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8/7/2019 KillZone - Errata (wip)
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8/7/2019 KillZone - Errata (wip)
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This is NOT a Games Workshop Product
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.
Astartes, Battlefleet Gothic, Black Flamer, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood
Bowl, the Blood Bowl logo, the Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo,
Citadel, the Citadel device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the
Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Daemon,
Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, the Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the
Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the
Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda plate logo, Necron, Nurgle, Ork, Ork skull devices, Sistersof Battle, Skaven, the Skaven symbol and devices, Slaanesh, Space Hulk, Space Marine, Space Maine chapters, Space Marine
chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kins, Trio of Warriors, the Twin Tailed Comet logo, Tyranid,
Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, the Warhammer device, the Warhammer
World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters,
vehicles, locations, units, illustrations, and images from the Blood Bowl game, the Warhammer world, the Talisman world, and
the Warhammer 40,000 Universe are either, TM and/or Copyright Games Workshop Ltd 2000-2010, variably registered in theUK and other countries around the world.Used without permission.
No challenge to the status Games Workshops intellectual property is intended, and All Rights
Reserved to the respective owners.
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8/7/2019 KillZone - Errata (wip)
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SPECIAL OPERATIONS: KILLZONE - ERRATA
Special Operations: Killzone is a set of fan-designed rules created with the intent of enabling players torun skirmish games within the Warhammer 40,000 Universe.
Killzone is intended as a supplemental way to play the game, which was inspired by the suggestive Kill
Teams game mechanism offered in the third and forth edition of Warhammer 40,000, and in the mostrecent Battle Missions supplement. Killzone hopes to explore and to refine those suggestions and makethem more generally playable. To use these rules, you must own and refer to your copy of theWarhammer 40,00rulebook and the relevant Codices.
USING THIS BOOKThis book is the companions guide to the core rules alterations found in the Special Operations: KillzoneRulebook. This book is intended to be a living document that outlines and adapts the varied Warhammer40,000 codices for play in a Killzone dynamic. This book cannot be used without a copy of the appropriatecodex from which you wish to build your Special Operations Group.
In the grim darkness of the far future, there is only war and that war has many faces: epic battalionswage endless conflict throughout entire star systems; mighty Titans stride the continents of virus-
ravaged worlds; grand heroes set themselves on a stage no smaller than the galaxy itself.
But there are times when the Universe turns on a much smaller stage.
The blade in the dark the forlorn last stand of a motivated, desperate few the efficient, brutalbusiness behind the closed doors of a darkened Strategium the hushed footfalls of a stealth team as
stifled, fleeting protests mark the only trace of its presence
To be a man in such times is to be one amongst uncounted billions, but there are moments when thequiet actions of just one man can recalibrate the entire merciless Universe.
This is the story of those deeds.
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SPECIAL OPERATIONS: KILLZONE - ERRATA
Building a ListBoth players build a Special Operations Groupusing this book in conjunction with the Codex forhis/her army of choice. A Special Operation Groupgenerally contains one or two Teams. Again, we
leave the decision regarding the number of Teamsup the players on the day.
Team Structure: Each Team has a 175-250points limit and can contain anywhere between 5to 20 models in total. Teams purchase individualmodels from the Elite, Troops, Fast Attack, andHeavy Support unit selections in their codex. Alittle basic mathematical skill will be required tofigure out some individual points costs
For example, the cost of a tactical marinesergeant can be determined by subtracting thecost of the 4 standard marines (16 points each x 4
= 64) from the squads base cost (90). So the costfor the Marine Sergeant is 26 points (90 64 =26).
You may only take one squad leader upgrade foreach unit choice taken and only after you takeone member from the squad entry. You may nottake a second squad leader choice for a unit typemore than once.
So, for example, if you take one tactical and oneassault marine, you could then take an assaultsergeant and a tactical sergeant. Once these arechosen, you may take no further tactical or
assault sergeants in your Team.
A team may contain no more than two modelswith:
-2+ armor saves.-3 wounds.-3+ invulnerable saves.-Jump Infantry designation.-Bike, Jetbike, or Cavalry
designation.
Team Leader: Pick one model from your team tobe the Team Leader, preferably the model withthe highest Ld value. The Team Leader may not
be equipped with a heavy weapon. All modelswithin 6 inches may test on his Ld. This modelgains +1 Wound if he only has one in his basestatistic; if the model has more than one Woundalready, he gains +1 Attack instead.
