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Special Operations Killzone

Special Operations Killzone is a set of fan created rules for running skirmish games within the Warhammer 40,000 universe. (These rules will be similar in nature to the original Kill Team rules from fourth edition.)

Players will pit their Special Operations Groups (SOG) against one another as they attempt to complete missions vital to the overall war effort that you would see in a normal game of 40K. The members of these groups are the unsung heroes of every war.

Basic rules additions and changes for Killzone games

The Turn

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

Priority: Each player rolls a D6

Moving in terrain: To simplify things and help keep the game flowing disregard the 5 th 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.

Running: Disregard the 5 th 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 doubles its movement rate for a run move. 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 2 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 a weapon that is listed in its type as ‘Heavy’ 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”. Any enemy model that moves and is visible to a model on overwatch may be shot at. The model on overwatch may make a normal shooting attack. Once the model on

overwatch has shot remove the marker it my take no further actions this turn.

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

Frag grenades are S4 AP6 have a small blast template and may be thrown at anything.

Krak grenades are S8 AP3 may be thrown at vehicles and fortifications, they have no blast.

Grenades that are classified as defensive operate similar to frag grenades; they have a small blast but do not do physical damage, instead any model hit by a thrown defensive grenade may not shoot unless it rolls a 4+ on

a D6. This effect last until the defensive grenade players next turn.

In addition to these new rules, all grenades

function in assault the exact same way as they do in the normal 5 th edition rules.

Assault Phase

Reactive Assault: When a model is assaulted any friendly models within 3 inches may choose to counter assault to aid their comrade. To do this they must pass a leadership test, if they succeed they charge into combat, they do not gain the +1 attack for

1

assaulting

unless

they

have

the

Counter

Attack USR.

Break Away: Any model locked in combat from a previous turn may attempt to break away from combat at the beginning of its movement phase; if the model passes a leadership test it immediately makes a full move or run away from the combat it was just in. The model may shoot as normal but may not assault this turn. If the test is failed the model loses one of its attacks in this round of combat, if the models attack statistic is reduced to zero it may not strike back in combat.

General Game Changes

 

Unique Models: 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.

Area Effect: There are many items in 40k that are carried by one model and effect 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.

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

3 Wound Models: No model may have more than 3 wounds in Killzone.

No Reserves: All of the models in your team must be deployed on the table at the start of the game. This means no model may teleport, deepstrike or be left off the tabletop, unless the scenario specifically allows it.

 

Playing a Killzone Battle

 

There are two ways to play a Killzone game.

 

the game being played. How many Teams are you going to use in your Special Operations Group and what is the point limit?

Random Mission or Campaign game:

The first is a well thought out narrative campaign, with predetermined missions 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.

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

Here are the basics for playing all Killzone games.

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

Secondary Objectives:

 

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 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

You should prearrange the size and scope of

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are kept secret and are only revealed at the end of the game.

LD stat, if he is dead it is on the highest LD left in the team. If the team fails its leadership test the team routes and the game ends.(Even teams comprised completely of Fearless models will route, 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.

Strategy/Wargear cards:

You must decide if you are going to use the Strategy/Wargear bonus cards in your game.

Shuffle the deck then draw a card; the card is kept secret until it is used.

Play the game:

Determining a Winner:

After all the above is worked out play your mission to it's conclusion.

Killzone uses what are called Mission Points to determine which side wins. Just forcing 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.

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.

 

Typically a model is worth half

its value

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, if it passes it continues to function as normal. The test is taken on the team leaders

rounding up in Mission Points. Some scenarios change these parameters and any changes will be outlined in the mission briefing.

 

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Building a list

Both players build a special operations group using the codex for his/her army of choice.

upgrades do not fall under these restrictions.)

 

No vehicles are allowed with the exception of

A

special operation group contains between

a

single Walker per team and only if they have

one to two special operations teams. The exact number of teams will be determined by the players prior to the game.

