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KILLZONE
Draft Documentation
Disclaimer
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This is NOT a
Product
Special Operations:
KILLZONE
Contents
Using this book
Codices:
Blood angels
Black Templars
Chaos Demons
Chaos Space Marines
Daemonhunters
Dark Angels
Dark Eldar
Eldar
Imperial Guard
Necrons
Orks
Space Marines
Space Wolves
Tau Empire
Tyranids
Witch Hunters
Using This Book
This Book is the companion guide to the core rules alterations found in the man Special Operations Killzome book.
This is intended to be a living document, which outlines which units in the Games Workshop Warhammer 40,000
Codices can be used within the Killzone ruleset.
This book cannot be used without a copy of the codex you wish to build your Killzone Special Operations Group for.
You should use the Army entry in conjunction with the Codex to select, arm and assemble your Special Operation:
Killzone forces. A little basic math skill will be required to figure out some individual points costs.
This can usually be accomplished by dividing the Codex Entry Points Value by the number of troops in the Unit.
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)
Each team has a 175-250 point limit and can contain anywhere between 5 to 20 models in total.
It is important to note that teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support
unit selections in their codex. No HQ units are allowed.
Also, here is no minimum number of models to unlock special or heavy weapons options. For example you could
take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
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.
Team Restrictions:
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 few of the proceeding restrictions can be lifted by purchasing the appropriate ‘Theme’ upgrade listed
In the Special Operations: Killzone core rulebook.
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.
Blood Angels Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
There are no free weapons upgrades for Tactical squads. These weapons must be purchased from the following
points list.
Special Weapons:
Flamer…………..3pts
Melta gun……….5pts
Plasma gun……...10pts
Heavy Weapons:
Heavy Bolter…………5pts
Missile Launcher……10pts
Multi-melta…………10pts
Plasma Cannon……..15pts
Lascannon………….25pts
Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules.
No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.
Sternguard
0-1 Sternguard sergeant
Sanguinary guard
Terminators
0-1 Terminator sergeant
Assault Terminators
0-1 Assault Terminator Sergeant
Tactical marines
0-1 tactical sergeant
Assault marines
0-1 Assault sergeant
Death company
Scouts
0-1 Scout sergeant
Black Templars Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Any upgrade items that affect the whole unit use the Area Effect Rule in the Basic Killzone rules.
No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.
The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions.
Assault Cannons: Use the rules and points values from the 5th ed Codex Space Marine.
Storm Shields: Use the rules and points values from the 5th ed Codex Space Marine.
Black Templar teams may purchase one of the Vows listed in the Emperors Champion entry of the HQ section at half
the points cost rounding up. Even though the Champion is not on the field of battle the Templars have already taken
their vows.
Holy Rage: If a team member dies to shooting, all Black Templars with in 6 inches must make a LD test at the end of
the shooting phase, if they pass, they move 3 inches towards the closest enemy
Only a Black Templar Space Marine may be a team leader. Noenates need leadership
Teams purchase individual models from their codex only Black Templars Assault Squad
using the selected unit entries listed below.
Black Templars Bike squadron
Sword Brethren Terminator Squad
Techmarine
0 - 4 Servitors
Chaos Demons Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
Daemonic Assault: Daemons always deploy on the tabletop unless the scenario allows Deep Strike.
Daemonic Rivalry: To represent this, Daemons cannot go within 2” of a Daemon of another Power or Furies, except
if that model is locked in combat. (Therefore it is still possible to Reactive Assault or create multiple combats.)
Daemonic Gifts: Are not psychic powers and are used as normal. Just to clarify.
Instrument of Chaos: Will be resolved when we decide what to do with Combat Resolution.
Bloodletters
Hounds
Bloodcrushers
Daemonettes
Seekers
Fiends
Horrors
Flamers
Screamers
Plaguebearers
Nurglings
Beasts
Furies
Chaos Space Marines Codex
Rules Changes:
Chaos Space Marines may take a Thousand Sons Aspiring Sorcerer as a Psyker, as long as the team contains at
least one Rubric Marine.
Squad upgrade Icons use the Area Effect rules, a model may only be affected by one icon at a time; so no stacking.
Cult Marines gain no bonus from Icons.
Lesser Daemons start on the table unless the scenario allows deepstriking, if it does they must be held in reserve.
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
You may choose to have your one Psyker be a Grey Knight Brother Captain Terminator.
Standard Grey Knight Terminators are not considered Psykers and have no powers
Inquisitorial Retinues: to gain the benefits from the retinue they must be within 4 inches of the Inquisitor. They work
as written in the codex as long as this requirement is met.
The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions.
No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own
tasks.
Inquisitorial stormtroopers
Culexus
as written Grey knight purgation squad
Dark Angels Codex
Rules Changes:
Teams purchase individual models from their codex only using the selected unit entries listed below.
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) ((not sure for prosecution
reasons if we should reproduce points costs))
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Any upgrade items that affect the whole unit use the Area Effect Rule in the Basic Killzone rules.
No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.
