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,

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    Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the

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    chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kins, Trio of Warriors, the Twin Tailed Comet logo, Tyranid,

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    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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    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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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    SPECIAL OPERATIONS: KILLZONE - ERRATA

    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