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DISCLAIMER:
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codices in the use of these rules.
All content within these pages is user-created and is derived, without permission, from Warhammer
40,000 intellectual property owned by Games Workshop Ltd.
This ruleset is completely unofficial and is in no way endorsed by Games Workshop Ltd.
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Introduction
6. Themes
Armored Might
Death From Above
Swift as the Wind
Behemoths
7. Optional Upgrades
Skill Upgrades
8. Wargear Upgrades
Special Issue
Limited Issue
Standard Issue
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.
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.
2
SPECIAL OPERATIONS: KILLZONE - RULES
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.
Overwatch: Any model that is armed with a Dont be absurd, Sergeant Pennfold. Those
weapon other than a Pistol may choose to go into Chaos maggots couldnt hit the fat side of a
Squiggoth from this dista--
Overwatch in its movement phase, which will be
the only action the model may perform in its turn. -last recorded words of Colonel Emillion Grist
You should mark the model not only to remind you 451st Nunzian Continentals
that it is in Overwatch, but also to delineate
clearly its 180 degree fire arc.
A model in Overwatch may make a normal Grenades: Any model armed with grenades may
shooting attack in the enemys turn at any point if throw one as a shooting attack with a range in
and when an enemy appears within its 180 inches that is double its strength statistic.
degree fire arc. If shooting at a target further than Grenades all count as Assault 1 weapons. As
12 inches, the model suffers a -1 modifier to its blast weapons, grenades will scatter; however, to
BS. Any shots over 24 inches suffer a -2 modifier determine scatter simply roll the directional die
to its BS. Models armed with Sniper weapons and flip the template over its own edge in the
ignore BS modifiers. appropriate direction (as with barrage weapons).
The controlling player may choose whether or not Defensive grenades are S3 AP- and use the small
to fire at any available target, and thus might blast template. All models hit by a defensive
ignore the first target in hopes of finding a better grenade must take a Pinning test.
option later in that turn.
Once the model has shot from Overwatch, Assault grenades are S4 AP- and use the small
remove its marker; it may make no further blast template.
shooting attacks until its following turn.
Anti-armor grenades are S6 AP3 and have no
Turn Zero: in any mission, the player going blast; they do not scatter if they miss.
second may begin the game with 0-3 models in
Overwatch. 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.
3
SPECIAL OPERATIONS: KILLZONE - RULES
Assault Phase
Who Can Fight: Models must be in base contact
to fight in an assault; ignore the standard 2 inch
rule.
++Inquisitiorial Priority Lambda - approved
Assault Moves Through Cover: Infantry models ++Vox Array 58 55954 554545 01 Deep Space
move 4 inches and Beast/Cavalry move 8 inches. ++Begin Intercept Transcription...
Reactive Assault: When a model is assaulted,
after all assault moves are completed, any [static]
friendly models within 4 inches of an assaulting ...ear me?
enemy model may choose to counter assault in [pause static]
aid of their comrade. To do so, each model must ...poral Skives, 38 Placis Mechanized. I dont
pass a Leadership test. Any and all successful have much...
models may then move 4 inches into base contact [loud banging - static]
with an assaulting enemy model; they do not gain ...sgone. Placis is gone! Does anyone copy?
the +1 attack for assaulting unless they have the The Tyranids are here. If you can hear this, you
Counter Attack USR. need to get out. Get everyone out of the
system. We didnt stand a chance. The 38th
This move is unaffected by difficult terrain but held; we kept them out of the Spaceport for the
does not ignore dangerous terrain checks if civvies, but the Nids nailed the evac before it
applicable. In the event that a model is in range left atmo. We had to get the word out. Ive only
of more than one assault, the model can choose got three teams left, and were working the last
to react to any one combat it wishes, but you standing relay. All the ast-astropaths are dead,
must declare which models will try to react to ripped their faces out or something.
which assaults before you make any of the We are negative evac.
Leadership checks. [sound of explosion in distance, static]
...doing what we can to hurt them...
Any models that are operating in a special fire ...
mode (like overwatch) may not reactive assault;
they are too busy shooting to notice. ++End Intercept Transcription
++
Consolidation: Do not roll for consolidation
distances; consolidating models may move up to
4 inches, which is not modified by terrain.
4
SPECIAL OPERATIONS: KILLZONE - TEAMS
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 Standard Restrictions: a team may only select
limit and can contain anywhere between 5 to 20 0-2 models with:
models in total. 2+ armor save
3 wounds
No model may exceed 80 points (including 3+ invulnerable saves
upgrades). Jump Infantry designation, and/or
Bike, Jetbike, or Cavalry designation.