The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions.
Assault Cannons: Use the rules and points values from the 5th ed Codex Space Marine.
Dark angels use the Storm shield rules from 5th ed Codex Space Marine.
Scout Squad
0-1 Scout sgt
Tactical Squad
0-1 Tactical sgt
Assault Squad
0-1 Assault sgt
Devastator Squad
0-1 Devastator sgt
Dark Eldar Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Incubi: Incubi may be used in Killzone, counting as Elites. You may upgrade one Incubus to a Master.
Mandrakes: Replace the Hidden Deployment rule with the Infiltrate, Scout and Stealth special rules.
Combat Drugs: Roll seperately for each model with Combat Drugs. Dispensers work as normal.
Warp Beasts: Warp Beasts lose the 0-1 rule, may be taken without Wyches, and simply count as Fearless Beasts.
Ignore the Beastmaster rules.
Incubi Warriors
0-1 Incubi Master 0-1 Sybarite
Grotesques Reavers
0-1 Reaver Succubus
Mandrakes
Hellions
Wyches 0-1 Hellion Succubus
0-1 Wych Succubus
Warp Beasts
0-1 Beastmaster
Eldar Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Plasma Grenades: all elder models may take plasma grenades at a cost of two points. They may be thrown just like
other grenades and have the following stats: Strength 4 AP4 small blast.
Harlequins: due to the change in the movement rules, I have decided that they need a perk from their flip belts.
Harlequins move 7 inches in a normal move, may run 14 inches and are never hindered by difficult terrain.
Exarch Powers: Powers that affect the Exarchs squad use the Area Effect rules. All models from the Exarchs Aspect
within the area of effect gain the bonuses from the powers.
Weapons Platforms: Place both of the gun crew in base contact with the weapon: the weapon and team count as a
two wound model.
Harlequin Troupe
0-1 Death Jester
0-1 Troupe Master
0-1 Shadowseer
Dire Avengers
0-1 Exarch
Rangers
“They were skilled...for
Guardians Mon-keigh.”
Guardian Jetbikes
Shining Spears
0-1 Exarch
Warp Spiders
0-1 Exarch
Imperial Guard Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
Orders: Each Platoon commander can issue 2 orders per turn; Orders are taken as Leadership tests on the
Sergeants.
All models in AOE are affected, if a voxcaster is in AOE of commander and sergeant reroll failed orders.
First Rank fire 2nd rank fire All models with lasguns add 1 to their ROF
This order must be given at the beginning of your own shooting phase
Incoming: All models in AOE may go to go to ground and get a +2 to their coversave, becoming pinned for next
turn. This order can be given at any point during the opponents shooting phase
Commissar: All models in AOE of the commissar can use his leadership.
Should a model fail a leadership test it is executed by the commissar and removed from play,
For the rest of the phase all models in AOE of the commissar count as fearless (they are more afraid of the commissar
than the enemy).
For purposes of Rout tests if the team fails, the commissar will Execute the team member with the highest LD score
withing 6” of him. if there are multiple with the same score, he will execute the closest model. (no saves, remove
model from play) the Test is then rerolled
Veterans: Doctrines are taken as normal for 3 points per model. Veterans in the same team must take the same
doctrine.
Penal legion: Ever legionnaire rolls individually for his skill at the start of the game/campaign
Heavy Weapons team: Imperial Guard special operations teams may take a total of 2 heavy weapons teams.
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
Wraiths and Scarabs move as jetbikes, but don’t count toward the jetbike limit.
All Necrons that are able to make a We’ll Be Back roll may do so as long as there is another team member of any type
with the Necron rule within 6 inches.
Teams purchase individual models from their codex only using the selected unit entries listed below.
We’ll Be Back and Feel No Pain: If a model has both We’ll Be Back and Feel No Pain, then they may only take
the Feel No Pain roll; they do not also get We’ll Be Back. Should they later lose access to Feel No Pain (such as by
moving outside of a radius generated by another model), they then of course revert back to using We’ll Be Back.
Pariahs
Immortals
Flayed Ones
Warriors
“Johnson, don’t you think using all of
Wraiths the meltabombs for the trap is a bit
Destroyers excessive?”
Scarab Swarms “Didn’t you see what that...thing did to
Heavy Destroyers
Chambers?”
“...right. Should we add the frags, too?”
Orks Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Waaagh!: Ignore the second paragraph in the Waaagh! rule (Codex: Orks p.31).
Mob Rule!: Replace the Mob Rule! entry on p.31 of Codex: Orks with “Every Ork model within 4 inches of a testing
model boosts his LD by +1 to a maximum of 10.”
Tankbustas - assign a controller for each bomb squig. If the controller dies, another Tankbusta within 2” of the bomb
squig may take control.
Lootas - Roll # of shots for each Loota individually when they fire.
Stormboyz - Rokkit packs count as jump packs, and still grant the extra d6” movement noted in Codex: Orks p.47.
Replace the sentence that begins, “On the roll...” with “Models with rokkit packs must reroll successful dangerous
terrain tests taken during the Movement phase.”
