by the owningplayer to the secondary targets within the Killzone. Theowning player must allocate at least one hit to each availabletarget before doubling.

    Auto-fire:Any time a stationary model with a heavy weaponthat has 3 or more shots fires, the shooting player may

    choose to initiate an Auto-fire attack; the player lays down a3 x 5 inch Auto-fire template down with the long edge facingthe shooting model. All models under the template generateone extra to hit dice in addition to the weapons usual rate offire. These shooting attacks are all made at -1 BS. Woundsare allocated one at a time starting with the closest model,you may not place a second hit on any model until everymodel under the template has been allocated a hit.

    Grenades:Any model armed with grenades may throw oneas a shooting attack with a range in of 8 inches. Whenthrown, grenades may target any spot on the table withinrange -including (but not limited to) models, terrain, and soon.

    Grenades all count as Assault 1 weapons. As blastweapons, grenades may scatter if a hit is not rolled;however, to determine scatter simply roll the directional dieand flip the template over its own edge in the appropriatedirection (as with barrage weapons).

    Defensive grenades are S3 AP- and use the small blasttemplate. All models hit by a defensive grenade must take aPinning test.

    Assault grenades are S4 AP- and use the small blasttemplate.

    Anti-armor grenades are S6 AP4 and have no blast; they donot scatter if they miss.

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations Killzone

    Assault Phase

    Assault Moves: Disregard the 6thed rules for assault moves

    and replace them with the following: models launching andassault move 4 inches plus D6 additional inches. The D6may be re-rolled if the model has fleet or is Jump Infantry.Additionally Cavalry or beasts move 8 inches plus a D6when assaulting.

    Who Can Fight: Models must be in base contact to fight inan assault; ignore the standard 2 inch rule.

    Assault Moves Through Cover: Infantry models move 4inches and Beast/Cavalry move 8 inches.

    Reactive Assault: When a model is assaulted, after allassault moves are completed, any friendly models within 3inches of an assaulting enemy model may choose to counterassault in aid of their comrade. To do so, each model must

    pass a Leadership test. Any and all successful models maythen move 3 inches into base contact with an assaultingenemy model in their initiative step; they do not gain the +1attack for assaulting unless they have the Counter AttackUSR.

    This move is unaffected by difficult terrain but does not

    ignore dangerous terrain checks if applicable. In the eventthat a model is in range of more than one assault, the modelcan choose to react to any one combat it wishes, but youmust declare which models will try to react to which assaultsbefore you make any of the Leadership checks.

    Any models that are operating in a special fire mode (likeOp-Fire) may not reactive assault; they are too busyshooting to notice.

    Strength in Numbers: If you out number your opponent inthe assault phase your models gain +1 to hit with all closecombat attacks. However if you lose combat whileoutnumbering your opponent you have -1 to your leadershiptest.

    Consolidation: Do not roll for consolidation distances;

    consolidating models may move up to 4 inches, which is notmodified by terrain.

    As usual, a model must charge the same target that it shot inthe previous phase; however, if (and only if) the shooterdestroys its target in the shooting phase, that model mayassault another available enemy instead.

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneBuilding a List

    Both players build a Special Operations Group using the codex

    for his/her army of choice. A Special Operation Groupgenerally contains one or two teams of 250 points each.Naturally, we leave the decision regarding the number ofteams up the players on the day.

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

    No model may exceed 80 points (including upgrades).

    Teams purchase individual models from the Elite, Troops, FastAttack, and Heavy Support unit selections in their codex. Alittle basic mathematical skill might be required to figure outsome individual points costs. Please see the Codex:Operatives amendment for the specifics of your Codex.

    For example, the cost of a tactical marine sergeant can be

    determined by subtracting the cost of the 4 standard marines(16 points each x 4 = 64) from the squads base cost (90). Sothe cost for the Marine Sergeant is 26 points (90 64 = 26).

    You may only take one squad leader upgrade for each unitchoice taken, but only after you take at least one member fromthe squad entry. You may not take a second squad leaderchoice for any particular unit type.

