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Special Operations Killzone

Special Operations Killzone is a set of fan Players will pit their Special Operations
created rules for running skirmish games Groups (SOG) against one another as they
within the Warhammer 40,000 universe. attempt to complete missions vital to the
(These rules will be similar in nature to the overall war effort that you would see in a
original Kill Team rules from fourth edition.) normal game of 40K. The members of these
groups are the unsung heroes of every war.

Basic rules additions and changes for Killzone games

The Turn Overwatch: Any model that is armed with a
weapon that is listed in its type as ‘Heavy’
Priority: Each player rolls a D6 at the may choose to go into overwatch in its
beginning of each turn to see who has Priority movement phase; this will be the only action
for that turn. The winner of the die roll may the model may do in its turn. You should mark
choose to go first or second in the current the model to remind you that it is in
game turn. If the die roll is a tie Priority goes “overwatch”. Any enemy model that moves
to the person who went second in the and is visible to a model on overwatch may be
previous turn. shot at. The model on overwatch may make a
normal shooting attack. Once the model on
Movement Phase overwatch has shot remove the marker it my
take no further actions this turn.
Moving in terrain: To simplify things and help
keep the game flowing disregard the 5
th Grenades: Any model armed with grenades
edition rules for moving through difficult terrain may throw them with a range in inches that is
and replace them with the following; any double their strength statistic.
model that wishes to move in difficult terrain
moves at a reduced rate of 4 inches. Frag grenades are S4 AP6 have a small blast
template and may be thrown at anything.
Running: Disregard the 5 edition rules for
running and replace them with the following. Krak grenades are S8 AP3 may be thrown at
Any model may choose to make a run move vehicles and fortifications, they have no blast.
in its movement phase; the model doubles its
movement rate for a run move. A model that Grenades that are classified as defensive
runs may not shoot, in addition it may not operate similar to frag grenades; they have a
assault unless it has the Fleet USR. small blast but do not do physical damage,
instead any model hit by a thrown defensive
grenade may not shoot unless it rolls a 4+ on
Shooting Phase a D6. This effect last until the defensive
grenade players next turn.
Killzone: Any time a weapon fires more than
one shot, the shooting player picks a primary In addition to these new rules, all grenades
target and may choose to have the hits function in assault the exact same way as
allocated to other enemy models within its th
they do in the normal 5 edition rules.
Killzone. All models within 2 inches of the
primary target model are in the Killzone and
are eligible as secondary targets. The
Assault Phase
shooting player must announce if he is going
to implement a Killzone before any dice are Reactive Assault: When a model is
rolled. The first hit is always against the assaulted any friendly models within 3 inches
primary target, any subsequent hits are may choose to counter assault to aid their
allocated by the owning player to the comrade. To do this they must pass a
secondary targets within the Killzone. leadership test, if they succeed they charge
into combat, they do not gain the +1 attack for

assaulting unless they have the Counter
Attack USR.
Unique Models: Models listed as Unique in
Break Away: Any model locked in combat their unit composition may not be used.
from a previous turn may attempt to break Team Leader: Pick one model from your
away from combat at the beginning of its team to be the team leader, preferably the
movement phase; if the model passes a model with the highest leadership. All models
leadership test it immediately makes a full within 6 inches may test on his leadership.
move or run away from the combat it was just This model gains +1 wound if he only has one
in. The model may shoot as normal but may in his base stats; if the model has more than
not assault this turn. If the test is failed the one wound already it gains +1 attack instead.
model loses one of its attacks in this round of
combat, if the models attack statistic is Area Effect: There are many items in 40k that
reduced to zero it may not strike back in are carried by one model and effect the whole
combat. unit that they are part of or attached to. These
items don't work properly in Killzone without
General Game Changes some tweaking. These items will have an area
effect in games of Killzone. Any friendly model
Army of Heroes: Each model in Killzone acts within 6 inches of a model carrying one of
on its own; they are for all intents a unit of these items gains the benefits from the item.
No Reserves: All of the models in your team
3 Wound Models: No model may have more must be deployed on the table at the start of
than 3 wounds in Killzone. the game. This means no model may teleport,
deepstrike or be left off the tabletop, unless
the scenario specifically allows it.