Unique Models: Models listed as Unique in theirunit composition may not be used.
Special Weapons: A Team may contain no morethan 5 special ranged weapons upgrades; only 2may be a Heavy type weapons upgrade. Specialranged weapons upgrades are those that canonly be taken in a limited number. Rangedweapons upgrades that all models in a squadmay take do not count toward this limit.
For example, marine scouts can upgrade everymodel to carry a sniper rifle or shotgun; theseupgrades are not limited by this rule. Pistolupgrades do not fall under these restrictions.
3 Wound Models: No model may have morethan 3 wounds in Killzone.
Toughness Cap: No model may have a baseToughness statistic greater than 5.
Vehicles: No vehicles are allowed with theexception of a single Walker per Team, and only ifit has an armor rating of 33 or less. Armor rating isdetermined by adding the 3 armor values (FA/SA/RA) for your vehicle together.
ThemesA few of the preceding restrictions can be lifted bypurchasing the appropriate theme upgrade listedbelow. A team may only select one theme.
Armored Might: This theme allows you to takeas many models with 2+ Armor saves in your
team as you desire. You may select this theme for10 points, and are required to spend at least 75%of your points on themed models.
Death From Above: This theme allows you totake as many Jump Infantry models in your teamas you desire. You may select this theme for 10points, and are required to spend at least 75% ofyour points on themed models.
Swift As The Wind: This theme allows you totake as many models that are Bikes, Jetbikes, orCavalry/Beasts in your team as you desire. Youmay select this theme for 10 points, and are
required to spend at least 75% of your points onthemed models.
Behemoths: This theme allows you to take asmany models that have 3 wounds in your team asyou desire. You may select this theme for 15points, and are required to spend at least 50% ofyour points on themed models.
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SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: BLOOD ANGELS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex. There is no minimum number of models required to unlock special or heavy weaponsoptions (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and theother with a Flamer).
Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inchesArea Effect Rule in the basic Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.
There are no free weapons upgrades for tactical squads; these weapons must be purchased from thefollowing points list.
Special Weapons: Heavy Weapons:
Flamer...............3 points Heavy Bolter...................5 pointsMelta gun..........5 points Missile Launcher.............10 pointsPlasma gun......10 points Multi-Melta......................10 points
Plasma Cannon..............15 pointsLascannon......................25 points
0-1 Chaplain
0-3 Priest
Sternguard0-1 Sternguard Sergeant
SanguinaryGuard
Terminators 0-1 Terminator Sergeant
AssaultTerminators0-1 Assault Terminator Sergeant
TacticalMarines0-1 Tactical Sergeant
AssaultMarines0-1 Assault Sergeant
Scouts0-1 Scout Sergeant
DeathCompany
MarineBiker0-1 Sergeant
VanguardVeterans0-1 Vanguard Sergeant
0-2 Devestators (must take a heavy weapon)0-1 Devestator Sergeant
Available Army List: Team purchase individual models from their codex using only the selected entrieslisted below.
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CODEX: BLACK TEMPLARS
Sword Brethren Terminator Squad
Sword Brethren Terminator Assault Squad
Sword Brethren Squad
Techmarine0-4 Servitors
CrusaderSquad
BlackTemplarAssaultSquad
BlackTemplarBikeSquadron
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex. There is no minimum number of models required to unlock special or heavy weaponsoptions (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and theother with a Flamer).
Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect Rule in the basicSpecial Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzonerulebook for these upgrades.
AssaultCannons: Use the rules and points values from the 5th edition Codex: Space Marines.
StormShields: Use the rules and points values from the 5th edition Codex: Space Marines.
HolyRage: If a team member dies to shooting, all Black Templars within 6 inches must make a Ld test atthe end of the shooting phase; if they pass, they move 3 inches toward the closest enemy.
Only a Black Templar Space Marine may be a Team Leader (Noenates need guidance).
Available Army List: Team purchase individual models from their codex using only the selected entrieslisted below.
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Bloodletters
Hounds
Bloodcrushers
Daemonettes
Seekers
Screamers
Fiends
Horrors
Flamers
Plaguebearers
Nurglings
Beasts
Furies
Available Army List: Team purchase individual models from their codex using only the selected entrieslisted below.