Tankbustas
0-1 nob
Lootas
0-1 mek
Kommandos
0-1 nob
Gretchin
1 Slaver/10 Gretchin
Space Marines Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
There are no free weapons upgrades for Tactical squads. These weapons must be purchased from the following
points list.
Special Weapons:
Flamer…………..3pts
Melta gun……….5pts
Plasma gun……...10pts
Heavy Weapons:
Heavy Bolter…………5pts
Missile Launcher……10pts
Multi-melta…………10pts
Plasma Cannon……..15pts
Lascannon………….25pts
Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules.
No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.
Terminator Squad
0-1 Terminator Sargent Space Marine Bike Squad
0-1 Space Marine Bike Sargent
Assault Terminator Squad
0-1 Assault Terminator Sargent Attack bike Squad
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Blood Claws, Skyclaws and Swiftclaws within 6 inches of the Team Leader may ignore their headstrong rule.
There are no free weapons upgrades for Grey Hunters and Blood Claws. These weapons must be purchased from the
following points list.
Special Weapons:
Flamer…………..3pts
Melta gun……….5pts
Plasma gun……...10pts
Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules.
Iron Priest
Lone Wolf
Wolf Guard
Wolf Scouts
Blood Claws
Grey Hunters
Fenrisian Wolf
Skyclaws
Swiftclaw Bikers
Thunderwolf Cavalry
Long Fangs
Tau Empire Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Drone Controller: Drones must remain within 2” of the model controlling them. They count as wargear.
Kroot Shaper: If a Shaper is bought any Carnivore in the team may purchase a 6+ save for 1 point.
Markerlights: A Markerlight counter may be used by up to 3 team members before the counter expires. The same
effect is used for all squad members and they count as firing simultaneously. Declare which models will shoot the
target then remove the counter. So if you declare two models will shoot a Marked model and they fail to kill it, the
counter vanishes. All counters on that model are used up in one round.
Sniper Drones: In order to purchase a Sniper Drone you must first buy a Spotter. Each Spotter can have up to 3
Drones. If you wish to purchase a fourth Drone, you must first buy another Spotter.
Stealth Team
0-1 Stealth Team Shas’Vre
Pathfinder Team
(no requirement/no option for Devilfish)
0-1 Pathfinder Shas’Ui
Vespid Stingwings
0-1 Vespid Strain Leader
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Horamgaunts may move an additional 2 inches when running in clear terrain. (This is to offset the extra advantage
they usually benefit from with their Bounding Leap special rule.)
If the scenario does not allow Deepstriking replace these units special deployment rules with stealth, scout and
infiltrate. If the scenario does allow reserves they use their normal rules.
Lictors
Venomthrope
0-1 Zoanthrope
“Sorry, false alarm base.
Pyrovore Nothing to report here.”
Ymgarl Genestealers
Tyranid Warriors
Last transmission from
Genestealers
0-1 Broodlord patrol Alpha Bravo 3.
Termagaunts
Hormagaunts
Ripper Swarm
Tyranid Shrikes
Raveners
Sky-slasher Swarm
Gargoyles
Biovore
Witch Hunters Codex
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a flamer.
Inquisitorial Retinues: to gain the benefits from the retinue they must be within 4 inches of the Inquisitor. They work as
written in the codex as long as this requirement is met.
The Auspex, Targeter and gradenes entries are ignored; if you want these upgrades use the Killzone versions.
No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own
tasks.
0-1 Officio assasin * A model may activate one Act of Faith per turn.
0-3 Deathcult assasin * A model may not attempt to use the same Act of Faith
more than once per Game; although models may be
Celestians effected by combination’s of several different Acts.
0-1 Celestian superior if Celestians are taken
* Acts of Faith remain in play until the Sister Superior
Sister repentia uses another Act of Faith, falls back or is killed.
0-1 Mistress if repentias are taken
* Acts of Faith are unaffected by special rules that work
arco flagelants on or against psychic powers, and models using them are
not counted as psykers.
battle sisters
0-1 Veteran sister
IST
0-1 IST sergeant
Sepharims
0-1 Veteran sepharim
Divine Guidance
Guided by the will of the Emperor Himself, the
shots and blows of the faithful shatter their enemies’
armor with contemptuous ease.
Cost: 3 Faith Points
Effect: Each model within 4 inches gain the
following benefits: when shooting, any rolls which
cause a wound on the roll of a 6 count as AP1. In an
assault, any rolls which cause a wound on the roll of
a 6 count as being made by a power weapon.
The Passion
The faithful leap and weave through the chaos of
melee, striking at their foes with a speed born of
their holy fervor.
Cost: 2 Faith Points
Effect: Each model within 4 inches adds 2 to its
Initiative. May not be used in the same phase
as Hand of the Emperor, and does not override
weapons that always strike last or at Initiative 1,
neither does it change the effect of any type of
grenade.
http://specopskillzone.freeforums.org/
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.
Master Bryss
Entropomancer
War009
Marko