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Special Operations: KILLZONE Draft Documentation Disclaimer This is a not-for-profit fan-made rules supplement for

Special Operations:


Draft Documentation


This is a not-for-profit fan-made rules supplement for warhammer 40,000 by Game workshop plc.

this ruleset demands that it’s users own and refer to the Warhammer 40,000 ruilebook and relevant Codices in the use of these rules.

none of the authors, distributors or creators envolved in the making of this are making any money, they did it for the love of the game.

all content within these pages os user-created and is derived, without permission, from Warhammer 40,000 intellectual property owned by Games workshop Ltd.

This Rule set is completely unofficial and in no way endorsed by Games Workshop Limited.

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No challenge to their status intended. All Rights Reserved to their respective owners.

This is NOT a

permission. No challenge to their status intended. All Rights Reserved to their respective owners. This is


Special Operations: KILLZONE Contents Introduction The Turn Priority Movement Phase Moving in terrain Running Shooting

Special Operations:



Introduction The Turn


Movement Phase

Moving in terrain Running

Shooting Phase




Assault Phase

Reactive Assault

Break Away:

Building a list

Team Structure Armored Might Death From Above Swift As The Wind

Special Issue Wargear Upgrades

Refractor Field Suspensors Medipack Auspex Targeter Close combat accessories Optional Upgrades

Specialized Team Members

General Game Changes

Area Terrain Army of Heroes Area Effect No Deepstriking

Playing a Killzone Battle

Basics for All Games Pick a game size Random Mission or Campaign game Secondary Objectives Strategy/Wargear cards Play the game Ending the Game Determining a Winner

“The God-Emperor is not on the side of the big battalions, but of the surest shot.”

-Ecclesiarch Voltairus

Special Operations: KILLZONE Draft Documentation “In the grim darkness of the far future there is

Special Operations:


Draft Documentation

“In the grim darkness of the far future there is only war; but war has many faces. Epic battalions wage endless conflict throughout star systems, grand heroes set themselves on the stage of the universe; mighty titans stride across virus ravaged worlds.

But sometimes, the universe turns on a smaller stage.

The blade in the dark, the brave last stand of the chosen few, the quiet work of closed doors and darkened strategiums.

To be a man in such times is to be one among uncounted billions, but sometimes, one man can make a difference.

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.

It is intended as a supplemental way to play the game, and as such a set of Games Workshop’s core rules and Codices for any armies used is essential to understand and play this ruleset.

Players will choose an elite team and undertake vital actions set against the stage of wider conflict. This ruleset aims to enable cinematic play in the style of tier one assets of a universe at war.

Basic rules additions and changes for Killzone games

The Turn

Priority: Each player rolls a D6 at the beginning of each 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.

Movement Phase

Moving in terrain: To simplify things and help keep the game flowing disregard the 5th edition rules for moving through difficult terrain and replace 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 it’s movement phase; the model doubles its movement rate for a run move.

Jump Infantry may run after using their special jump move; they may move 6 or 4 inches after a jump move depending on the terrain being moved in

A model that runs may not shoot, in addition it may not

assault unless it has the Fleet USR.

Shooting Phase

Killzone: Any time a weapon fires more than one shot, the shooting player picks a primary target and may choose to have the hits allocated to other enemy

models within its Killzone. All models within 4 inches

of the primary target model are in the Killzone and are

eligible as 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 by the owning player to the secondary targets within the Killzone

Overwatch: Any model that is armed with an appropriate weapon may choose to go into Overwatch in its movement phase; this will be the only action the model

may do in its turn. You should mark the model to remind you that it is in “Overwatch”.

Appropriate weapons for purposes of Overwatch:

*Have a range of at least 24” and *Have either 3 or more shots or have the Sniper ability.

The first enemy model that moves within the 180 degree fire arc and within range of a model on Overwatch may be shot at. If more than one model on Overwatch has range and LOS, you may elect to hold back some fire for future enemy movement, but at least one model on Overwatch must fire. A model on Overwatch may make

a normal shooting attack; if shooting at a target over

12 inches the model suffers a -1 to all its to hit rolls. However, models armed with Sniper weapons instead suffer the -1 penalty at 12 inches or less.