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: CHAOS DAEMONS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, andHeavy Support unit selections in their codex.
DaemonicAssault: Daemons Always deploy on the tabletop unless theMission explicitly allows Deep Strike.
DaemonicRivalry: To represent this game mechanism, Deamons cannot gowithin 2 inches of another Power or Furies, except if that model is locked inclose combat; it is, therefore, still possible to Reactive Assault or create multiplecombats.
Daemonic Gifts: These are not psychic powers and are used as normal -justto clarify.
Screamers of Tzeentch move as Jetbikes, but dont count toward the Jetbikelimit.
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CODEX: CHAOS SPACE MARINES
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex.
Chaos Space Marines may take a Thousand Sons Aspiring Sorcerer as a Psyker, as long as the Teamcontains at least one Rubric Marine. Rubric Marines within 6 inches of a Sorcerer act under command.
Squad upgrade Icons use the standard 6 inch Area Effect rule for Killzone. A model may only be affectedby one Icon at a time -which should invariably be the closest Icon. Cult Marines gain no bonus fromIcons.
Possessed roll individually for the Daemonkin ability before deployment.
Lesser Daemons start on the table unless the Mission explicitly allows Deepstriking; if so, the SummonedLesser Daemon must begin the game in reserve.
Available Army List: Team purchase individual models from their codex using only the selected entrieslisted below.
Chosen 0-1 Aspiring Champion
ChaosTerminators
Possessed0-1 Aspiring Champion
ChaosSpaceMarines0-1 Aspiring Champion
PlagueMarines0-1 Plague Champion
NoiseMarines0-1 Noise Champion
KhorneBerzerkers
0-1 Skull Champion
ThousandSons0-1 Aspiring Sorcerer
ChaosBikers0-1 Biker Champion
ChaosRaptors0-1 Aspiring Champion
ChaosSpawn
ChaosHavocs0-1 Aspiring Champion
ObliteratorCult
SummonedLesserDaemons
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CODEX: DAEMONHUNTERSRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex. There is no minimum number of models required to unlock special or heavy weaponsoptions .
An Inquisition Team may contain one Psyker. You may choose to have your one Psyker be a Grey KnightBrother Captain Terminator. Standard Grey Knight Terminators are not considered Psykers and do nothave powers.
InquisitorialRetinues: to gain the benefits from a retinue, an Inquisitor must be within 4 inches of theappropriate member of the retinue; apart from that, the members of the retinue work as written in thecodex.
NoAllies: at the scale represented in Killzone, the operatives of the Inquisition are sufficient to completetheir own tasks -they prefer to, in fact.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzonerulebook for these upgrades.
No Orbital Bombardments of any kind.
Only one Officio Assassin may operate in any Team.
Available Army List: Team purchase individual models from their codex using only the selected entrieslisted below.
Ordo Malleus Inquisitor:-may be accompanied by a retinue of 0-6henchmen, selected from the DH codex.
-may be a Psyker.
-is permitted to chose wargear from the list asusual, excepting the Targeter and Auspexmentioned above.
0-3 Death Cult Assassins
0-1 Officio Assassinorum Operative:
VindicareThe Marksman rule is replaced by the following:Through and Through: the Vindicare is capable ofshooting two targets simultaneously. If theVindicare can draw a straight trajectory throughtwo in-range enemy models, then both modelstake a wound on a successful roll to hit. He needonly draw LOS to the first target.
Culexusas written
EversorTempleAssassinas written
Callidus-the Polymorphine rule operates as follows:The Callidus is not placed on the field at the startof battle. Instead, the controlling player placesone additional Troop model from their armysoptions. This model must be recorded and/ormarked in some clear manner in order to identifythe appropriate Callidus agent. The modelfunctions as a normal Troop model (and maymove and shoot with the correct profile) untilrevealed.
-Jump Back: a Callidus may always disengagefrom combat.
-a Word in Your Ear: remains the same, exceptingthe substitution of the word model for unit.
Grey Knight Terminators
GreyKnights
InquisitorialStormTroopers
GreyKnightPurgationSquad
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CODEX: DARK ANGELSRules 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 required to unlock special or heavy weaponsoptions (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and theother with a Flamer).
Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect Rule in the basicSpecial Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzonerulebook for these upgrades.
AssaultCannons: Use the rules and points values from the 5th edition Codex: Space Marines.
StormShields: Use the rules and points values from the 5th edition Codex: Space Marines.
Deathwing Terminator Squad 0-1 Deathwing Sergeant
CompanyVeteransSquad0-1 Veteran Sergeant
ScoutSquad
0-1 Scout Sergeant
TacticalSquad0-1 Tactical Sergeant
AssaultSquad0-1 Assault Sergeant
RavenwingAttackSquadron0-1 Ravenwing Sergeant
RavenwingSupportSquadron
(if a Ravenwing Attack Squadron is chosen, thefoce may also include up to one Ravenwing LandSpeeder)
DevestatorSquad0-1 Devestator Sergeant
Available Army List: Team purchase individual models from their codex using only the selected entrieslisted below.
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CODEX: DARK ELDAR
Incubi
0-1 Klaivex
Grotesques0-1 Aberration
Wracks0-1 Acothyst
Mandrakes0-1 Nightfiend
Harlequins0-1 Shadowseer0-1 Troupe Master
0-1 Death Jester
Trueborn0-1 Dracon
Bloodbrides0-1 Syren
Warriors
0-1 Sybarite
Wyches0-1 Hekatrix
Hellions0-1 Helliarch
Scourges0-1 Solarite
Beastmasters0-5 Khymerae
0-1 Clawed Fiend0-2 Razorwings
Reavers0-1 Arena Champion
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex. There is no minimum number of models required to unlock special or heavy weaponsoptions.
Power From Pain: Applies to individual models; however, only one Pain Token may be gained perphase. The team leader may share/give his tokens to models within 6 inches.
Stunclaw: Can be used on any model. Think of it as a way to 'move' where a combat takes place.
Beastmasters: Razorwings, Khymerae, and Clawed Fiends within 6 inches of a Beastmaster may usehis Leadership.
Klaivex: Onslaught has an Area of Effect, but only affects Incubi.
Harlequin: All Harlequins move a base 7 inches and may run 14 inches; a Harlequin is never hindered byDifficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.
Phantasm Grenade Launcher: If multiple models charge into the same combat and one of them has aPGL, all those models benefit from it.
Available Army List: Team purchase individual models from their codex using only the selected entrieslisted below.
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CODEX: ELDARRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex. There is no minimum number of models required to unlock special or heavy weaponsoptions.
Eldar Teams may take a single Warlock Psyker.
Plasma Grenades: all Eldar may take Plasma Grenades at a cost of two points. They may be thrown justlike other grenades and have the following statistical profile: S4 AP4, small blast.
ExarchPowers: Powers that affect the Exarchs squad use the standard 6 inch Area of Effect. All modelsfrom the Exarchs Aspect within the Are of Effect gain the bonuses from those powers.
Weapons Platforms: Place both of the gun crew in bast contact with the weapon; the three together nowcount as a single two-wound model.
Harlequin: All Harlequins move a base 7 inches and may run 14 inches; a Harlequin is never hindered byDifficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.
0-1 Warlock
StrikingScorpions0-1 Exarch
FireDragons0-1 Exarch
HowlingBanshees0-1 Exarch
HarlequinTroupe0-1 Shadowseer0-1 Troupe Master0-1 Death Jester
DireAvengers0-1 Exarch
Rangers
Guardians
GuardianJetbikes
ShiningSpears0-1 Exarch
WarpSpiders0-1 Exarch
SwoopingHawks (note:Skyleap is forbidden in a gamewithout Reserves)0-1 Exarch
SupportWeaponBattery
DarkReapers0-1 Exarch
0-1 WarWalker
Available Army List: Team purchase individual models from their codex using only the selected entrieslisted below.
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CODEX: IMPERIAL GUARD
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 required to unlock special or heavy weaponsoptions.
PsykerBattleSquad: You may only take 1 Sanctioned Psyker. Soulstorm requires LOS and is now SD3+1. Overseers are not required, and the Ultimate Sanction rule is ignored unless a Commissar is within6 inches.
Orders: Each Platoon Commander can issue two orders per turn; Sergeants take a Ld test to activate anorder. All models within the standard 6 inch Area of Effect receive the orders. If a voxcaster is within the 6inch Area of Effect for the Commander, Sergeants may re-roll failed orders.