Teams purchase individual models from the Elite,
Troops, Fast Attack, and Heavy Support unit Weapon Restrictions: Killzone teams identify
selections in their codex. A little basic four basic type of non-standard and limited
mathematical skill might be required to figure out weapons.
some individual points costs. Please see the
Codex: Operatives amendment for the specifics of In any mission, a team may field the following
your Codex. number of non-standard weaponry:
0-3 Template - designated Template
For example, the cost of a tactical marine 0-3 Incisive - with AP2 or lower
sergeant can be determined by subtracting the 0-3 Suppressive - with 3 or more shots, and/or
cost of the 4 standard marines (16 points each x 4 0-3 Heavy weapons - designated Heavy.
= 64) from the squads base cost (90). So the cost
for the Marine Sergeant is 26 points (90 64 = These characteristics stack, so a Lascannon fills
26). both an Incisive and a Heavy slot.
You may only take one squad leader upgrade for Unique Models: Models listed as Unique in their
each unit choice taken and only after you take unit composition may not be used.
one member from the squad entry. You may not
take a second squad leader choice for any Wound Limit: No model may have more than 3
particular unit type. wounds in Killzone.
So, for example, if you take one tactical and one Toughness: No model may have a base
assault marine, you could then select an assault Toughness statistic greater than 5.
sergeant and a tactical sergeant; once these are
chosen, you may not enlist another tactical or Vehicles: No vehicles are allowed with the
assault sergeant for your team. exception of a single Walker per team, and only if
it has an armor rating of 33 or less. Armor rating is
Team Leader: Pick one model from your team to determined by adding the 3 armor values (FA/SA/
be the team leader, preferably the model with the RA) for your vehicle together.
highest Ld value. The team leader may not be
equipped with a Heavy weapon. All models within Note: a Walker cannot be a team leader, as it will
6 inches may test on his Ld. This model gains +1 have neither Ld nor W value.
Wound if he only has one in his base statistic; if
the model has more than one Wound already, he
gains +1 Attack instead.
5
SPECIAL OPERATIONS: KILLZONE - TEAMS
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 guidelines; 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 standard 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.
6
SPECIAL OPERATIONS: KILLZONE - UPGRADES
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.
7
SPECIAL OPERATIONS: KILLZONE - UPGRADES
Wargear Upgrades
Standard Issue:
The following options may be taken an unlimited number of times per team.
8
SPECIAL OPERATIONS: KILLZONE - GAMES
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 Night Fight: After all deployment and mission
size and scope of the game by considering how selection (described on the next pages), the
many teams you would like to use in your Special player going first rolls a d6 and checks to see if
Operations Group; we tend to play 250 point the visibility for the mission will be impeded in any
teams as standard, but have at times stretched way:
this limit to include multiple teams within each
Special Operations Group so that each player (or 1: Dawn. Night Fight lasts for the first d3 turns.
group thereof) controls multiple 250 point teams 2: Dusk. Night Fight begins at the opening of turn
per side. In any event, we encourage you to four and lasts until the game ends.
expand (or to restrict) your forces with the same 3-6: Normal Light. Conditions are such that there
irreverent spirit that inspired Killzone from the is enough ambient light of one sort or
beginning. another to suffice for this mission.
The Table: We recommend that a standard Of course, the basic Night Fight mechanism
Killzone Mission should be played on a 3ft by 3ft requires some tinkering for these more intimate
table for basic 1v1, or on a 4ft by 4ft table for full Special Operations encounters. Before any action
Special Operations Groups (ie: 2 or more teams on the first turn in which Night Fight takes effect,
per side); at least 50% of the tabletop should be the player going first on that game turn rolls a d6.
covered in terrain -though we recommend loading Visibility for that game turn is limited to d6+12
the table with as much as possible. inches LoS range; this range lasts the entire
game turn for all models and both players. All
Markers: After the table has been arranged and models outside that range are considered outside
deployment decided, place three markers on the of LoS.
table. One marker will always be situated in the
centermost point of the table. The center of the At the beginning of each subsequent turn in which
remaining two markers are placed 9 inches from Night Fight has effect, players will alternate the
that marker along an axis through the remaining d6+12 roll that decides visibility as appropriate.
no-mans land (ie: either diagonally in a quarters
deployment or across the center line in halves Modifiers:
deployment). In either instance, the markers Acute Senses: remove the current rule for this
should split the distance between the zones. In USR and instead add 4 inches to Night Fight LoS
any mission with reserves deployment, the player range for this model.
who goes first decides the axis.