Grenades: Any model armed with grenades may throw them as a shooting attack with a range in inches that is double their strength statistic.

Defensive grenades are S4 AP- have a small blast template and may be thrown at anything.

Assault grenades are S4 AP- have a small blast template and may be thrown at anything.

Anti-armor grenades are S6 AP3 may be thrown at vehicles and fortifications, they have no blast.

Assault Phase

Who can fight: Models must be in base contact to fight

in an assault, ignore the 2 inch rule.

Assault moves through cover: Infantry models move 4 inches and Beast/Cav move 8 inches.

Reactive Assault: When a model is assaulted, after all assault moves are completed, any friendly models within 4 inches of an assaulting enemy model may choose to counter assault to aid their comrade. To do this they must pass a Leadership test. If they succeed, they move 4 inches into base contact with an assaulting enemy model; 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, they can choose to react to any one they wish, 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 overwatch may not reactive assault; they are too busy shooting to notice.

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

General Game Changes

Army of Heroes: Each model in Killzone acts on its own; they are for all intents a unit of one.

Area Effect: There are many items in 40k that are carried by one model and affect the whole unit that they are part of or attached to. These items don’t work properly in Killzone without some tweaking. These items will have an area effect in games of Killzone. Any friendly model within 6 inches of a model carrying one of these items gains the benefits from the item.

No Deepstriking: No model may teleport, deepstrike in Killzone, unless the scenario specifically allows it.

Area Terrain: Any dense area terrain like woods or jungles will block LOS if the target has four or more inches of the area terrain between it and the shooter.

+++Begin Intercept Transcription +++Vox Array 58 55954 554545 01 Deep Space +++Telem +++Inquisition Priority Assessment Lambda



[static] me? [pause-static] Skives, 38th Placis Mechanized. I don’t have much [loud banging-static] is gone! Does anyone copy? The Tyranids are here. If


you can hear this, you need to get out. Get everyone out of the system. We didn’t stand a chance. The 38th held, we kept them

out of the spaceport for the civvies to get out, but the ‘Nids nailed the evac before it left atmo. We had to get the word out, had to retake the System vox array, all the ast-astropaths are dead, ripped their faces out or something. [static]


squad got here,dodged the ‘Nids long enough to fire

up the arrays, We’ll do whatever else we can here to hurt ‘em. Don’t come looking for us. We are negative evac. [banging resumes]


I might not have much time, here. Just make sure every- one gets out. We will be back in contact if possible. [static]




Intercept Transcription

Playing a Killzone Battle

There are two ways to play a Killzone game.

The first is a well thought out narrative campaign, with predetermined scenarios and objectives driving the games along the course of the story.

The second is through the use of random missions and objectives, which will create a story of its own as you play the game.

Basics for All Games of Killzone

The actual playing a game section is vague as the real meat of game play comes from the scenario being used.

Pick a game size:You should prearrange the size and scope of the game being played. How many Teams are you going to use in your Special Operations Group and what is the point limit?

Random Mission or Campaign game: Determine which Mission is being played and whether it is going to be a one off game or part of a larger campaign storyline.

Missions can be determined by random dice rolls, using the ‘special’ mission cards from the final PDF, or by mutual agreement.

Secondary Objectives: You must decide if you are going to use the secondary objectives in your game.

The secret objective card is drawn to determine what the bonus mission is for each team in your Spec Ops Group. These cards are kept secret and are only revealed at the end of the game.

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

Play the game: After all the above is worked out play your mission to it’s conclusion.

Ending the Game:Although there will be other things that can trigger a game to end in some of the Scenarios being played, the following will always end the game.