    So, for example, if you take one tactical and one assaultmarine, you could then select an assault sergeant and atactical sergeant; once these are chosen, you may not enlistanother tactical or assault sergeant for your team.

    Team Leader:Pick one model from your team to be the teamleader, preferably the model with the highest Ld value. Theteam leader may not be equipped with a Heavy weapon. Allmodels within 6 inches may test on his Ld. This model gains+1 Wound if he only has one in his base statistic; if the modelhas more than one Wound already, he gains +1 Attackinstead.

    Note: a Walker cannot be a team leader, as it will have neitherLd nor W value.

    Standard Restrictions:a team may select a limited number of

    models with the following attributes:0-2 2+ armor save0-2 3+ invulnerable saves0-2 3 wounds0-3 Jump Infantry0-3 Bike/Jetbike, and/or Cavalry/Beasts designation.

    These characteristics stack, so a TH/SS Terminator fills both a2+ and a 3+Inv slot.

    Weapon Restrictions: Killzone teams identify four basic typeof non-standard and limited ranged weapons. In any mission, ateam may field the following number of non-standard rangedweaponry:

    0-3 Template - designated Template0-3 Incisive - with AP2 or lower0-3 Suppressive - with 3 or more shots

    0-3 Heavy weapons - designated Heavy.These characteristics stack, so a Lascannon fills both anIncisive and a Heavy slot. Likewise, models with variableweapons and weapon types count 1 for each available orpotential characteristic (thus a Chaos Obliterator tallies 1Template, 1 Incisive, and 1 Heavy regardless).

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

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

    Toughness:No model may have a base Toughness statisticgreater than 5.

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

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations Killzone

    Themes

    In rare circumstances, one of the proceeding restrictions can be lifted by dedicating your team entirely to a theme listed below. Weconsider that any such team has extended the nature of its specialty and has been 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 Operations Group organizationrestrictions; however in order to do so, the entire team must adhere to that theme. For example, if you would like more than 2 jumpinfantry 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 rememberthat while all models must participate in the chosen theme, these exceptions only negate a single standard restriction outside thenormal Killzone organization parameters. All other restrictions still apply.

    For example: each model in an Armored Might team must have the themed 2+ armor save; however, the theme does not alsoexempt the standard restriction on 3+ invulnerable saves. Therefore an Armored Might team composed entirely of Terminators maystill only contain two models that have been armed with a Storm Shield.

    Armored Might:This theme allows you to ignore the standard restriction and to field additional models with 2+ Armor saves in yourSpecial Operations Group.

    Death From Above:This theme allows you to ignore the standard restriction and to field additional Jump Infantry models in yourSpecial 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 SpecialOperations Group (you must pick which exactly). Furthermore, any Bike or Jetbike model may add the Skilled Rider USR for anadditional 5 points per model.

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneOptional Upgrades

    Because Special Operations: Killzone forgoes the standard HQ choice, the following Skill and Wargear Upgrades represent atremendous way to bring personality to the individuals in your Special Operations Group. These are designed to add flavor anduniqueness 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). Walkers may not select any Skillupgrade 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 the 41st millennium; please feelfree to substitute an appropriate terminology for your own race.

    Skill Upgrades

    An individual model may only select a single Skill upgrade; however, the following options may be taken an unlimited number oftimes per team. Walkers may not select any Skill upgrade.

    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 aclose combat weapon with an AP value.

    Brawler: 5 pointsA team member with this ability gains +1S to his profile while inclose combat.

    Crack Shot: 10 pointsA team member with this ability may re-roll any failed to hit orto 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 fi re by one for a singleweapon per turn (e.g.: Assault 3 weapon into Assault 4) if thetarget 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 shootingmodel has not moved that turn. This skill may not be used witha 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 allshooting and close combat attacks. The dodge save is takenbefore his normal save; the model may use both saves toavoid 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.

    Veteran: 2 points

    A team member with this skill gains + 1 to its WS or BS; theplayer must choose when the skill is purchased

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations Killzone

    Wargear Upgrades

    Special Issue:

    The following four options may be taken onceper team.