Tau Black Sun Filter: remove the current rule for
Each marker should be numbered either 1, 2, or 3 this USR and instead add 4 inches to Night Fight
underneath its base (see mission for details), but LoS range for this model. This bonus will stack
placed randomly and without deliberation. This with Acute Senses.
number will be revealed to both players the
moment any marker is in base-to-base contact Imperial Guard Search Lights: count as Acute
with a model. Senses, and therefore add 4 inches to LoS range
for this model only. This bonus does not stack
There is always the possibility that these markers with the Thermal Imaging wargear upgrade as the
will be nothing more than empty decoys, but we model cannot have Acute Senses twice.
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.
9
SPECIAL OPERATIONS: KILLZONE - GAMES
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.
Quarters: In a mission that calls for table The fifth quarter: Please note that for the sake of
quarters, the player deploying first will chose a this game, we divide the table into five quarters:
standard table quarter and place all his one in each corner and a non-standard fifth in
appropriate models within a deployment zone the middle of the table. The fifth quarter is always
created by measuring a 12 inch triangle extending created by drawing a 6-inch radius from the
along the both table edges from the corner. The center of the table.
opposing player will then place all appropriate
models in the quarter diagonally across, also Various missions may require your Special
within a triangle 12 inches from the corner. Operations Group to push into any number of
table quarters, so please keep in mind that each
Halves: In a mission that calls for table halves, of the five quarters represents not only a viable
the player deploying first will chose any table half deployment zone but also a potential victory
and place all his appropriate models in that condition.
deployment zone no further than 6 inches from
the table edge. The opposing player will then Note: throughout this section and beyond, we will
place all appropriate models in the opposite table refer to the act of drawing cards; however, all the
half, again no further than 6 inches from the table information on the cards mentioned herein has
edge. been included in this ruleset. If you do not have
these cards available, please randomly select
Reserves: In a mission that calls for reserves, all these with a d6 or d10 instead.
models begin the game off the table (though
Deep Strike remains inoperable). At the beginning
of each turn, roll individually for each model in
your Special Operations Group. That model will
arrive on a d6 roll of: 4+ on turn one, 3+ on turn
two, automatically on turn three.
10
SPECIAL OPERATIONS: KILLZONE - GAMES
Missions
In order to represent strategic complexity of a Special Operations mission on the tabletop, we recommend
the following dynamic approach to mission selection:
Callous Disregard: If a player chooses to do so, A Desperate Gamble: At any point in the game, a
he may earn an additional Mission Point for any player may discard the Tertiary Mission card and
Secondary and/or Tertiary Mission by revealing draw an additional Fate card. A player who does
the mission to his opponent before play has so will automatically forfeit any possible Mission
started. The bonus point will only be rewarded for Points for that Tertiary Mission.
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. Note: again, the following pages outline the
specific objectives for primary, secondary, and
Fortune favors the brave. If you both declare and tertiary missions. If you do not have cards
complete your Secondary and your Tertiary available to select and generate those missions,
Mission (with the aforementioned level of callous please simply roll a d6 for each appropriate
disregard), you earn an additional Mission Point mission and record the results (secretly when
for being so extraordinarily brash. necessary).
11
SPECIAL OPERATIONS: KILLZONE - GAMES
Ending the Game: Although individual Missions Victory Conditions: In the murky world of
may have alternative triggers for concluding play, Special Operations, the relative success or failure
the following will almost always end the game, of a mission can be a difficult matter to measure.
and should be considered the standard Often, rival teams will thwart an enemys primary
mechanism unless otherwise stated. There are objective only to discover that other valuable
two possible triggers to end the standard game: assets have been compromised, destroyed, co-
opted, or otherwise negated.
-After Four: After turn four, a game will begin to
end if one player has completed the Primary Victory can be measured according to the
Mission requirements; however, the game can following chart:
only do so if that mission remains completed
through the oppositions next full player turn Condition: Mission Points:
(allowing one final gasp at glory). Primary Mission complete: +6
or partial completion: +3
Note: in order to end a game, a mission must be
complete for at least two consecutive player turns Secondary Mission complete: +3
(thus might end mid game turn), and a game (and callous disregard) +1
cannot end before the fourth turn unless one team
has been tabled. If a player has been tabled to Tertiary Mission complete: +1
end the game, Mission Points are still only allotted (and callous disregard) +1
for completed missions, no matter how brutally
one trounces an opponent. double disregard +1
-After Seven: the game will always end at the The player with the most Mission Points at the
conclusion of turn seven regardless of mission conclusion of the game wins.
success or failure.
