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Special Operations Killzone Special Operations Killzone Special Operations Killzone Special Operations Killzone

6
th
edition Beta version

DISCLAIMER:
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All content within these pages is user-created and is derived, without permission, from Warhammer 40,000 intellectual property owned by
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Contents:

Introduction

Rules Additions and Changes for Killzone
General Game Changes
Area Terrain
Army of Heroes
Deepstriking
Pinning
Reserves
Natural

The Turn
Movement 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 Restrictions
Weapon Restrictions
Unique Models
3 Wound Limit
Toughness Cap
Vehicles

Themes
Armored Might
Death From Above
Swift as the Wind
Behemoths

Optional Upgrades
Skill Upgrades

Wargear Upgrades
Special Issue
Limited Issue
Standard Issue

Playing a Killzone Mission
The Basics
Pick a Game Size
The Table
Markers
Night Fight

Deployment
Quarters
Halves
Reserves
The 5
th
Quarter

Missions
Primary
Secondary
Callous Disregard
Desperate Gamble

Ending the Game
Victory Conditions

Primary Missions

Secondary Missions

Tertiary Missions

Fate

Alternative Rules
Alternate Phases
Priority
Up and at them
Opportunity Fire




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

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

Rules Additions and Changes for Killzone Games
General Game Changes
Area Terrain: Any forest or jungle area terrain will block LOS to a target if there are four or more inches of area terrain between the
target 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, no
single 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 of
Killzone. Any friendly model within 6 inches of a model carrying one of these items gains the benefits from the item. Unless
otherwise 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 as
the 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 pinning
test.

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 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.

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The Turn

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

Movement Phase
Moving in Terrain: Disregard the 6th edition rules for
moving through difficult terrain and replaces them with the
following: any model that wishes to move in difficult terrain
moves at a reduced rate of 4 inches.

Models with the USR Move Through Cover ignore terrain
movement penalties.

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

Opportunity Fire: Any model that is armed with a weapon
other than a Pistol may choose to go into Opportunity Fire
(Op-Fire) mode in its movement phase, which will be the
only action the model may perform in its turn. You should
mark 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 in
the enemys turn at any point if and when an enemy appears
within its 180 degree fire arc. If shooting at a target further
than 12 inches, the model suffers a -1 modifier to its BS. Any
shots over 24 inches suffer a -2 modifier to its BS. Models
armed with Sniper weapons ignore BS modifiers.

The controlling player may choose whether or not to fire at
any 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; it
may make no further shooting attacks until its following turn.

Turn Zero: in any mission, the player going second may
begin the game with 0-3 models in Op-Fire. This non-turn is
nullified during that players first player turn. This is designed
to prevent turn one imbalance. Your operatives are
professionals: 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; the
player picks a primary target and may choose to have the
hits allocated to other enemy models within its Killzone. All
models within 3 inches of the primary target model are in the
Killzone and are eligible secondary targets. The shooting
player must announce if he is going to implement a Killzone
before any dice are rolled.

The first hit is always against the primary target, any
subsequent hits are allocated one per model by the owning
player to the secondary targets within the Killzone. The
owning player must allocate at least one hit to each available
target before doubling.

Auto-fire: Any time a stationary model with a heavy weapon
that has 3 or more shots fires, the shooting player may
choose to initiate an Auto-fire attack; the player lays down a
3 x 5 inch Auto-fire template down with the long edge facing
the shooting model. All models under the template generate
one extra to hit dice in addition to the weapons usual rate of
fire. These shooting attacks are all made at -1 BS. Wounds
are allocated one at a time starting with the closest model,
you may not place a second hit on any model until every
model under the template has been allocated a hit.

Grenades: Any model armed with grenades may throw one
as a shooting attack with a range in of 8 inches. When
thrown, grenades may target any spot on the table within
range -including (but not limited to) models, terrain, and so
on.

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

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

Assault grenades are S4 AP- and use the small blast
template.

Anti-armor grenades are S6 AP4 and have no blast; they do
not scatter if they miss.

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Assault Phase

Assault Moves: Disregard the 6
th
ed rules for assault moves
and replace them with the following: models launching and
assault move 4 inches plus D6 additional inches. The D6
may be re-rolled if the model has fleet or is Jump Infantry.
Additionally Cavalry or beasts move 8 inches plus a D6
when assaulting.