    Auspex: 10 points (must be modeled)A team member with an Auspex uses his unmodified BS whenperforming Snap Fire shots. In addition, if the model carryingthe Auspex did not move, it may confer the special rule to asingle friendly model within 3 inches. The team member maynot take an Auspex if it is carrying a Heavy weapon. (Walkersmay not select this upgrade).

    Medipack: 15 pointsA team member with a medipack gains the Feel No Pain USR;in addition, any team member within 6 inches of the medipackmay 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 hasbeen determined; any shots that draw LOS through the markergrant the target a 3+ cover save. The marker is removed at theend 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 three times per team.

    Penetrator Rounds: 10 pointsAny model wounded by a model using penetrator rounds mustre-roll all successful armor saves from shooting attacks. Youmay only use a weapons basic statistics, and may not stack

    Penetrator Rounds with other special ammunition. Models witha Heavy Weapon may not take penetrator rounds (Walkersmay not select this upgrade).

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

    Suspensors: 5 points

    A team member with a Heavy Weapon can have it fitted withsuspensors; the model gains the Relentless USR, but mayonly fire up to half the weapons maximum range if he hasmoved.

    Targeter: 5 points (must be modeled)A team member with a targeter may re-roll any results of 1swhen rolling to hit during the shooting phase, provided that theteam member has not moved in his turn (Walkers may selectthis upgrade).

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

    Assault Grenades: 2 pointsTeam members armed with assault grenades count as being

    armed with Frag grenades or the appropriate equivalent foryour race (biomass projectiles for Tyranids, etc). Models inTerminator armor may not purchase assault grenades.

    Defensive Grenades: 3 pointsTeam members armed with defensive grenades count asbeing armed with the appropriate equivalent for your race.Models in Terminator armor may not purchase defensivegrenades.

    Close Combat Accessories: 2 pointsThese can take the form of bayonets, knives, short swords,and sometimes even sharpened entrenching tools. A teammember armed with close combat accessories will gain anadditional close combat weapon in the Assault phase. A teammember may not take this upgrade if it already has 2 close

    combat weapons.

    Chain Blades: 2 pointsAny model armed with a close combat weapon may upgrade itto a Chain Blade. These are vicious flesh rending, armorshredding weapons. Chain Blades are AP 4. (You may notupgrade combat accessories to Chain Blades)

    Thermal Imaging: 5 pointsTeam members armed with the Thermal Imaging upgrade seenormally during any turn in which Killzone Night Fight rules arein effect. (Walkers may select this upgrade).

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    Special Operations KillzoneSpecial Operations KillzoneSpecial Operations KillzoneSpecial Operations Killzone

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

    The Basics

    Pick a Game Size: You should prearrange the size and scopeof the game by considering how many teams you would like touse in your Special Operations Group; we tend to play 250point teams as standard, but have at times stretched this limitto include multiple teams within each Special OperationsGroup so that each player (or group thereof) controls multiple250 point teams per side. In any event, we encourage you toexpand (or to restrict) your forces with the same irreverentspirit that inspired Killzone from the beginning.

    The Table: We recommend that a standard Killzone Missionshould be played on a 3ft by 3ft table for basic 1v1, or on a 4ftby 4ft table for full Special Operations Groups (ie: 2 or moreteams per side); at least 50% of the tabletop should be

    covered in terrain -though we recommend loading the tablewith as much as possible.

    Markers: After the table has been arranged and deploymentdecided, place three markers on the table. One marker willalways be situated in the centermost point of the table. Thecenter of the remaining two markers are placed 9 inches fromthat marker along an axis through the remaining no-mans land(ie: either diagonally in a quarters deployment or across thecenter line in halves deployment). In either instance, themarkers should split the distance between the zones. In anymission with reserves deployment, the player who goes firstdecides the axis.

    Each marker should be numbered either 1, 2, or 3 underneathits base (see mission for details), but placed randomly and

    without deliberation. This number will be revealed to bothplayers the moment any marker is in base-to-base contact witha model.