First Rank, Fire. Second Rank, Fire: all models with a Lasgun add 1 to their rate of fire. This ordermust be given at the beginning of your own Shooting phase.
Incoming: all models in the standard 6 inch Area of Effect may go to ground and receive a +2 bonusto their cover save. Any model that does so will be pinned for his next turn. This order may be givenat any point during the opponents Shooting phase.
Move. Move. Move: is replaced by Up and at em!: all models in the standard 6 inch Area of effectgain the Fleet USR; this order must be given at the beginning of the Shooting phase.
Commissar: All models in the Commissars Area of Effect use his Ld. If a model fails this Ld test, he isexecuted by the Commissar and removed from play. For the rest of that phase, all models with theCommissars Area of Effect are Fearless.
With regard to a Rout test, the Commissar will execute the model with the highest Ld score in his Area ofEffect. In case of a tie, he will execute the model closest (there are no saves for this punishment). Thetest is then re-rolled.
Veterans: Doctrines are take as normal fro 3 points per model. Veterans in the same Team must take thesame doctrine.
PenalLegion: every Legionnaire rolls individually for his skill at the start of the game/campaign.
HeavyWeaponsTeams: any Imperial Guard Team may take a total of 2 Heavy Weapons Teams.
Ogryn Squad 0-1 Bone Head
Ratling Squad
0-1 Sanctioned Psyker(see above)
Storm Trooper Squad0-1 Storm Trooper Sergeant
Infantry Platoon Command Squad0-1 Platoon Commander (only if aninfantry Sergeant is chosen)
Infantry Squads1 Sergeant per 10 Guardsmen
0-1 Commissarper 10 Guardsmen (round up)0-2 Heavy Weapons Teams
Conscripts0-1 Custodian
Penal Legion
0-1 Scout or Armoured Sentinel
Rough Rider Squad0-1 Rough Rider Sergeant
Available Army List: Team purchase individual models from their codex only using the selected entrieslisted below.
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CODEX: NECRONS
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex. There is no minimum number of models required to unlock special or heavy weaponsoptions.
Necron Teams ignore Phase Out in Killzone games.
Wraiths and Scarabs move as Jetbikes, but dont count toward the Jetbike limit.
All Necrons that are able to make a Well Be Back roll may do so, as long as there is another model withthe Necron rule within 6 inches.
WellBeBack and FeelNoPain: If a model has both Well Be Back and Fell No Pain, he may only take
the Feel No Pain roll; he does not get a second Well Be Back roll. Should he later lose access to Feel NoPain (by moving out of the radius of the model generating the rule, for example), he may revert oncemore to Well Be Back.
Pariahs
Immortals
Flayed Ones
Warriors Wraiths
Destroyers
Scarab Swarms
Available Army List: Team purchase individual models from their codex only using the selected entrieslisted below.
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CODEX: ORKSRules 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 required to unlock special or heavy weaponsoptions.
Waaagh!: Ignore the second paragraph in the Waaagh! rule (Codex: Orks, p.31).
MobRule!: any model testing Ld will gain an additional +1 for each Ork model within 4 inches (to amaximum of 10).
Tankbustas: assign a controller for each bomb squig. If the controller dies, another Tankbusta within 2inches of the squig may take control.
Lootas: each Loota rolls individually for the number of shots when firing.
Meks: asquad of Burnas and/or Lootas may select Mek upgrades as stated in the codex (ie: up to 3 per
squad); however, any Kustom Mega Blasta upgrade, or other weapon upgrade, count toward SpecialWeapons restrictions (ie: no more than 5 per Team -p.8 rulebook).
Stormboyz: Rokkit Packs count as Jump Packs, and still grant the extra D6-inches of movement (Codex:Orks p.47). Replace the sentence that begins, On the roll... with the following: Models with Rokkit Packsmust re-roll successful dangerous terrain tests taken during the Movement phase.
Gretchin: ignore the squig hound.
FlashGitz: roll AP individually when firing.