Playing a Killzone Battle

There are two ways to play a Killzone game. the game being played. How many Teams are
you going to use in your Special Operations
The first is a well thought out narrative Group and what is the point limit?
campaign, with predetermined missions and
objectives driving the games along the course Random Mission or Campaign game:
of the story.
Determine which Mission is being played and
The second is through the use of random whether it is going to be a one off game or
missions and objectives, which will create a part of a larger campaign storyline.
story of its own as you play the game.
Missions can be determined by random dice
rolls, using the 'special' mission cards from
Here are the basics for playing all the final PDF, or by mutual agreement.
Killzone games.
Secondary Objectives:
The actual playing a game section is vague as You must decide if you are going to use the
the real meat of game play comes from the secondary objectives in your game.
scenario being used.
The secret objective card is drawn to
Pick a game size: determine what the bonus mission is for each
team in your Spec Ops Group. These cards
You should prearrange the size and scope of

are kept secret and are only revealed at the LD stat, if he is dead it is on the highest LD
end of the game. left in the team. If the team fails its leadership
test the team routes and the game
ends.(Even teams comprised completely of
Strategy/Wargear cards: Fearless models will route, so must take the
break tests when reduced to 25%)
You must decide if you are going to use the
Strategy/Wargear bonus cards in your game. Note: If you are using two teams in the group,
then each group tests for leadership
Shuffle the deck then draw a card; the card is independently. In order for the game to end,
kept secret until it is used. both teams in the group must fail their
leadership test.
Play the game:
Determining a Winner:
After all the above is worked out play your
mission to it's conclusion. Killzone uses what are called Mission Points
to determine which side wins. Just forcing
Ending the Game: your opponent to break and rout off the
battlefield does not mean that you won. These
Although there will be other things that can can be gained by completing objectives, and
trigger a game to end in some of the killing your opponents models.
Scenarios being played. The following will
always end the game. Typically a model is worth half its value
rounding up in Mission Points. Some
Once a team is reduced to 25% (rounding up) scenarios change these parameters and any
of its starting model count it must take a changes will be outlined in the mission
leadership test at the beginning of each of its briefing.
turns, if it passes it continues to function as
normal. The test is taken on the team leaders

Building a list
Both players build a special operations group upgrades do not fall under these restrictions.)
using the codex for his/her army of choice.
No vehicles are allowed with the exception of
A special operation group contains between a single Walker per team and only if they have
one to two special operations teams. The an armor rating of 33 or less. Armor rating is
exact number of teams will be determined by determined by adding the 3 armor values
the players prior to the game. (FA/SA/RA) for your vehicle together.

Each team has a 175-250 point limit and can A team member may not have more than 3
contain anywhere between 6 to 18 models in wounds.
total. Teams purchase individual models from
the Elite, Troops, Fast Attack and Heavy A team may contain no more than two models
Support unit selections in their codex. A little with 2+ armor saves.
basic math skill will be required to figure out
some individual points costs A team may contain no more than two models
. with 3+ invulnerable saves.
For example a Marine Tactical squad
sergeants cost is determined by subtracting A team may contain no more than two models
the cost of the 4 standard marines from the with Jump Packs.
squads base cost. So the cost for the Marine
sergeant is 26 points. (90-64=26) A team may contain no more than two bike,
jetbike or cavalry models.
You may only take one squad leader upgrade
for each unit choice taken and only after you A team member may not have a toughness
take one member from the squad entry. You statistic greater than five.
may not take a second squad leader choice
for a unit type more than once. A few of the proceeding restrictions can be
lifted by purchasing the appropriate ‘Theme’
So for example you take one tactical and one upgrade listed below.
assault marine, you could then take an
assault sgt and a tactical sgt; once these are Armored Might: This theme allows you to
chosen you may take no further tactical or take as many models with 2+ Armor saves in
assault sgt’s in your team your team as you desire. You may select this
theme for 25 points.
A team may contain no more than 4 special
ranged weapons upgrades; only two may be a Death From Above: This theme allows you to
heavy weapon upgrade. (Special Ranged take as many models with Jump Packs in your
weapons upgrades are the ones that can only team as you desire. You may select this
be taken in a limited number. Ranged theme for 25 points.
weapons upgrades that all models in a squad
may take do not count toward this limit. For Swift As The Wind: This theme allows you to
example Marine Scouts can upgrade every take as many models that are Bikes, Jetbikes
model to carry a sniper rifle or shotgun; these or Cavalry/Beasts in your team as you desire.
upgrades are not limited by this rule. Pistol You may select this theme for 25 points.