    There is always the possibility that these markers will benothing more than empty decoys, but we encourage you tomodel something relevant and exciting just in case as thereis an equal possibility that these markers will, in fact, representa focal point in the game.

    Before your full mission briefing, of course, you will not knowfor certain.

    Night Fight: After all deployment and mission selection(described on the next pages), the player going first rolls a d6and checks to see if the visibility for the mission will beimpeded in any way:

    1: Dawn. Night Fight lasts for the first d3 turns.2: Dusk. Night Fight begins at the opening of turn four andlasts until the game ends.3-6: Normal Light. Conditions are such that there is enoughambient light of one sort or another to suffice for this mission.

    Of course, the basic Night Fight mechanism requires sometinkering for these more intimate Special Operationsencounters. Before any action on the first turn in which NightFight takes effect, the player going first on that game turn rollsa d6. Visibility for that game turn is limited to d6+12 inches LoSrange; this range lasts the entire game turn for all models andboth players. All models outside that range are consideredoutside of LoS.

    At the beginning of each subsequent turn in which Night Fighthas effect, players will alternate the d6+12 roll that decidesvisibility as appropriate.

    Modifiers:Acute Senses: add 4 inches to Night Fight LoS range for a

    model with this USR.

    Tau Black Sun Filter: remove the current rule for this USR andinstead add 4 inches to Night Fight LoS range for this model.This bonus will stack with Acute Senses.

    Imperial Guard Search Lights: add 4 inches to LoS range forall models within 3 inches of the Sentinel.

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    Deployment

    The Primary Mission card will designate your deployment foreach mission with a simple keyword (quarters, halves,

    reserves); these are described in greater detail below.

    Once you have identified your primary mission, roll off todetermine who will deploy first. The highest roll may choose todeploy first or second but, again, must follow the parametersdescribed in the primary mission; in almost every instance, theplayer that deploys first also goes first in each turn.

    Unless otherwise stated, Scout and Infiltrate moves operate asnormal.

    Quarters:In a mission that calls for table quarters, the playerdeploying first will chose a standard table quarter placing allhis appropriate models within a deployment zone created bymeasuring a 12 inch triangle extending along the both tableedges from the corner. The opposing player will then place allappropriate models in the quarter diagonally across, also

    within a triangle 12 inches from the corner.

    Halves:In a mission that calls for table halves, the playerdeploying first will chose any table half and place all hisappropriate models in that deployment zone no further than 6inches from the table edge. The opposing player will thenplace all appropriate models in the opposite table half, againno further than 6 inches from the table edge.

    Reserves: In a mission that calls for reserves, all modelsbegin the game off the table (limited Deepstrike: 3 models mayenter play via the Deepstrike rules.). At the beginning of eachturn, roll individually for each model in your Special OperationsGroup. A model will arrive on a d6 roll of: 4+ on turn one, 3+

    on turn two, automatically on turn three.

    Available models will then roll (again, individually) a secondtime to determine the manner of their entry. Reserves arrive asfollows:

    1: any table edge opponents choice, but controlling playermay still decide where on that 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 least 12 inchesfrom an enemy model already on the table. If a model is

    unable to enter the game because of this restriction, it will beplaced back into reserves and will roll again in the followingturn.

    The fifth quarter: Please note that for the sake of this game,we divide the table into fivequarters: one in each corner and anon-standard fifth in the middle of the table. The fifth quarteris always created by drawing a 6-inch radius from the center ofthe table.

    Various missions may require your Special Operations Groupto push into any number of table quarters, so please keep inmind that each of the five quarters represents not only a viabledeployment zone but also a potential victory condition.

    MissionsIn order to represent strategic complexity of a SpecialOperations mission on the tabletop, we recommend thefollowing dynamic approach to mission selection:

    Primary Mission:Before Deployment, players draw a single Primary Missioncard. This card is played face up on the table, and eachplayer will be working toward that primary objective for thismission. The Primary Mission is worth 6 possible MissionPoints. Each Primary Mission card includes a description forpartial success of that mission. Partial mission completion isworth 3 Mission Points.

