KZ RULES v2

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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.

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    Contents:

    Introduction

    2. Rules Additions and Changes for Killzone General Game Changes

    Area Terrain

    Army of HeroesNo Deep StrikingPinningNatural

    3. The TurnPriorityOverwatchDefensive Fire

    Movement PhaseMoving in TerrainRunning

    4. Shooting PhaseKillzoneGrenades

    Assault PhaseWho Can FightAssault Moves Through CoverReactive AssaultConsolidation

    5.Building a List

    Team StructureTeam LeaderUnique ModelsSpecial Weapons3 Wound LimitToughness CapVehicles

    6.ThemesArmored MightDeath From AboveSwift as the WindBehemoths

    7.Optional UpgradesWargear Upgrades

    Special IssueLimited Issue

    Standard Issue8. Skill Upgrades

    9. Playing a Killzone MissionThe Basics

    Pick a Game SizeThe TableMarkers

    10. Deployment

    11. Missions Primary

    SecondaryCallous DisregardDesperate Gamble

    12. Primary Missions

    13. Secondary Missions

    14. Tertiary Missions

    15. Ending the GameVictory Conditions

    16. Fate

    17. Cards

    18. Alternatively

    SPECIAL OPERATIONS: KILLZONE - CONTENTS

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    SPECIAL OPERATIONS: KILLZONE - RULES

    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, and was inspired by the suggestive KillTeams 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. In order to use these rules appropriately, you must own and refer to yourcopy of the Warhammer 40,00rulebook as well as the relevant Codices.

    Please keep in mind that Special Operations: Killzone is a modest, fan-generated rule system and variessubstantially from the manner in which Warhammer 40,000was both intended and designed. The Killzonedynamic aspires to create colorfully narrative games that have an evocative cinematic feel no more, noless. This is not a place for power-gamers. This is an attempt to build upon a fluffy, fun alternative gamein which players will choose an elite team and undertake vital actions set against the stage of widerconflict. We hope that you will embrace this disposition and enjoy the dynamic with equal measures ofenthusiasm and frivolity.

    General Game ChangesArea Terrain: Any forest or jungle area terrain willblock LOS to a target if there are four or moreinches of area terrain between the target and theshooting model.

    Army of Heroes: Each model in Killzone acts onits own. The models are, for all intents, a unit ofone; however, no single model may exceed 80points (including upgrades).

    Note:All models in Killzone count as scoring unitsand may claim objectives.

    Area Effect: There are many items in 40k that arecarried by one model and that affect the wholeunit to which they are attached. These items donot work properly in Killzone without sometweaking. These items will have an area effect(AE) in games of Killzone. Any friendly modelwithin 6 inches of a model carrying one of theseitems gains the benefits from the item. Unlessotherwise specified, any AE extends 6 inches fromthe relevant model.

    No Deepstriking: No model may teleport or

    deepstrike in Killzone, unless the scenariospecifically allows it.

    Pinning: If a model takes a wound from a weaponthat causes a pinning test, then all models within 6inches must make a pinning test.

    Natural: a roll of 1 always misses, and a roll of 6always hits.

    Rules Additions and Changes for Killzone Games

    Dont be absurd, Sergeant Pennfold. ThoseChaos maggots couldnt hit the fat side of aSquiggoth from this dista--

    -last recorded words of Colonel Emillion Grist451st Nunzian Continentals

    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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    The TurnPriority: the player that deploys first enjoysPriority for the first turn. After that, each playerrolls a d6 at the beginning of the turn to see whohas Priority for that turn. The winner of the die roll

    may choose to go first or second in the currentgame turn. If the die roll is a tie, Priority goes tothe person who went second in the previous turn.

    Overwatch: Any model that is armed with anappropriate weapon may choose to go intoOverwatch in its movement phase. This will bethe only action the model may do in its turn. Youshould mark the model not only to remind you thatit is in Overwatch, but also to delineate clearly its180 degree fire arc.

    Any weapon that is not a Pistol may engageOverwatch. A model on Overwatch may make anormal shooting attack in the enemys turn if andwhen an enemy appears within its 180 degree firearc. If shooting at a target further than 12 inches,the model suffers a -1 modifier for all its rolls tohit. Any shots over 24 inches suffer a -2 modifierto all rolls to hit.

