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DISCLAIMER: This is a not-for-profit rules supplement for Warhammer 40,000 by Games Workshop plc. None of the authors, distributors, contributors, editors, or commentators have participated in this project for money; they have done so purely for the love of the game. This ruleset demands that its users own and refer to the Warhammer 40,000 rulebook and relevant 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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No challenge to the status Games Workshops intellectual property is intended, and All Rights Reserved to the respective owners.
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Dont be absurd, Sergeant Pennfold. Those Chaos maggots couldnt hit the fat side of a Squiggoth from this dista-- -last recorded words of Colonel Emillion Grist 451st Nunzian Continentals
Movement Phase
Moving in Terrain: To simplify the mechanism 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 its movement phase; the model doubles its movement rate for a run move. A model that has run may not shoot. In addition, a model that has run may not assault unless it has the Fleet USR. 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 through which they move.
Assault Phase
Who Can Fight: Models must be in base contact to fight in an assault; ignore the standard 2 inch rule. Assault Moves Through Cover: Infantry models move 4 inches and Beast/Cavalry 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 in aid of their comrade. To do so, 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 inches, which is not modified by terrain.
The Basics
Pick a Game Size: You should prearrange the size and scope of the game by considering how many Teams you would like to use in your Special Operations Group and by determining a viable points limit. In our play-testing, we have implicitly settled on 225-250 point Teams as standard, but have stretched this limit to include multiple Teams within each Special Operations Group. We encourage you to expand or to restrict your forces with the same irreverent spirit that inspired Killzone from the beginning. Killzone Missions: The supplemental booklet to this ruleset will be extremely helpful in the creation of a rich a cinematic game -whether you chose a single Mission or link several together into a grand narrative. The booklet includes 18 Missions in total that can be threaded together by mutual agreement; however the booklet also includes a mechanism by which you can randomly generate a path through the Mission with a simple dice roll. Of course, you may also simply decide a Mission through simple, mutual agreement.
++Inquisition Priority Lambda - approved ++Vox Array 58 55954 554545 01 Deep Space ++Begin Intercept Transcription... [static] ...ear me? [pause static] ...poral Skives, 38 Placis Mechanized. I dont have much... [loud banging - static] ...Placis 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 didnt stand a chance. The 38th held; we kept them out of the Spaceport for the civvies, but the Nids nailed the evac before it left atmo. We had to get the word out. Ive only got three Teams left, and were working the last standing relay. All the ast-astropaths are dead, ripped their faces out or something. We are negative evac. [sound of explosion in distance, static] ...doing what we can to hurt them... ++End Intercept Transcription ++
-gotta say, we wasnt finking about holdin til the fleet came. We wasnt finking about much beyond the mud and the feth and the whereabouts of our next set of ration bars. Greenies dont 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
Your Team earns Mission Points for each enemy that is violently removed from play. You do not earn Mission Points for models that flee, rout, or are otherwise removed from the table only the ones your Team kills. A few Missions might change these parameters to suit a specific mission goal, and any changes will be outlined in the briefing.
Themes
A few of the proceeding restrictions can be lifted by purchasing the appropriate theme upgrade listed below. A team may only select one theme. 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. Behemoths: This theme allows you to take as many models that have 3 wounds in your team as you desire. You may select this theme for 15 points, and are required to spend at least 50% of your points on themed models.
Any of the following options may be taken once per Team. Auspex: 10 points A team member with an Auspex forces his opponent to re-roll successful cover saves when the team member shoots. In addition, if the model carrying the Auspex did not move, it may confer the special rule to a single friendly model within 6 inches. The team member may not take an Auspex if its carrying a Heavy weapon.
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 of the medipack may take a single Feel No Pain roll in each player turn. Refractor Field: 10 points A Team Leader may take a refractor field and gain a 5+ invulnerable save.
Skills Upgrades
Any team member may take one of the following skills upgrades: Blade Master (WS): 8/10 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. Brawler (WS): 3/5 points A team member with this ability gains +1 to all his rolls to wound in close combat. Crack Shot: 5 points 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. Hard to Kill (T): 8/10 points The team member gains the Feel No Pain USR. Lightning Reflexes: 25 points A team member with this ability gains a 4+ 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. Raider: 10 points A model with this skill upgrade enjoys the Hit and Run USR. Resilient (T): 3/5 points The team member gains +1 to its Toughness. Skilled Rider: 5 points Any bike-mounted model may purchase this skill.
Secondary Objective Cards: The Secondary Objective cards are designed to add a new wrinkle to your Killzone game, to stretch your resources, and to force you to reconsider strategic options that might otherwise remain untapped. Secondary Objective Cards are also designed to upturn the results of the game. As such, these cards remain concealed during gameplay in order to mimic the covert and the clandestine nature of your Special Operations Group. In our playtesting, we have found that Killzone does not always endear itself to naked aggression, and weve added these cards to reward the shrewd and the resourceful. It can be quite pleasing to reveal your true objective at the end of a game and to trump an enemy commander that has otherwise been giving your Team the business. We recommend adding Secondary Objective cards to your game once you are familiar with the basics and already worked through several Missions. Each player selects one card for every Team in his Special Operations Group immediately after deployment but before the beginning of play. We find that Secondary Objectives work best when you keep very close record of your objective on a sheet of paper -your Team Roster ideally- as this will invariably limit or eliminate potential misunderstandings (also, see above: good faith).
Fate Cards: 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 a boon in the grand, heroic Hollywood tradition. If you decide to use the Fate cards in your game, each player selects a single card for every Team in his Special Operations Group immediately after deployment but before the beginning of play. 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.
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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.
Authors: Big Jim from Galaxy in Flames (galaxyinflames.blogspot.com) B. Smoove from A Gentlemans Ones (agentelmansones.blogspot.com/)
Jabber Jabber from Warpstone Flux (warpstoneflux.blogspot.com/) Sons of Taurus from Sons of Taurus (sonsoftaurus.blogspot.com/) Counter Fett from All Things Fett (counterfett.blogspot.com/) Geoff from The Independent Characters (theindependentcharacters.com/blog/) Luke Licens Master Bryss Entropomancer War009 Marko
Contributors: AJ/Bestia from the Imperial Truth podcast (theimperialtruth.blogspot.com/) Karitas from Excommunicate Tratoris (excommunicatetratoris.blogspot.com/) Menzies from the 512th Cadian (cadian512.blogspot.com/)