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

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

Reactive Assault: When a model is assaulted, after all
assault moves are completed, any friendly models within 3
inches of an assaulting enemy model may choose to counter
assault in aid of their comrade. To do so, each model must
pass a Leadership test. Any and all successful models may
then move 3 inches into base contact with an assaulting
enemy model in their initiative step; they do not gain the +1
attack for assaulting unless they have the Counter Attack
USR.

This move is unaffected by difficult terrain but does not
ignore dangerous terrain checks if applicable. In the event
that a model is in range of more than one assault, the model
can choose to react to any one combat it wishes, but you
must declare which models will try to react to which assaults
before you make any of the Leadership checks.

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

Strength in Numbers: If you out number your opponent in
the assault phase your models gain +1 to hit with all close
combat attacks. However if you lose combat while
outnumbering your opponent you have -1 to your leadership
test.

Consolidation: Do not roll for consolidation distances;
consolidating models may move up to 4 inches, which is not
modified by terrain.

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

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Building 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 of 250 points each.
Naturally, 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. A
little basic mathematical skill might be required to figure out
some 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). So
the cost for the Marine Sergeant is 26 points (90 64 = 26).

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

So, for example, if you take one tactical and one assault
marine, you could then select an assault sergeant and a
tactical sergeant; once these are chosen, you may not enlist
another tactical or assault sergeant for your team.

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.

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

Standard Restrictions: a team may select a limited number of
models with the following attributes:
0-2 2+ armor save
0-2 3+ invulnerable saves
0-2 3 wounds
0-3 Jump Infantry
0-3 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 ranged weapons. In any mission, a
team may field the following number of non-standard ranged
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.



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Themes

In rare circumstances, one of the proceeding restrictions can be lifted by dedicating your team entirely to a theme listed below. We
consider 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 organization
restrictions; however 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 a single standard restriction outside the
normal 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 also
exempt the standard restriction on 3+ invulnerable saves. Therefore an Armored Might team composed entirely of Terminators may
still 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 your
Special Operations Group.

Death From Above: This theme allows you to ignore the standard restriction and 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.

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Optional Upgrades

Because 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). Walkers may not select any Skill
upgrade and only the specific Wargear upgrades that state an exception.

Note: for clarity, these upgrades have been articulated with an eye on the more human elements of the 41st millennium; please feel
free 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 of
times per team. Walkers may not select any Skill upgrade.

Blade Master: 10 points
A team member with this ability will gain the Rending USR for
all close combat attacks. The model may not be armed with a
close combat weapon with an AP value.

Brawler: 5 points
A team member with this ability gains +1S to his profile while in
close combat.

Crack Shot: 10 points
A 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 points
This skill increases the models rate of fire by one for a single
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 points
The team member gains the Feel No Pain USR.

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

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

Veteran: 2 points
A team member with this skill gains + 1 to its WS or BS; the
player must choose when the skill is purchased

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Wargear Upgrades

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

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

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

Smoke Grenades: 15 points
A 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 points
A 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 points
Any model wounded by a model using penetrator rounds must
re-roll all successful armor saves from shooting attacks. 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 not select this upgrade).

Stealth Suit: 10 points
Any 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 have a 2+ armor save.





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

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

Assault Grenades: 2 points
Team 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: 3 points
Team 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 points
These 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. A team
member may not take this upgrade if it already has 2 close
combat weapons.

Chain Blades: 2 points
Any model armed with a close combat weapon may upgrade it
to a Chain Blade. These are vicious flesh rending, armor
shredding weapons. Chain Blades are AP 4. (You may not
upgrade combat accessories to Chain Blades)

Thermal Imaging: 5 points
Team members armed with the Thermal Imaging upgrade see
normally during any turn in which Killzone Night Fight rules are
in effect. (Walkers may select this upgrade).