Nobz
0-1 Painboy
Meganobz
BurnaBoyz0-3 Mek
Tankbustas0-1 Nob
Lootas
0-3 Mek
Kommandos0-1 Nob
OrkBoyz and ArdBoyz0-1 Nob
Gretchin0-1 Slaver per 10
Stormboyz
0-1 Nob
Warbikers0-1 Warbiker Nob
0-1 KillaKan
FlashGitz
Available Army List: Team purchase individual models from their codex using only the selected entries
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CODEX: SPACE MARINES
SPECIAL OPERATIONS: KILLZONE - ERRATA
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 required to unlock special or heavy weaponsoptions (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and theother with a Flamer).
Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inchesArea Effect Rule in the basic Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.
There are no free weapons upgrades for tactical squads; these weapons must be purchased from thefollowing points list.
Special Weapons: Heavy Weapons:Flamer...............3 points Heavy Bolter...................5 pointsMelta gun..........5 points Missile Launcher.............10 pointsPlasma gun......10 points Multi-Melta......................10 points
Plasma Cannon..............15 pointsLascannon......................25 points
Terminator Squad 0-1 Terminator Sergeant
Assault Terminator Squad0-1 Terminator Sergeant
SternguardVeteranSergeant0-1 Sternguard Veteran Sergeant
Techmarine0-1 Servitor per Techmarine
TacticalMarineSquad0-1 Tactical Sergeant
ScoutSquad0-1 Scout Sergeant
SpaceMarineAssaultSquad0-1 Assault Marine Sergeant
VanguardVeteranSquad0-1 Vanguard Veteran Sergeant
SpaceMarineBikeSquad0-1 Space Marine Bike Sergeant
AttackBikeSquad
ScoutBikeSquad0-1 Scout Bike Sergeant
DevestatorSquad0-1 Devestator Sergeant
ThunderfireCannon
Available Army List: Team purchase individual models from their codex only using the selected entrieslisted below.
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CODEX: SPACE WOLVES
SPECIAL OPERATIONS: KILLZONE - ERRATA
Iron Priest
Lone Wolf
Wolf Guard
Wolf Scouts
Blood Claws
Grey Hunters
Fenrisian Wolves
Sky Claws
Swift Claw Bikers
Thunderwolf Cavalry
Long Fangs
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast
Attack, and Heavy Support unit selections in their codex. Thereis no minimum number of models required to unlock special orheavy weapons options (For example, you could choose 2tactical squad marines and arm one with a Multi Melta and theother with a Flamer).
Any upgrade item that affects an entire unit (for example, theWolf Banner) will use the standard 6 inches Area Effect Rule inthe basic Special Operations: Killzone rulebook.
Blood Claws, Sky Claws, and Swift Claws within 6 inches of theTeam Leader may ignore the Headstrong rule.
There are no free weapons upgrades for Grey Hunters andBlood Claws; these weapons must be purchased from thefollowing points list.
Special Weapons:Flamer...............3 pointsMelta gun..........5 pointsPlasma gun......10 points
Available Army List: Team purchase individual models from their codex only using the selected entrieslisted below.
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CODEX: TAU EMPIRE
SPECIAL OPERATIONS: KILLZONE - ERRATA
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 required to unlock special or heavy weaponsoptions (with the noted exception of Sniper Drones, see below).
Drone Controller: Drone must remain within 2 inches of the model controlling them. They count aswargear.
Kroot Shaper: if a Team includes a Kroot Shaper, then any Kroot Carnivore may purchase a 6+ save for1 point.
Markerlights: A model with a Markerlight may lay a counter on a target model, this marker may be usedby up to 2 friendly team members within 6 inches of the model with the Markerlight. Declare whichmodels will shoot the target then remove the counter. The model tagged with the Markerlight loses anycover save that it may have.
SniperDrones: you must first purchase a Spotter in order to select a Sniper Drone. Each Spotter mayhave up to three Drones.
Spotter...............20 pointsSniper Drone.....20 points
XV8CrisisTeam0-1 XV8 Shas Vre
StealthTeam0-1 Stealth Team Shas Vre
FireWarriorTeam0-1 Fire Warrior Shas Ui
KrootCarnivoreSquad0-1 Shaper
GunDroneSquadron
PathfinderTeam(no requirement/no option for Devilfish)
0-1 Pathfinder Shas Ui
VespidStingwings0-1 Vespid Strain Leader
XV86BroadsideTeam0-1 XV86 Shas Vre
SniperDroneTeam
Available Army List: Team purchase individual models from their codex only using the selected entrieslisted below.