    Note: The specific primary mission brief will describe in detailhow one might achieve a partial success in any mission (e.g.:

    fulfilling all but one requirement, etc).

    Secondary and Tertiary Missions:After Deployment but before Scout and Infiltrate actions, eachplayer then draws a single Secondary Mission card and asingle Tertiary Mission card. These are kept confidential andonly revealed at the end of the game when players calculateMission Points and Victory Conditions (discussed in greaterdetail 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 earnan additional Mission Point for any Secondary and/or TertiaryMission by revealing the mission to his opponent before playhas started. The bonus point will only be rewarded for amission both revealed and completed. This is a rather boldgesture, reserved for those Special Operation Groups eitheruninterested in the subtle arts, or those too desperate to care.

    Fortune favors the brave. If you both declare and completeyour Secondary and your Tertiary Mission (with theaforementioned level of callous disregard), you earn anadditional Mission Point for being so extraordinarily brash.

    Otherwise, Secondary and Tertiary Missions should remainsecret until the end of the game.

    A Desperate Gamble:At any point in the game, a player maydiscard the Tertiary Mission card and draw an additional Fatecard. A player who does so will automatically forfeit anypossible Mission Points for that Tertiary Mission.

    Note:, the following pages outline the specific objectives forprimary, secondary, and tertiary missions. If you do not havecards available to select and generate those missions, pleasesimply roll a d6 for each appropriate mission and record theresults (secretly when necessary).

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    Ending the Game

    Every Mission has its own conditions to be met for endingthe game; that said the following will always end the game

    and should be considered the standard mechanism forending the game unless otherwise stated. There are twopossible triggers to end the standard game:

    -AfterFour: After turn four, a game will begin to end if oneplayer has completed the Primary Mission requirements;however, the game can only do so i f that mission remainscompleted through the oppositions next full player turn(allowing one final gasp at glory).

    Note: in order to end a game, a mission must be completefor at least two consecutive player turns (thus might end midgame turn), and a game cannot end before the fourth turnunless one team has been tabled. If a player has beentabled to end the game, Mission Points are still only allottedfor completed missions, no matter how brutally one trouncesan opponent.

    -After Eight: the game will always end at the conclusion ofturn eight regardless of mission success or failure.

    Kill Points: A few missions will require that you calculate KillPoints to help determine the relative success of a mission.Before a game, we recommend that you record the originalvalue of your team and keep a note of this number on yourroster where you may reference it easily if called upon to doso.

    Every model has a Kill Point value, which can be determinedby using this (quite simple) dynamic: move the decimal pointover and round up. For example: if the total value of a modelis 1-10 = 1 Kill 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 is violentlyremoved from play. You do not earn KPs for models that

    flee, are fleeing, or are otherwise removed from the table.

    Victory Conditions: In the murky world of SpecialOperations, the relative success or failure of a mission canbe a difficult matter to measure. Often, rival teams will thwartan enemys primary objective only to discover that othervaluable assets have been compromised, destroyed, co-opted, or otherwise negated.

    Victory can be measured according to the following 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 the conclusion ofthe game wins.

    Note: In the elusive perfect game, a player may earn asmany as 13 total Mission Points:

    (+6 for Primary Mission, +3 for Secondary Mission, +1 forCallous Disregard, +1 for Tertiary Mission, +1 for CallousDisregard, +1 bonus for double Disregard = 13 MissionPoints).

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    Primary Missions:

    1. Kill PointsYou must destroy the enemys Special Operations Group.Each enemy model has a Kill Pointvalue, which can bedetermined by using this (quite simple) dynamic: move thedecimal point over and round up.

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

    A team that reduces the enemy to below one quarter itsoriginal Kill Points successfully completes this mission.

    Partial Completion: if a team reduces the enemy to belowone half its original Kill Points.Deployment: Quarters, Halves

    2. Sweep and ClearWith this sweep and clearorder, your team must clean a

    path for the next wave.