Once a team is reduced to 25% (rounding up) of its starting model count it must take a leadership test at the beginning of each of its turns.The test is taken on the team leaders LD stat, if he is dead it is on the highest LD left in the team. If the team passes it continues to function as normal. If the team fails its leadership test the team routs and the game ends. (Even teams comprised completely of Fearless models will rout, so must take the break tests when reduced to 25%)

Note: If you are using two teams in the group, then each group tests for leadership independently. In order for the game to end, both teams in the group must fail their leadership test.

Determining a Winner:Killzone uses what are called Mission Points to determine which side wins. Just forcing your opponent to break and rout off the battlefield does not mean that you won. These can be gained by completing objectives, and killing your opponents models.

battlefield does not mean that you won. These can be gained by completing objectives, and killing

Building a list

Both players build a special operations group using the codex for his/her army of choice. A special operation group contains between one to two special operations teams. The exact number of teams will be determined by the players prior to the game.

Team Structure

Each team has a 175-250 point limit and can contain anywhere between 5 to 20 models in total. Teams purchase individual models from the Elite, Troops, Fast

Attack and Heavy Support unit selections in their codex.

A little basic math skill will be required to figure out some

individual points costs


For example a Marine Tactical squad sergeants cost is determined by subtracting the cost of the 4 standard marines from the squads base cost. 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 and only after you take one member from the squad entry. You may not take a second squad leader choice for a unit type more than once.

For example you take one tactical and one assault marine, you could then take an assault sgt and a tactical sgt; once these are chosen you may take no further tactical or assault sgt’s in your team

A team may contain no more than 4 special ranged

weapons upgrades; only two may be a heavy weapon upgrade. (Special Ranged weapons upgrades are the ones that can only be taken in a limited number.

Ranged weapons upgrades that all models in a squad may take do not count toward this limit.

For example Marine Scouts can upgrade every model to carry a sniper rifle or shotgun; these upgrades are not limited by this rule. (Pistol upgrades do not fall under these restrictions.)

No vehicles are allowed with the exception of a single Walker per team and only if they have an armor rating

of 33 or less. Armor rating is determined by adding the 3

armor values (FA/SA/RA) for your vehicle together.

A team member may not have more than 3 wounds.

A team may contain no more than two models with 2+

armor saves.

A team may contain no more than two models with 3+

invulnerable saves.

A team may contain no more than two Jump Infantry


A team may contain no more than two bike, jetbike or

cavalry models.

A team member may not have a toughness statistic

greater than five. Models listed as Unique in their unit composition may not be used.

Team Leader: Pick one model from your team to be the team leader, preferably the model with the highest leadership. All models within 6 inches may test on his leadership. This model gains +1 wound if he only has one in his base stats; if the model has more than one wound already it gains +1 attack instead.


A few of the proceeding restrictions can be lifted by

purchasing the appropriate ‘Theme’ upgrade listed below.

Armored Might: This theme allows you to take as many models with 2+ Armor saves in your team as you desire. You may select this theme for 10 points, and are required to spend at least 75% of your points on themed models.

Death From Above: This theme allows you to take as many Jump Infantry models in your team as you desire. You may select this theme for 10 points, and are required to spend at least 75% of your points on themed models.

Swift As The Wind: This theme allows you to take as

many models that are Bikes, Jetbikes or Cavalry/Beasts

in your team as you desire. You may select this theme for

10 points, and are required to spend at least 75% of your points on themed models.

Imperial records have well documented the siege of hades hive, and the steadfast Commisar Yarrick who held the hive together against insurmountable Ork assaults.

What is less celebrated is the accounting of the few surviving Veteran Guardsman who made Daily scavenger runs through the ork-held outer regions of the hive, performing dazzling acts of heroism day after day to keep the beleaguered survivors alive for another day.

“Was wasn’t finking about holdin’ till the fleet came. We wasn’t finking about much beyond the mud and the feth and where the next ration bars were comin’ from.

Greenies don’t like our food, see, so it was all just out there, waiting. Only problem was, there was this couple of thousand orks, and to them, WE was the food.”