    Models armed with Sniper weapons ignore to hitmodifiers.

    The controlling player may choose whether or notto fire at any available target, and thus mightignore the first target in hopes of finding a betteroption later in that turn.

    Once the model has shot on Overwatch, removeits marker; it may make no further shootingattacks until its following turn.

    You may find an odd situation in which a modelcould remain on Overwatch through twosequential enemy player turns on account ofalternating priority between game turns. If thishappens, the Overwatch model may shoot in thesecond enemy player turn, provided that there isa viable target and that he has not already takenhimself out of Overwatch by shooting in the

    previous turn.

    After priority has been decided, the controllingplayer signals that his model intends to remain inOverwatch through this subsequent turn byleaving the Overwatch marker in place. If a modelopts to continue in Overwatch, he treats the entireturn as if he elected to engage Overwatch in hisown player turn as normal; he cannot, therefore,perform any action in his player turn.

    If the marker is removed after priority of thesecond game turn, the model may treat his playerturn as normal. The Overwatch marker must beremoved before the enemy models have movedin order to do so.

    For example: a model goes into Overwatch in thefirst half of game turn 1. He does not shoot duringthe enemys portion of turn 1, so his Overwatchstatus has not been negated. The enemy wins

    priority for game turn 2 and decides to go first.The player controlling the model in Overwatchmust decide immediately to either leave orremove the Overwatch counter. If the counterremains, the model may shoot in the enemy

    portion of turn 2 (if a viable target presents itself),but doing so will be the sum of his actions for thatgame turn.

    Defensive Fire: In a situation like the onedescribed above, in which a single player enjoystwo sequential player turns due to thehappenstance of Priority, a model armed with aPistol may qualify for a special Defensive Fireattack.

    If a model with a Pistol is assaulted in theenemys second consecutive turn due to Priority, itmay fire at one assaulting model with a -1 to hitmodifier.

    Movement PhaseMoving in Terrain: To simplify the mechanism

    and help keep the game flowing, disregard the 5thedition rules for moving through difficult terrainand replace them with the following: any modelthat wishes to move in difficult terrain moves at areduced rate of 4 inches.

    Models with the USR Move Through Cover ignoreterrain movement penalties.

    Running: Disregard the 5th edition rules forrunning and replace them with the following: anymodel may choose to make a run move in itsmovement phase; the model doubles its

    movement rate for a run move. A model that hasrun may not shoot. In addition, a model that hasrun 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 ajump move, depending on the terrain throughwhich they move.

    SPECIAL OPERATIONS: KILLZONE - RULES

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    Shooting PhaseKillzone: Any time a weapon fires more than oneshot, the shooting player picks a primary targetand may choose to have the hits allocated toother enemy models within its Killzone. All models

    within 4 inches of the primary target model are inthe Killzone and are eligible secondary targets.The shooting player must announce if he is goingto implement a Killzone before any dice are rolled.

    The first hit is always against the primary target,any subsequent hits are allocated one per modelby the owning player to the secondary targetswithin the Killzone. The owning player mustallocate at least one hit to each available targetbefore doubling.

    Grenades: Any model armed with grenades maythrow one as a shooting attack with a range in

    inches that is double its strength statistic.Grenades all count as Assault 1 weapons. Asblast weapons, grenades will scatter; however, todetermine scatter simply roll the directional dieand flip the template over its own edge in theappropriate direction (as with barrage weapons).

    Defensive grenades are S3 AP- and use the smallblast template. All models hit by a defensivegrenade must take a Pinning test.

    Assault grenades are S4 AP- and use the smallblast template.

    Anti-armor grenades are S6 AP3 and have noblast; they do not scatter if they miss.

    Assault PhaseWho Can Fight: Models must be in base contactto fight in an assault; ignore the standard 2 inchrule.

    Assault Moves Through Cover: Infantry modelsmove 4 inches and Beast/Cavalry move 8 inches.

    Reactive Assault: When a model is assaulted,after all assault moves are completed, anyfriendly models within 4 inches of an assaultingenemy model may choose to counter assault inaid of their comrade. To do so, they must pass aLeadership test. If they succeed, they move 4inches into base contact with an assaultingenemy model; they do not gain the +1 attack forassaulting unless they have the Counter AttackUSR.