    Markers are set up and interact with secondary missions asusual; however, they are not fixed. Upon contact with amarker, a model will lose all remaining movement that playerturn. Subsequently, an unencumbered model may move amarker up to 6 inches in any player turn. If that model iskilled, the marker falls directly underneath his base. Al l elseremains as normal.

    In order to complete this mission, you must bring at least onemarker completely into your deployment zone.

    Partial Completion: if any two markers end the gamecompletely within your table half.Deployment: Halves

    3. Capture and ControlYour team must capture and controla vital area in no-mans land; it is imperative that you both hold this area andkeep it free of enemy interference: think king of the hill.

    You must bring all surviving models into the fifth quarter andremove all enemy models from the same in order tosuccessfully complete this mission.

    Partial Completion: if a player ends the game with allsurviving models in the fifth quarter but does not control it.Deployment: Reserves

    4. ReconnaissanceYour team has a scouting obligation. The morereconnaissanceyou can perform in the field, the better.

    Your team must end the game with at least one model infour of the five possible table quarters (see the fifthquarter). Any individual model may only ever claim a singlequarter.

    Partial Completion: if a team ends the game with a model inthree of the five table quarters.Deployment: Quarters

    5. WithdrawalTwo Special Operations Groups have found themselves on

    the wrong end of no-mans land and must strategicallywithdrawfrom their respective missions.

    Each team must get half of its original Kill Points value intothe enemys deployment zone.

    Partial Completion: if a team ends the game with all modelsout of its deployment zone but only one quarter of its originalKill Points in the enemy zone.Deployment: Quarters, Halves

    6. AmbushThe intelligence was flawless, but the ambushhas gone tohell. The combat zone has turned into a free-for-all.

    The Attacking player goes first, begins in reserve, and mustend the game with a quarter of its original Kill Points value

    insidethe fifth quarter.

    The Defending player deploys second, places all appropriatemodels within the fifth quarter, and must end the game witha quarter of its original Kill Points value within 6 inches ofany table edge.

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

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    Secondary Missions:

    1.MunitionsOne marker represents a cache of munitionsthat must be

    destroyed.

    If an unencumbered model in base-to-base contact with theobjective marker reveals marker 1, it has found themunitions, which will explode at the end of the next full gameturn (after contact).

    The explosion is centered on the objective marker: S6 AP-,Large Blast. The munitions must explode before the end ofthe game in order to successfully complete this missionobjective (all the better if the explosion causes the end of thegame).

    2.Standard Template ConstructOne marker represents an invaluable component for astandard template construct; as such, your team has anastonishing opportunity, and you must get your hands on a

    construct component in order to learn what you can whileyou may.

    If an unencumbered model in base-to-base contact with theobjective marker reveals marker 2, it has located the STC.

    In order to complete this mission, one member of your teammust end the game in base contact with the marker. Noother model may be in contact with the marker.

    3. Intelligence CacheOne marker represents a vital intelligence cache fromwhich you must upload information.

    If an unencumbered model in base-to-base contact with theobjective marker reveals marker 3, it must remain in contactwith that marker for one full game turn.

    The model may shoot during the upload process(game turn),

    but may not move or engage in close combat. Collectioncompletes the mission objective even if the model in

    question is later eliminated from the game.

    4.TransmitterYou must hold the high ground in this sector in order to setup a beacontransmitter.

    When the game ends, you must hold the highest non-impassible level of terrain on the table, with no enemymodels within 3 inches (or one level).

    If two or more pieces of elevated terrain are of equivalentheight, the one with the largest footprint/base is theobjective. If there is still a tie, the qualifying piece of terrainthat is closest to the center of the table is the objective. Ifthere is still a tie, any one qualifying piece will fulfill theobjective (cardholders choice).

    5. Lead from the FrontMorale within your Special Operations Group has sufferedrecently. Each member of your Special Operations Grouplooks to the teamleaderfor an unspoken, unquantifiableboost. It is time to lead by example.