Veteran Guardsman Pullo, 31st Hadeshive

Optional Upgrades

The following upgrades are optional, but I would suggest using them as they add tons of flavor and add greatly to the uniqueness of the teams.

Also note none of these are set in stone yet as there have not been many playtests with them; there may end up being less or more of them when the project is done.

Some upgrades are listed with two points values, the points are determined according to the base statistic being enhanced. The first value is for any stat that is 3 or less, the second is for stats of 4 or greater; these will be indicated in parenthesis before the point costs. For example lets look at the Targeter it has a 3/5 points value, so a Guardsman with a BS 3 will pay 3 points for the upgrade and a Space Marine will pay 5 points

Special Issue Wargear Upgrades

One of each of the following options may be taken by each team.

Refractor Field 15 points

A team leader may take a refractor field and gain a 5+

invulnerable save.

Suspensors 10 points

A team member with a Heavy Weapon fitted with

suspensors gains the Relentless USR, but may only fire up to half the weapons maximum range if they move.

Medipack (T) 8/10 points

A team member with a medipack gains the feel no pain

USR; in addition one team member within 6 inches may take one feel no pain roll a turn.

Auspex 10 points

A team member with an Auspex ignores cover saves

when shooting or may forfeit it’s own shooting to

guide the shots of another team member within 2 inches,

in this case the guided model ignores cover

saves. The team member may not be carrying a special ranged weapon upgrade and have an Auspex.

Any team member may take any of the following upgrades:

Targeter (BS) 3/5 points

A team member with a targeter adds +1 to all of it’s

shooting to hit rolls if the team member doesn’t move.

Close combat accessories (S) 1/4 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 gains an additional attack in the assault phase.

They may not be taken by models that already possess 2 close combat weapons.

an additional attack in the assault phase. They may not be taken by models that already

Specialized Team Member

In non-campaign games a Team may start off a number of members with specialized skills.

The Team may take up to 25 points worth of skills; these points count toward the teams total value. (You and your opponent are free to raise or lower the total skill points allowed.)

General skills cost 5 points Specialist skills cost 10 pints Team Leader Leadership skills cost 10 points

Additionally, any model may choose to either enhance its Strength, Toughness or Leadership value by +1

Each statistic upgrade may only be taken once, and costs 15 points.











+1 Attack

6” AOE Furious charge

+1 Inch Movement

Extra shot per turn

Grants 4+ poison wound

6” AOE +1 Initiative

+1 WS

+1 AP

Hit and Run

6” AOE Feel No Pain

+1 BS

Grants 4+ poison wound


6” AOE +1 to wound rolls

Grants 6+ Invul save

Weapon is twin linked


+1 to Team’s break tests

Skilled Rider

Force enemy to re-roll successful armour save

Substitute profile attacks for D6 each turn

Re-Roll 1 Break test per game



Master crafted Weapon


Move through cover


Counter Attack



  Move through cover       Counter Attack       Scout      

Help us make a better game!

Played Killzone? Liked it? Hated it?

Tell us about it!

We are working hard to make this ruleset everything we want it to be, if theres something you loved, something you found difficult, hard to work through or just plain annoying come to our forums at


and give us some feedback. we arent promising you’ll get it “your way” but we’ll certainly listen.

Contributor’s Credits

The Following people have conributed ot this document for no reason other than thier love of the hobby and thier disire to make a skirmish game they want to play.

Big Jim at Galaxy in Flames http://galaxyinflames.blogspot.com/

AJ/Bestia from the Imperial Truth podcast http://theimperialtruth.blogspot.com/

B.smoove from A Gentleman’s Ones http://agentlemansones.blogspot.com/

Karitas from Excommunicate Traitors http://excommunicatetratoris.blogspot.com/

Menzies from the 512th Cadian http://cadian512.blogspot.com/

Sons of Taurus from his self-titled Blog http://sonsoftaurus.blogspot.com/

Counterfett from All things Fett http://counterfett.blogspot.com/

Geoff from the Independent Characters Podcast http://theindependentcharacters.com/blog/

Master Bryss