Note: In the elusive perfect game, a player may
earn as many as 13 total Mission Points:
Kill Points: A few missions will require that you
calculate Kill Points to help determine the relative (+6 for Primary Mission, +3 for Secondary
success of a mission. Before a game, we Mission, +1 for Callous Disregard, +1 for Tertiary
recommend that you record the original value of Mission, +1 for Callous Disregard, +1 bonus for
your team and keep a note of this number on your double Disregard = 13 Mission Points).
roster where you may reference it easily if called
upon to do so. We have yet to see it happen.
12
SPECIAL OPERATIONS: KILLZONE - GAMES
Primary Missions:
3. Capture and Control The Defending player deploys second, places all
Your team must capture and control a vital area appropriate models within the fifth quarter, and
in no-mans land; it is imperative that you both must end the game with a quarter of its original
hold this area and keep it free of enemy Kill Points value within 6 inches of any table edge.
interference: think king of the hill.
Partial Completion: none -its all or nothing.
You must bring all surviving models into the fifth Deployment: Fifth Quarter, Reserves
quarter and remove all enemy models from the
same in order to successfully complete this
mission.
13
SPECIAL OPERATIONS: KILLZONE - GAMES
Secondary Missions:
1. Munitions 4. Transmitter
One marker represents a cache of munitions that You must hold the high ground in this sector in
must be destroyed. order to set up a beacon transmitter.
If an unencumbered model in base-to-base When the game ends, you must hold the highest
contact with the objective marker reveals marker non-impassible level of terrain on the table, with
1, it has found the munitions, which will explode at no enemy models within 3 inches (or one level).
the end of the next full game turn (after contact).
If two or more pieces of elevated terrain are of
The explosion is centered on the objective equivalent height, the one with the largest
marker: S6 AP-, Large Blast. The munitions must footprint/base is the objective. If there is still a tie,
explode before the end of the game in order to the qualifying piece of terrain that is closest to the
successfully complete this mission objective (all center of the table is the objective. If there is still a
the better if the explosion causes the end of the tie, any one qualifying piece will fulfill the objective
game). (cardholders choice).
14
SPECIAL OPERATIONS: KILLZONE - GAMES
Tertiary Missions:
This model must survive the game in order to Keep close track of the Kill Points value for each
successfully complete this mission objective. enemy model specifically killed by this individual.
This model must kill twice his own value in Kill
Points to successfully complete this mission
2. Traitor objective.
Secretly identify and record one enemy model
other than the team leader. This model is the
Traitor; he is an extremely important sleeper 5. Sabotage
agent within the enemys ranks, and you must Your team has been monitoring enemy activity
keep him alive for future activation. and may have found a way to sabotage an
unguarded target of interest.
Although an enemy nonetheless, the Traitor must
survive the game in order to successfully In order to successfully complete this mission,
complete this mission objective. you must destroy two objective markers (with the
following profile: T5 W2) not including any marker
relevant to your own primary and/or secondary
3. Vaingloryhound mission objective this game.
Secretly mark one model from your Special
Operations Roster other than your team leader.
This is the glory hound; this model has been 6. Culprit
feeling a bit headstrong lately, perhaps a bit too Secretly identify and record one enemy model
much so. other than the team leader. This model carries an
important token rightfully belonging to your army;
Keep close record of each wound inflicted by your he is known as the culprit.
team members. The glory hound must exceed the
tally of wounds caused by any other model on You must kill the culprit and reclaim the token
your team (including the team leader) in order to from the point where he fell. If you reclaim the
successfully complete this mission objective. 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.
15
SPECIAL OPERATIONS: KILLZONE - CARDS
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.
16
SPECIAL OPERATIONS: KILLZONE - CARDS
Cards
These cards are designed to add a supplemental bit of fun to your Killzone experience. They are optional,
as all the information contained in these cards is also already available to you in this book.
If, like us, you enjoy an extra ounce or two of character, fun, and frivolity in your gaming experience, we
highly recommend picking up a set. We have provided a few examples below, but you are free to explore
other options. To that end, we have taken a liberty of including several blank cards in the set so that you
might create your own Mission and/or Fate cards to suit your specific games and/or campaigns. Enjoy.
As an aside, we presume that players using these cards will do so in good faith and not try to exploit any
ambiguities.
17
SPECIAL OPERATIONS: KILLZONE - ALT
Alternatively
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 Overwatch: you may find an odd situation in
experimented with the idea of breaking the turn which a model could remain on Overwatch
down into alternating sub-phases, during which through two sequential enemy player turns (due to
each player performs all actions appropriate to priority). If this happens, the Overwatch model
that phase before moving forward to the next one. may shoot in the second enemy player turn,
As such, the turn is broken down into the standard provided that there is a viable target and that he
turn components (Movement, Shooting, Assault), has not already taken himself out of Overwatch by
but each player. shooting.