    Your team leader must survive the game, inflict two wounds,and end closer to an enemy model than any friendly modelin order to successfully complete this mission objective.

    6.Reverse EngineeringSecretly identify and record one enemy model carrying eithera Template, Incisive, Suppressive, or Heavy weapon otherthan the team leader. Command has issued orders torecover a specific piece of enemy wargear from thatindividual in order to reverseengineer it.

    This model must be killed in Assault in order to successfullycomplete this mission objective.

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    Tertiary Missions:

    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 Special Operations Group, someonehas to be the new guy. Your job is to keep the Rookie aliveuntil he gets some experience under his belt.

    This model must survive the game in order to successfullycomplete this mission objective.

    2.TraitorSecretly identify and record one enemy modelother than theteam leader. This model is the Traitor; he is an extremelyimportant sleeper agent within the enemys ranks, and youmust keep him alive for future activation.

    Although an enemy nonetheless, the Traitor must survive thegame in order to successfully complete this missionobjective.

    3.Vain glory houndSecretly mark one model from your Special OperationsRoster other than your team leader. This is the glory hound;this model has been feeling a bit headstrong lately, perhapsa bit too much so.

    Keep close record of each wound inflicted by your teammembers. The glory hound must exceed the tally of woundscaused by any other model on your team (including the teamleader) in order to successfully complete this missionobjective.

    4.VendettaSecretly mark one model from your Special Operations

    Roster other than your team leader. This model enjoys aprofoundly personal grudge against the enemy Special

    Operations Group and will stop at nothing to grind thisVendettaunder his heel.

    Keep close track of the Ki ll Points value for each enemymodel specifically killed by this individual. This model mustkill twice his own value in Kill Points to successfully completethis mission objective.

    5. SabotageYour team has been monitoring enemy activity and mayhave found a way to sabotagean unguarded target ofinterest.

    In order to successfully complete this mission, you mustdestroy two objective markers (with the following profile: T5W2) not including any marker relevant to your own primaryand/or secondary mission objective this game.

    6.CulpritSecretly identify and record one enemy model other than theteam leader. This model carries an important token rightfullybelonging to your army; he is known as the culprit.

    You must kill the culprit and reclaim the token from the pointwhere he fell. If you reclaim the token, you may carry it withno movement penalty either for collection or after. If anysubsequent model is killed while holding the token, the tokenremains in play and can be retrieved by either side.

    One member of your team must be holding the item whenthe game ends to successfully complete this missionobjective

    .

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    Fate:

    These cards are designed to add a statistically improbable,but appropriately cinematic, element to a Killzone game.

    They are not necessarily balanced, and are deliberatelydesigned to offer your team an improbable boon in thegrand, heroic Hollywood tradition.

    Each player selects a single card for every team in hisSpecial Operations Group immediately after deployment butbefore the beginning of play. If you do not have cardsavailable, generate your Fate by rolling a d10 and secretlyrecording the results.

    Most Fate cards have some element of restriction as towhen that card can be revealed. Pay close attention, asthese often mimic the fickle nature of Fate. These cards willinvariably influence crucial events in the game -and werecommend you do so with an appropriate dramatic finesse.

    1. Get down now!

    Select one model (either from your team or youropponents). This model must immediately go to groundwithout making a pinning test.

    You may reveal this card at the beginning of either playerturn.

    2. PoisonThe moment you play this card, one models close combatweapon gains the characteristic Poison (2+) for a singleAssault phase.

    This card may be revealed during any Assault phase in thegame.

    3. Adrenaline RushThe moment you play this card, one model of your choicebenefits from the Fleet Universal Special Rule for one turn.

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

    4. Im the best at what I doWhen you activate this card, a single model from your teamgains the Furious Charge Universal Special Rule for theremainder of your player turn.

    You may reveal this card at any moment in your player turn.

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

    the opposing team loses a single Universal Special Rule orskill upgrade for the equivalent of one entire game turn (ie:two player turns including the one in which the cardbecomes active).

