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Special Operations:

KILLZONE
Draft Documentation
Disclaimer
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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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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.

However in some cases a little more creativity will be required.

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 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 models with Jump Packs.
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.

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.

Available Army List Marine Biker


Teams purchase individual models from their codex only 0-1 Biker seargeant
using the selected unit entries listed below.
Vanguard vets
0-1 Vanguard seargeant
0-1 Chaplain
0-2 Devastators (Must take a heavy weapon)
0-3 Priest 0-1 devastator sergeant

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

Available Army List Crusader Squad

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

Sword Brethren Terminator Assault Squad

Sword Brethren 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.

Available Army List


Teams purchase individual models from their codex only
using the selected unit entries listed below.

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.

Rubric Marines within 6 inches of a Sorcerer act under command.

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.

Possessed roll individually for their Daemonkin ability before deployment.

Lesser Daemons start on the table unless the scenario allows deepstriking, if it does they must be held in reserve.

Available Army List


Teams purchase individual models from their codex only Khorne Berzerkers
using the selected unit entries listed below. 0-1 Skull Champion

Chosen Thousand Sons


0-1 Aspiring Champion 0-1 Aspiring Sorceror

Chaos Terminators Chaos Bikers


0-1 Biker Champion
Possessed
0-1 Aspiring Champion Chaos Raptors
0-1 Aspiring Champion
Chaos Space Marines
0-1 Aspiring Champion Chaos Spawn

Plague Marines Chaos Havocs


0-1 Plague Champion 0-1 Aspiring Champion

Noise Marines Obliterator Cult


0-1 Noise Champion
Summoned Lesser Daemons
Daemonhunters 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.

An Inquisition Team may contain one Psyker.

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 Orbital Bombardments or Barrages of any kind.

Your team may only include one Officio Assassin.

No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own
tasks.

Available Army List Callidus


The polymorphine rule has changed for killzone -
Teams purchase individual models from their codex only Polymorphine -
using the selected unit entries listed below. the callidus assassin has amazing powers of disguise,
the callidus player will not place the calidus on the
Ordo Malleus Inquisitor field at the start of battle, rather they will place one
May be accompanied by retinue of 0-6 henchmen additional Troop model from thier armys choices. This
chosen from the DH codex model will be marked under the base (or otherwise
May be a Psyker clearly noted) so as to identify it as a disguised
Is permitted to choose wargear from the list as usual, Callidus. the model functions as a normal troop model
with the following exceptions- until revealed as a callidus and may move and shoot
The Auspex and Targeter entries are ignored; if you with the correct profile.
want these upgrades use the Killzone versions.
The callidus may be revealed at the start of the
Grey Knight terminators controlling players turn, the callidus is also revealed
when engaed in hand to hand combat or in the case of
0-3 Death cult Assassins taking a wound.

0-1 Officio Assassinorum operative Jump back-


Chosen from the DH codex with the following changes- A callidus can always disengage from combat

Vindicare Word in your ear


The Marksman rule is replaced by the rule “Through remains the same in fucntion, but substitute “model” for
and through” “unit”
“Through and through” the vindicare is capable of
shooting two target simultaneously. If the vidicare can Eversor temple assassin
draw a straight trajectory through two in range enemy As Written
models (option- without intervening cover?) then both
models take a wound on a successful roll tohit. Grey knights

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.

Available Army List

Deathwing Terminator Squad


0-1 Deathwing sgt

Company Veterans Squad


0-1 Veteran sgt

Scout Squad
0-1 Scout sgt

Tactical Squad
0-1 Tactical sgt

Assault Squad
0-1 Assault sgt

Ravenwing attack squadron


0-1 Ravenwing sgt

Ravenwing Suppoer Squadron


(If a Ravenwing attack squadron is taken, the force may
include up to one ravenwing land speeder)

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.

Raider Squads: Ignore this entry.

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.

Plasma Grenades: Act as offensive grenades.

Goblet of Spite: Has an area of effect of 6”.

Available Army List


Teams purchase individual models from their codex only
using the selected unit entries listed below.

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.

Eldar teams may take a single Warlock Psyker.

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.

Available Army List


Teams purchase individual models from their codex only
using the selected unit entries listed below.

0-1 Warlock Swooping Hawks (no Skyleap since no Reserves)


0-1 Exarch
Striking Scorpions
0-1 Exarch Support Weapon Battery

Fire Dragons Dark Reapers


0-1 Exarch 0-1 Exarch
0-1 War Walker
Howling Banshees
0-1 Exarch

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.

Psyker battle squad: Only 1 sanctioned Psyker may be taken.


Soulstorm is adjusted to be ST D3 +1, requires LOS
Overseers are not required and the “ultimate sanction” rule is ignored unless there is a Commissar within 6”

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

Move Move Move order is replaced by “up and at ‘em”:


Up and at ‘Em!: All models in AOE gain fleet; This order must be given at the beginning of the 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.