Optional Upgrades

The following upgrades are optional, but I values, the points are determined according to
would suggest using them as they add tons of the base statistic being enhanced. The first
flavor and add greatly to the uniqueness of value is for any stat that is 3 or less, the
the teams. Also note none of these are set in second is for stats of 4 or greater. For
stone yet as there have not been many example lets look at the Targeter it has a 3/5
playtests with them; there may end up being points value, so a Guardsman with a BS 3 will
less or more of them when the project is done. pay 3 points for the upgrade and a Space
Marine will pay 5 points..
Some upgrades are listed with two points

Special Issue Wargear Upgrades

One of each of the following options may be member may not be carrying a special ranged
taken by each team. weapon and have an Auspex.

Refractor Field 15 points

Any team member may take any of the
A team leader may take a refractor field and following upgrades:
gain a 5+ invulnerable save.
Targeter 3/5 points
Suspensors 15 points
A team member with a targeter adds +1 to all
A team member with a Heavy Weapon fitted of it’s shooting to hit rolls if the team member
with suspensors gains the Relentless USR, doesn’t move.
but may only fire up to half the weapons
maximum range if they move. Missile Assault Grenades 1 point
Launchers may not use suspensors.
Team members armed with assault grenades
Medipack 8/10 points count as being armed with Frag grenades.
These can take many forms depending on
A team member with a medipack gains the your chosen force. We call them Biomass
feel no pain USR; in addition my attempt to spike projectiles for Tyranids. Models in
revive a model that was killed in the previous Terminator armor may not purchase assault
turn by moving into base contact with him, on grenades.
the roll of a 4+ the killed model is placed
upright with one wound. Close combat accessories 1/4 points

Auspex 10 points These can take the form of bayonets, knives,

short swords and sometimes even sharpened
A team member with an Auspex ignores cover entrenching tools. A team member armed with
saves when shooting or may forfeit it’s own close combat accessories gains a second
shooting to guide the shots of another team attack in the assault phase. They may not be
member within 2 inches, in this case the taken by models that already possess 2 close
guided model ignores cover saves. The team combat weapons.

Specialized Team Member

Up to four members of a team my purchase a Brawler 3/5 points

single upgrade from the following list. Each
upgrade is purchased out of the teams 175- A team member with this ability gains +1 to all
225 point limit and may only be purchased his to wound rolls in close combat.
once per team.
Blade Master 8/10 points
Crack Shot 5 points
A team member with this ability gains +1
A team member with this ability may re-roll attack and all the models attacks become
any failed to hit or to wound rolls. The player rending. The model may not be armed with a
must choose which will be re-rolled at the special close combat weapon.
beginning of the shooting phase.
Commando 10 points
Penetrator Rounds 10 points
Any infantry classed team member may take
A team member armed with Penetrators the Commando upgrade. The model gains the
forces his opponent to re-roll all successful stealth, scout and move through cover USR’s.
armor saves from shooting attacks made by The model may not have a Jump Pack, Bike,
the model. May not be taken by a team Jetbike, or a 2+ armor save.
member with a special ranged or heavy
Hard to kill 4/6 points
Lightning Reflexes 25 points
The team member gains the Feel No Pain
A team member with this ability gains a 4+ USR.
dodge save from all shooting and close
combat attacks. The dodge save is taken Resilient 3/5 points
before his normal save; the model may use
both saves to avoid damage from any attack. The team member gains +1 to its toughness.

Optional Game Rules that need playtesting.

Rock and Roll: Any Infantry model that does not move may double their weapons rate of fire this
turn, however they suffer a -1 to all their to hit rolls. For example a Marine armed with a bolter
could fire twice at 24 inches or fire 4 times under 12 inches.

Defensive Fire: Any model that did not run, shoot or participate in an assault in it's player turn
and is within 3 inches of an objective may use Defensive fire in its opponents player turn. If an
enemy model moves within 6 inches of a model that can use defensive fire; the model may shoot
at its enemy with a -1 to all its to hit rolls. You may only defensive fire one time, so if you are
being overrun life stinks!

Plasma Pistols: The plasma pistols used by these elite forces are well maintained and do not
suffer from the “gets hot” rule.