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Playing a Killzone Battle
The manner and direction of gameplay you ultimately select, quite obviously, depends on you; however, we always encourage you
to engage the game with a keen eye on the story that develops within it. 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 scope
of the game by considering how many teams you would like to
use in your Special Operations Group; we tend to play 250
point teams as standard, but have at times stretched this limit
to include multiple teams within each Special Operations
Group so that each player (or group thereof) controls multiple
250 point teams per side. In any event, we encourage you to
expand (or to restrict) your forces with the same irreverent
spirit that inspired Killzone from the beginning.

The Table: We recommend that a standard Killzone Mission
should be played on a 3ft by 3ft table for basic 1v1, or on a 4ft
by 4ft table for full Special Operations Groups (ie: 2 or more
teams per side); at least 50% of the tabletop should be
covered in terrain -though we recommend loading the table
with as much as possible.

Markers: After the table has been arranged and deployment
decided, place three markers on the table. One marker will
always be situated in the centermost point of the table. The
center of the remaining two markers are placed 9 inches from
that marker along an axis through the remaining no-mans land
(ie: either diagonally in a quarters deployment or across the
center line in halves deployment). In either instance, the
markers should split the distance between the zones. In any
mission with reserves deployment, the player who goes first
decides the axis.

Each marker should be numbered either 1, 2, or 3 underneath
its base (see mission for details), but placed randomly and
without deliberation. This number will be revealed to both
players the moment any marker is in base-to-base contact with
a model.

There is always the possibility that these markers will be
nothing more than empty decoys, but we encourage you to
model something relevant and exciting just in case as there
is an equal possibility that these markers will, in fact, represent
a focal point in the game.

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

Night Fight: After all deployment and mission selection
(described on the next pages), the player going first rolls a d6
and checks to see if the visibility for the mission will be
impeded in any way:

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

Of course, the basic Night Fight mechanism requires some
tinkering for these more intimate Special Operations
encounters. Before any action on the first turn in which Night
Fight takes effect, the player going first on that game turn rolls
a d6. Visibility for that game turn is limited to d6+12 inches LoS
range; this range lasts the entire game turn for all models and
both players. All models outside that range are considered
outside of LoS.

At the beginning of each subsequent turn in which Night Fight
has effect, players will alternate the d6+12 roll that decides
visibility 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 and
instead 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 for
all models within 3 inches of the Sentinel.

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Deployment

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

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

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

Quarters: In a mission that calls for table quarters, the player
deploying first will chose a standard table quarter placing all
his appropriate models within a deployment zone created by
measuring a 12 inch triangle extending along the both table
edges from the corner. The opposing player will then place all
appropriate 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 player
deploying first will chose any table half and place all his
appropriate models in that deployment zone no further than 6
inches from the table edge. The opposing player will then
place all appropriate models in the opposite table half, again
no further than 6 inches from the table edge.

Reserves: In a mission that calls for reserves, all models
begin the game off the table (limited Deepstrike: 3 models may
enter play via the Deepstrike rules.). At the beginning of each
turn, roll individually for each model in your Special Operations
Group. 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 second
time to determine the manner of their entry. Reserves arrive as
follows:

1: any table edge opponents choice, but controlling player
may 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 inches
from an enemy model already on the table. If a model is
unable to enter the game because of this restriction, it will be
placed back into reserves and will roll again in the following
turn.

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

Various missions may require your Special Operations Group
to push into any number of table quarters, so please keep in
mind that each of the five quarters represents not only a viable
deployment zone but also a potential victory condition.


Missions

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

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

Note: The specific primary mission brief will describe in detail
how 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, each
player then draws a single Secondary Mission card and a
single Tertiary Mission card. These are kept confidential and
only revealed at the end of the game when players calculate
Mission Points and Victory Conditions (discussed in greater
detail below). Secondary Missions are worth 3 Mission Points
and Tertiary Missions are worth 1 Mission Point.

Callous Disregard: If a player chooses to do so, he may earn
an additional Mission Point for any Secondary and/or Tertiary
Mission by revealing the mission to his opponent before play
has started. The bonus point will only be rewarded for a
mission both revealed and completed. This is a rather bold
gesture, reserved for those Special Operation Groups either
uninterested in the subtle arts, or those too desperate to care.