Available Army List Infantry squads


Teams purchase individual models from their codex only 1 Infantry sergeant for every 10 guardsmen
using the selected unit entries listed below. (rounded up)
0-1 Commissar for every 10 guardsmen
Ogryn Squad (rounded up)
0-1 Bone ead 0-2 Heavy Weapons teams

Ratling Squad Conscripts


0-1 Custodian
0-1 Sanctioned Psyker.
Soulstorm is changed to ST D3 +1, requires LOS Veterans
Ignore the Overseer and the Ultimate Sanction rule. 0-1 Veteran Sergeant

Storm Trooper Squad Penal legion


0-1 Stormtrooper sergeant
0-1 Scout Sentinel or Armoured Sentinel
Infantry Platoon command squad
0-1 Platoon commander if a infantry sergeant is chosen Rough Rider Squad
0-1 Rough Rider sergeant
Necrons Codex
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.

Necron teams ignore the Phase out rules in Killzone.

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.

Available Army List


Teams purchase individual models from their codex only
using the selected unit entries listed below.

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.”

Tankbusta Bombs: Count as Krak grenades when thrown.

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.”

Gretchin - ignore squig hound.

Flash Gitz - shoot individually, so roll AP individually when fire.

Available Army List Stormboyz


0-1 Nob
Teams purchase individual models from their codex only
using the selected unit entries listed below. Warbikers
0-1 Warbiker Nob
Nobz
0-1 Painboy Deffkoptas

Meganobz 0-1 Killa kan

Burna Boyz Flash gits


0-1 mek

Tankbustas
0-1 nob
Lootas
0-1 mek

Kommandos
0-1 nob

Ork Boyz/Ard Boyz


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.

Available Army List


Teams purchase individual models from their codex only
using the selected unit entries listed below.

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

Sternguard Veteran Squad Scout Bike Squad


0-1 Sternguard Veteran Sargent 0-1 Scout Bike Sargent

Techmarine Devastator Squad


1 Servitor per Techmarine 0-1 Devastator Sargent

Space Marine Assault Squad Thunderfire cannon


0-1 Assault Marine Sargent

Space Marine Tactical Squad


0-1 Space Marine Sargent

Space Marine Scout Squad


0-1 Scout Sargent

Vanguard Veteran Squad


0-1 Vanguard Veteran Sargent
Space Wolves 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.

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.

Available Army List


Teams purchase individual models from their codex only
using the selected unit entries listed below.

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.

Cost (Spotter): 20 points


Cost (Sniper Drone): 20 points

Available Army List


Teams purchase individual models from their codex only
using the selected unit entries listed below.

XV8 Crisis Team


0-1 XV8 Shas’Vre

Stealth Team
0-1 Stealth Team Shas’Vre

Fire Warrior Team


0-1 Fire Warrior Shas’Ui

Kroot Carnivore Squad


0-1 Shaper

Gun Drone Squadron

Pathfinder Team
(no requirement/no option for Devilfish)
0-1 Pathfinder Shas’Ui

Vespid Stingwings
0-1 Vespid Strain Leader

XV88 Broadside Team


0-1 XV88 Shas’Vre

Sniper Drone Team


Tyranids 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.

A Tyranid team may have one Psyker; either a Zoanthrope or Broodlord

Disregard the Instinctive Behavior rules for games of Killzone.

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.)

The Lictor and Ygmarl Genestealers have following changes.

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.

Available Army List


Teams purchase individual models from their codex only
using the selected unit entries listed below.

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.

An Inquisition Team may contain one Psyker.

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 Orbital Bombardments or Barrages of any kind.

Your team may only include one Officio Assassin.

No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own
tasks.

No Unlocking (no need for a priest or an Inquisitor to take anything)

Available Army List Acts of Faith


Teams purchase individual models from their codex only * Only Veteran Sister Superiors may use Acts of Faith.
using the selected unit entries listed below.
* Any Choice from a unit with the Adepta Sororitas special
0-1 Elite Inquisitor per rulebook rule is worth 1 Faith point
If a inquisitor is taken 0-6 henchmen can be taken per the
normal rules and costs * Any Veteran Sister Superior is worth 2 faith points

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

0-2 retributors must upgrade to an heavy weapon


0-1 retributor sergeant
0-1 pentinent engine
Acts
Hand of the Emperor
Praying to the Emperor to channel His wrath
through their bodies, the Sisters strike down their
foes with preternatural strength.
Cost: 3 Faith Points
Effect: Each model within 4 inches adds +2 to its
Strength, but will strike at Initiative 1.

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.

Light of the Emperor


The Sisters are filled with the knowledge that the
only thing they need fear is failing the Emperor of
Mankind. Armed with such faith, the enemy holds
no terror for them.
Cost: 2 Faith Points
Effect: Each model within 4 inches becomes
Fearless, which means that it will automatically
pass any leadership tests it is required to make.

Spirit of the Martyr


The Sisters’ prayers steel their bodies against the
weapons of the enemy. They will die when the
Emperor is ready to accept their souls, and not a
moment before.
Cost: 3 Faith Points
Effect: Each model within 4 inches gains a 4+
Invulnerable save
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

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.

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

Entropomancer

War009

Marko

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