In this instance, we recommend that you fold After priority has been decided, the controlling
charge moves directly into the movement phase player signals that his model intends to remain in
(as with running). Moreover, we also recommend Overwatch through this subsequent turn by
that both players still fight close combat leaving the Overwatch marker in place. If a model
encounters in their respective assault phase, as opts to continue in Overwatch, he treats the entire
normal per game turn. turn as if he elected to engage Overwatch in his
own player turn as normal; he cannot, therefore,
For example: in a new turn, player one performs perform any action in his player turn.
all his movements for that turn as normal;
however, player two will then immediately perform If the marker is removed after priority of the
all of his movement actions for that turn, both second game turn, the model may treat his player
including run and charge moves. After this has turn as normal. The Overwatch marker must be
been completed, player one will then proceed to removed before the enemy models have moved in
the Shooting phase, followed immediately by order to do so.
player two. Player one then rolls all assaults, with
all resolutions concluded, before Player two For example: a model goes into Overwatch in the
enacts another subsequent Assault phase to its first half of game turn 1. He does not shoot during
natural conclusion. the enemys portion of turn 1, so his Overwatch
status has not been negated. The enemy wins
priority for game turn 2 and decides to go first.
Priority: the player that deploys first enjoys The player controlling the model in Overwatch
Priority for the first turn. After that, each player must decide immediately to either leave or
rolls a d6 at the beginning of the turn to see who remove the Overwatch counter. If the counter
has Priority for that turn. The winner of the die roll remains, the model may shoot in the enemy
may choose to go first or second in the current portion of turn 2, but doing so will be the sum of
game turn. If the die roll is a tie, Priority goes to his actions for that game turn.
the person who went second in the previous turn.
18
CONTRIBUTORS CREDITS:
The following people have contributed to this document for no reason other than their love of the
hobby and their desire to make a skirmish game the way they would like to play it. We would like to
thank everyone for their boundless energy and enthusiasm for this project.
Magilla Gurilla from Table Top War Geoff from The Independent Characters
(tabletopwar.net/) (theindependentcharacters.com/blog/)
Area of Effect: Any friendly model within 6 Grenades: (shooting phase) Grenades all count
inches of a model with an Area of Effect item or as Assault 1 weapons. As blast weapons,
ability gains the benefits from the item. grenades will scatter; however, to determine
scatter simply roll the directional die and flip the
Pinning: a wound from a weapon with pinning template over its own edge in the appropriate
test causes all models within 6 inches to make direction (as with barrage weapons).
pinning test.
Defensive grenades are S3 AP- and use the
Natural: a roll of 1 always misses, and a roll of 6 small blast template. All models hit by a
always hits. defensive grenade must take a Pinning test.
The Turn Assault grenades are S4 AP- and use the small
Sequence: The turn sequence works as in blast template.
standard 40K.
Anti-armor grenades are S6 AP3 and have no
Movement Phase blast; they do not scatter if they miss.
Moving in Terrain: difficult terrain reduces
movement to 4 inches. Models with the USR
Move Through Cover ignore terrain movement Assault Phase
penalties. Who Can Fight: Models must be in base
contact to fight in an assault; ignore the standard
Running: (movement phase) model adds 4 2 inch rule.
inches to movement rate for any run move; a
model that runs may neither shoot nor assault Assault Moves Through Cover: Infantry
unless it has the Fleet USR. Jump Infantry may models move 4 inches and Beast/Cavalry move
run 4 inches after using their special jump move. 8 inches.
Overwatch: (movement phase) only action the Reactive Assault: (Leadership test) friendly
model may perform in its turn. Mark the model to models within 4 inches of an assaulting enemy
delineate clearly its 180 degree fire arc. model may choose to counter assault in aid of
their comrade: may then move 4 inches into
Any weapon that is not a Pistol may engage base contact with an assaulting enemy model;
Overwatch. A model on Overwatch may make a no +1A for assault unless model has Counter
normal shooting attack in the enemys turn if and Attack USR.
when an enemy appears within its 180 degree
fire arc. If shooting at a target further than 12 Ignore difficult terrain but not dangerous terrain.
inches, the model suffers a -1 modifier to its BS.
Any shots over 24 inches suffer a -2 modifier to A model in Overwatch may not reactive assault.
its BS. Models armed with Sniper weapons
ignore BS modifiers. Consolidation: Do not roll for consolidation
distances; consolidating models may move up to
The controlling player chooses when to fire. 4 inches, which is not modified by terrain.