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

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

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

Note:, the following pages outline the specific objectives for
primary, secondary, and tertiary missions. If you do not have
cards available to select and generate those missions, please
simply roll a d6 for each appropriate mission and record the
results (secretly when necessary).
Special Operations Killzone Special Operations Killzone Special Operations Killzone Special Operations Killzone

Ending the Game

Every Mission has its own conditions to be met for ending
the game; that said the following will always end the game
and should be considered the standard mechanism for
ending the game unless otherwise stated. There are two
possible triggers to end the standard game:

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

Note: in order to end a game, a mission must be complete
for at least two consecutive player turns (thus might end mid
game turn), and a game cannot end before the fourth turn
unless one team has been tabled. If a player has been
tabled to end the game, Mission Points are still only allotted
for completed missions, no matter how brutally one trounces
an opponent.

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

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

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

Your team earns KPs for each enemy that is violently
removed 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 Special
Operations, the relative success or failure of a mission can
be a difficult matter to measure. Often, rival teams will thwart
an enemys primary objective only to discover that other
valuable 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 of
the game wins.

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

(+6 for Primary Mission, +3 for Secondary Mission, +1 for
Callous Disregard, +1 for Tertiary Mission, +1 for Callous
Disregard, +1 bonus for double Disregard = 13 Mission
Points).


Special Operations Killzone Special Operations Killzone Special Operations Killzone Special Operations Killzone

Primary Missions:

1. Kill Points
You must destroy the enemys Special Operations Group.
Each enemy model has a Kill Point value, which can be
determined by using this (quite simple) dynamic: move the
decimal 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 violently
removed from play.

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

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

2. Sweep and Clear
With this sweep and clear order, your team must clean a
path for the next wave.

Markers are set up and interact with secondary missions as
usual; however, they are not fixed. Upon contact with a
marker, a model will lose all remaining movement that player
turn. Subsequently, an unencumbered model may move a
marker up to 6 inches in any player turn. If that model is
killed, the marker falls directly underneath his base. All else
remains as normal.

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

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

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

You must bring all surviving models into the fifth quarter and
remove all enemy models from the same in order to
successfully complete this mission.

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

4. Reconnaissance
Your team has a scouting obligation. The more
reconnaissance you can perform in the field, the better.

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

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

5. Withdrawal
Two Special Operations Groups have found themselves on
the wrong end of no-mans land and must strategically
withdraw from their respective missions.

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

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

6. Ambush
The intelligence was flawless, but the ambush has gone to
hell. The combat zone has turned into a free-for-all.

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

The Defending player deploys second, places all appropriate
models within the fifth quarter, and must end the game with
a quarter of its original Kill Points value within 6 inches of
any table edge.

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

Special Operations Killzone Special Operations Killzone Special Operations Killzone Special Operations Killzone

Secondary Missions:

1. Munitions
One marker represents a cache of munitions that must be
destroyed.

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

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

2. Standard Template Construct
One marker represents an invaluable component for a
standard template construct; as such, your team has an
astonishing opportunity, and you must get your hands on a
construct component in order to learn what you can while
you may.

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

In order to complete this mission, one member of your team
must end the game in base contact with the marker. No
other model may be in contact with the marker.

3. Intelligence Cache
One marker represents a vital intelligence cache from
which you must upload information.

If an unencumbered model in base-to-base contact with the
objective marker reveals marker 3, it must remain in contact
with 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. Collection
completes the mission objective even if the model in
question is later eliminated from the game.

4. Transmitter
You must hold the high ground in this sector in order to set
up a beacon transmitter.

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

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

5. Lead from the Front
Morale within your Special Operations Group has suffered
recently. Each member of your Special Operations Group
looks to the team leader for an unspoken, unquantifiable
boost. 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 model
in order to successfully complete this mission objective.

6. Reverse Engineering
Secretly identify and record one enemy model carrying either
a Template, Incisive, Suppressive, or Heavy weapon other
than the team leader. Command has issued orders to
recover a specific piece of enemy wargear from that
individual in order to reverse engineer it.

This model must be killed in Assault in order to successfully
complete this mission objective.
Special Operations Killzone Special Operations Killzone Special Operations Killzone Special Operations Killzone

Tertiary Missions:

1. Just Breathe, Rookie
Secretly mark one model from your Special Operations
Roster other than your team leader. This is the Rookie.
Even among an elite Special Operations Group, someone
has to be the new guy. Your job is to keep the Rookie alive
until he gets some experience under his belt.