    This card may be played during any phase of either playersturn.

    6. Fickle FortuneThe moment you play this card, one individual model fromyour team may borrow a single Universal Special Rule orskill upgrade from any enemy model on the table; the enemymodel may not benefit from this USR for the active period ofthis card, which lasts for the equivalent of one entire gameturn (ie: two player turns including the one in which the cardbecomes active).

    You may reveal this card at any moment in your player turn.

    7.Bullet timeOnce revealed, this card forces a single enemy model to re-roll all successful wounds from any attacks that he makes forone phase (either the Shooting or Assault phase, but notboth).

    This card can be played during any phase in either playerturn

    8. Die, you gitThe moment you play this card, one model from your teammay re-roll any/all of its failed rolls to wound in a singlephase (Shooting or Assault). You may only re-roll any givenresult once so this card may not be used to re-re-roll afailed result.

    This card may be revealed at any point in either player turn.

    9. No SurrenderThe moment you play this card, your team (or any singlemember therein) may re-roll a Morale or Leadership Test.

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

    10. TrumpOnce revealed, this card will automatically negate the effectof a Fate card played by your adversary.

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    Alternative Rules

    What follows are some alternative rules to further indulge the ambitious but free-spirited impulses that started Special Operations:Killzone rolling in the first place. The following additional and/or alternative ideas do not constitute core Killzone rules, but the ideasare compelling and we would feel remiss if we failed to include them here. Please have a bash at one or more of the following as analternative to your standard Killzone gaming -just make sure that your opponent is on the same page (literally and figuratively).Moreover, we encourage you to discover your own methods for tinkering with the rules, and to share those ideas with us if youplease.

    Alternate Phases:a fair few playtesters have experimented with the idea of breaking the turn down into alternating sub-phases, during which each player performs all actions appropriate to that phase before moving forward to the next one. As such, theturn is broken down into the standard turn 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 alsorecommend that both players still fight close combat encounters in their respective assault phase, as normal per game turn.

    For example: in a new turn, player one performs all his movements for that turn as normal; however, player two will thenimmediately perform all of his movement actions for that turn, both including run and charge moves. After this has been completed,player one will then proceed to the Shooting phase, followed immediately by player two. Player one then rolls all assaults, with allresolutions concluded, before Player two enacts another subsequent Assault phase to its natural conclusion.

    Priority:the player that deploys first enjoys Priority for the first turn. After that, each player rolls a d6 at the beginning of the turnto see who has Priority for that turn. The winner of the die roll may choose to go first or second in the current game turn. If the dieroll is a tie, Priority goes to the person who went second in the previous turn.

    Up and at them:once per game, a player may automatically steal priority if (and only if) the opposing player has won priority twoturns consecutively. The stolen priority prevents one player from dominating two sequential turns.

    Opportunity Fire: you may find an odd situation in which a model could remain on Opportunity Fire through two sequential enemyplayer turns (due to priority). If this happens, the Opportunity Fire model may shoot in the second enemy player turn, provided thatthere is a viable target and that he has not already taken himself out of Opportunity Fire by shooting.

    After priority has been decided, the controlling player signals that his model intends to remain in Opportunity Fire through thissubsequent turn by leaving the Opportunity Fire marker in place. If a model opts to continue in Overwatch, he treats the entire turnas if he elected to engage Opportunity Fire in his own player turn as normal; he cannot, therefore, perform any action in his playerturn.

    If the marker is removed after priority of the second game turn, the model may treat his player turn as normal. The Opportunity Firemarker must be removed before the enemy models have moved in order to do so.

    For example: a model goes into Opportunity Fire in the first half of game turn 1. He does not shoot during the enemys portion of

    turn 1, so his Opportunity Fire status has not been negated. The enemy wins priority for game turn 2 and decides to go first. Theplayer controlling the model in Opportunity Fire must decide immediately to either leave or remove the Opportunity Fire counter. Ifthe counter remains, the model may shoot in the enemy portion of turn 2, but doing so will be the sum of his actions for that gameturn.