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CODEX: TYRANIDS
SPECIAL OPERATIONS: KILLZONE - ERRATA
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex. There is no minimum number of models required to unlock special or heavy weaponsoptions.
A Tyranid Team may have one Psyker: either a Zoanthrope or a Broodlord.
Disregard the Instinctive Behavior rule for Killzone games.
Hormagaunts may move an additional 2 inches when running in clear terrain (which is a functionalcompensation for their usual Bounding Leap special rule).
Lictor and Ymgarl Genestealers gain Stealth, Scout, and Infiltrate USRs, provided that the Mission doesnot allow Reserves or Deepstriking. If a Mission explicitly allows Reserves and/or Deepstriking, thesemodels act as normal.
Lictors
Venomthrope
0-1 Zoanthrope
Pyrovore
Ymgarl Genestealers
Tyranid Warriors
Genestealers 0-1 Broodlord
Termagaunts
Hormagaunts
Ripper Swarm
Tyranid Shrikes
Raveners
Sky-Slasher Swarm
Gargoyles
Biovore
Available Army List: Team purchase individual models from their codex only using the selected entrieslisted below.
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CODEX: WITCH HUNTERS
SPECIAL OPERATIONS: KILLZONE - ERRATA
Rules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selectionsin their codex. There is no minimum number of models required to unlock special or heavy weaponsoptions (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and theother 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 GreyKnight Terminators are not considered Psykers and do not have powers.
InquisitorialRetinues: to gain the benefits from a retinue, an Inquisitor must be within 4 inches of theappropriate member of the retinue; apart from that, the members of the retinue work as written in thecodex.
NoAllies: at the scale represented in Killzone, the operatives of the Inquisition are sufficient to completetheir own tasks -they prefer to, in fact.
Acts of Faith: are described in detail on the following page.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzonerulebook for these upgrades.
No Orbital Bombardments of any kind.
Only one Officio Assassin may operate in any Team.
0-1 Elite Inquisitor0-6 Henchmen
0-1 OfficioAssassin
0-3 DeathcultAssassin
Celestians0-1 Celestian Superior
SistersRepentia0-1 Mistress
ArcoFlagellants
BattleSisters0-1 Veteran Sister
Inquisitorial Storm Troopers0-1 IST Sergeant
Seraphim0-1 Veteran Sister
0-2 Retributors (must select a Heavy Weapon)0-1 Retributor Sergeant
0-1 PenitentEngine
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
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ActsofFaith:
-Only Veteran Sisters Superior may use Acts ofFaith
-Any choice from a unit with the Adepta Sororitasspecial rule is worth 1 faith point.
-Any Veteran Sister is worth 2 faith points.
-A model may activate one Act of Faith per turn.
-A model may not attempt to use the same Act ofFaith more than once per game, though models
may be affected by combinations of severaldifferent Acts.
-Acts of Faith remain in play until the VeteranSister Superior uses another Act of Faith, fallsback, or is killed.
-Acts of Faith are unaffected by special rules thatwork on, or against, psychic powers. A modelusing Acts of Faith are not counted as a Psyker.
Acts:
Hand of the EmperorCost: 3 faith pointsEffect: Each model within 4 inches adds +2 to itsStrength, but will strike at Initiative 1.
Divine GuidanceCost:3 faith pointsEffect: Each model within 4 inches will gain thethe following benefits: when shooting, any roll of 6to wound counts as AP1; in assault, any roll of 6to wound counts as a power weapon.
The PassionCost: 2 faith pointsEffect: Each model within 4 inches adds 2 to itsInitiative. This Act may not be used in the samephase s Hand of the Emperor, and neitheroverrides weapons that always strike last or atInitiative 1, nor changes the effect for any type ofgrenade.
Light of the EmperorCost: 2 faith pointsEffect: Each model within 4 inches becomesFearless.
Spirit of the MartyrCost:3 faith pointsEffect: Each model within 4 inches gains a 4+Invulnerable Save.
CODEX: WITCH HUNTERS
SPECIAL OPERATIONS: KILLZONE - ERRATA
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CONTRIBUTORS CREDITS:
The following people have contributed to this document for no reason other than their love of thehobby and their desire to make a skirmish game the way they would like to play it. We would like tothank 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/)
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/)
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