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

2. Traitor
Secretly identify and record one enemy model other than the
team leader. This model is the Traitor; he is an extremely
important sleeper agent within the enemys ranks, and you
must keep him alive for future activation.

Although an enemy nonetheless, the Traitor must survive the
game in order to successfully complete this mission
objective.

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

Keep close record of each wound inflicted by your team
members. The glory hound must exceed the tally of wounds
caused by any other model on your team (including the team
leader) in order to successfully complete this mission
objective.

4.Vendetta
Secretly mark one model from your Special Operations
Roster other than your team leader. This model enjoys a
profoundly personal grudge against the enemy Special
Operations Group and will stop at nothing to grind this
Vendetta under his heel.

Keep close track of the Kill Points value for each enemy
model specifically killed by this individual. This model must
kill twice his own value in Kill Points to successfully complete
this mission objective.

5. Sabotage
Your team has been monitoring enemy activity and may
have found a way to sabotage an unguarded target of
interest.

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

6. Culprit
Secretly identify and record one enemy model other than the
team leader. This model carries an important token rightfully
belonging to your army; he is known as the culprit.

You must kill the culprit and reclaim the token from the point
where he fell. If you reclaim the token, you may carry it with
no movement penalty either for collection or after. If any
subsequent model is killed while holding the token, the token
remains in play and can be retrieved by either side.

One member of your team must be holding the item when
the game ends to successfully complete this mission
objective
.
Special Operations Killzone Special Operations Killzone Special Operations Killzone Special Operations Killzone

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 deliberately
designed to offer your team an improbable boon in the
grand, heroic Hollywood tradition.

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

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

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

You may reveal this card at the beginning of either player
turn.

2. Poison
The moment you play this card, one models close combat
weapon gains the characteristic Poison (2+) for a single
Assault phase.

This card may be revealed during any Assault phase in the
game.

3. Adrenaline Rush
The moment you play this card, one model of your choice
benefits 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 do
When you activate this card, a single model from your team
gains the Furious Charge Universal Special Rule for the
remainder of your player turn.

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


5. You keep using that word
The moment you play this card one individual model from
the opposing team loses a single Universal Special Rule or
skill upgrade for the equivalent of one entire game turn (ie:
two player turns including the one in which the card
becomes active).

This card may be played during any phase of either players
turn.

6. Fickle Fortune
The moment you play this card, one individual model from
your team may borrow a single Universal Special Rule or
skill upgrade from any enemy model on the table; the enemy
model may not benefit from this USR for the active period of
this card, which lasts for the equivalent of one entire game
turn (ie: two player turns including the one in which the card
becomes active).

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

7. Bullet time
Once revealed, this card forces a single enemy model to re-
roll all successful wounds from any attacks that he makes for
one phase (either the Shooting or Assault phase, but not
both).

This card can be played during any phase in either player
turn

8. Die, you git
The moment you play this card, one model from your team
may re-roll any/all of its failed rolls to wound in a single
phase (Shooting or Assault). You may only re-roll any given
result once so this card may not be used to re-re-roll a
failed result.

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

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

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

10. Trump
Once revealed, this card will automatically negate the effect
of a Fate card played by your adversary.

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 ideas
are 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 an
alternative 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 you
please.

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, the
turn 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 also
recommend 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 then
immediately 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 all
resolutions 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 turn
to 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 die
roll 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 two
turns 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 enemy
player turns (due to priority). If this happens, the Opportunity Fire model may shoot in the second enemy player turn, provided that
there 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 this
subsequent turn by leaving the Opportunity Fire marker in place. If a model opts to continue in Overwatch, he treats the entire turn
as if he elected to engage Opportunity Fire in his own player turn as normal; he cannot, therefore, perform any action in his player
turn.

If the marker is removed after priority of the second game turn, the model may treat his player turn as normal. The Opportunity Fire
marker 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. The
player controlling the model in Opportunity Fire must decide immediately to either leave or remove the Opportunity Fire counter. If
the 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 game
turn.

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