 

an armor rating of 33 or less. Armor rating is determined by adding the 3 armor values (FA/SA/RA) for your vehicle together.

Each team has a 175-250 point limit and can contain anywhere between 6 to 18 models in total. Teams purchase individual models from

A

team member may not have more than 3

wounds.

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

A

team may contain no more than two models

with 2+ armor saves.

A

team may contain no more than two models

.

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)

with 3+ invulnerable saves.

A

team may contain no more than two models

with Jump Packs.

A

team may contain no more than two bike,

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.

jetbike or cavalry models.

A

team member may not have a toughness

statistic greater than five.

A

few of the proceeding restrictions can be

 

So 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

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 25 points.

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

 

Death From Above: This theme allows you to take as many models with Jump Packs in your team as you desire. You may select this theme for 25 points.

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 25 points.

 

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Optional Upgrades The following upgrades are optional, but I would suggest using them as they
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.
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. 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
Some upgrades are listed with two points
Special Issue Wargear Upgrades
One of each of the following options may be
taken by each team.
member may not be carrying a special ranged
weapon and have an Auspex.
Refractor Field 15 points
Any
team
member
may
take
any
of
the
following upgrades:
A
team leader may take a refractor field and
gain a 5+ invulnerable save.
Targeter 3/5 points
Suspensors 15 points
A
team member with a Heavy Weapon fitted
A team member with a targeter adds +1 to all
of it’s shooting to hit rolls if the team member
doesn’t move.
with suspensors gains the Relentless USR,
but may only fire up to half the weapons
maximum range if they move. Missile
Launchers may not use suspensors.
Assault Grenades 1 point
Medipack 8/10 points
A
team member with a medipack gains the
feel no pain USR; in addition my attempt to
revive a model that was killed in the previous
turn by moving into base contact with him, on
the roll of a 4+ the killed model is placed
upright with one wound.
Team members armed with assault grenades
count as being armed with Frag grenades.
These can take many forms depending on
your chosen force. We call them Biomass
spike projectiles for Tyranids. Models in
Terminator armor may not purchase assault
grenades.
Close combat accessories 1/4 points
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
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 a second
attack in the assault phase. They may not be
taken by models that already possess 2 close
combat weapons.
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Specialized Team Member

 

Up to four members of a team my purchase a single upgrade from the following list. Each upgrade is purchased out of the teams 175- 225 point limit and may only be purchased once per team.

 

Brawler 3/5 points

A team member with this ability gains +1 to all

his to wound

rolls in close combat.

Blade Master 8/10 points

Crack Shot 5 points

A team member with this ability gains +1 attack and all the models attacks become rending. The model may not be armed with a special close combat weapon.

A

team member with this ability may re-roll

any failed to hit or to wound rolls. The player

 

must choose which will be re-rolled at the beginning of the shooting phase.

 

Commando 10 points

Penetrator Rounds 10 points

 

A team member armed with Penetrators

 

Any infantry classed team member may take the Commando upgrade. The model gains the stealth, scout and move through cover USR’s. The model may not have a Jump Pack, Bike, Jetbike, or a 2+ armor save.

forces his opponent to re-roll all successful armor saves from shooting attacks made by the model. May not be taken by a team member with a special ranged or heavy

weapon

 
 

Hard to kill 4/6 points

Lightning Reflexes 25 points

 

A

team member with this ability gains a 4+

The team member gains the Feel No Pain USR.

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.

 

Resilient 3/5 points

The team member gains +1 to its toughness.

 

Optional Game Rules that need playtesting.

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

Defensive Fire: Any model that did not run, shoot or participate in an assault in it's player turn and is within 3 inches of an objective may use Defensive fire in its opponents player turn. If an enemy model moves within 6 inches of a model that can use defensive fire; the model may shoot

at

its enemy with a -1 to all its to hit rolls. You may only defensive fire one time, so if you are

being overrun life stinks!

 

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

 

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