    This move is unaffected by difficult terrain butdoes not ignore dangerous terrain checks ifapplicable. In the event that a model is in rangeof more than one assault, they can choose toreact to any one they wish, but you must declarewhich models will try to react to which assaultsbefore you make any of the Leadership checks.

    Any models that are operating in a special firemode (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 4inches, which is not modified by terrain.

    SPECIAL OPERATIONS: KILLZONE - RULES

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    Building a ListBoth players build a Special Operations Groupusing the codex for his/her army of choice. ASpecial Operation Group generally contains oneor two teams. Again, we leave the decision

    regarding the number of teams up the players onthe day.

    Team Structure: Each team has a 250 pointslimit and can contain anywhere between 5 to 20models in total.

    No model may exceed 80 points (includingupgrades).

    Teams purchase individual models from the Elite,Troops, Fast Attack, and Heavy Support unitselections in their codex. A little basicmathematical skill might be required to figure out

    some individual points costs. Please see theErrata amendment for the specifics of yourCodex.

    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 not

    take 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 orassault sergeants in your team.

    A team may contain no more than two:-models with 2+ armor saves.-models with 3 wounds.-models with 3+ invulnerable saves.-models with Jump Infantry designation.

    -models with Bike, Jetbike, or Cavalrydesignation.

    Team Leader: Pick one model from your team tobe the team leader, preferably the model with thehighest Ld value. The team leader may not beequipped with a heavy weapon. All models within6 inches may test on his Ld. This model gains +1Wound if he only has one in his base statistic; ifthe model has more than one Wound already, hegains +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. A rangedweapon upgrade does not count toward this limitif all models in a squad may take it.

    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.

    Wound Limit: No model may have more than 3wounds in Killzone.

    Toughness: 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 if

    it has an armor rating of 33 or less. Armor rating isdetermined by adding the 3 armor values (FA/SA/RA) for your vehicle together.

    SPECIAL OPERATIONS: KILLZONE - TEAMS

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    SPECIAL OPERATIONS: KILLZONE - TEAMS

    Armored Might: This theme allows you to fieldadditional models with 2+ Armor saves in yourSpecial Operations Group. You may select this

    theme for an additional 10 points per applicablemodel.

    Death From Above: This theme allows you tofield additional Jump Infantry models in yourSpecial Operations Group. You may select thistheme for an additional 5 points for each JumpInfantry model whose original price is under 20points, and an additional 10 points for each modelwhose original cost is 20 points or more.

    Behemoths: This theme allows you to fieldadditional models with 3 wounds in your SpecialOperations Group as you desire. You may select

    this theme for an additional 15 points perapplicable model.

    Swift As The Wind: This theme allows you tofield additional models that are Bikes, Jetbikes, orCavalry/Beasts in your Special Operations Group(as you like) for an additional 5 points for eachmodel whose original price is under 40 points,and an additional 10 points for each model whoseoriginal cost is 40 points or more. Furthermore,any Bike or Jetbike model may add the SkilledRider USR for an additional 5 points per model.

    Themes

    A few of the proceeding restrictions can be lifted by purchasing the appropriate theme upgrade listedbelow. The first two themed models allowed under the normal restrictions do not pay the premiummentioned in the descriptions below; however, each subsequent model must add an additional value to

    its cost in order to earn the exception to normal list requirements.

    A team may only ever select one theme. Also, 75% of the points within a team constructed in this mannermust fulfill the scope of that theme.

    Note: this means that a standard team of 250 points must spend 185 of those points on modelsappropriate to the theme. Likewise, a full Special Operations Group of 500 points must spend 350 pointson models appropriate to that theme.

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    Optional Upgrades

    Because Special Operations: Killzone forgoes the standard HQ choice, the following Wargear and SkillUpgrades represent a tremendous way to bring personality to the individuals in your Special OperationsGroup. These are designed to add flavor and uniqueness to your team, as well as to the characterful,cinematic narrative of the game itself.

    No model may have more than 25 points worth of upgrades (both Wargear and Skill combined).

    SPECIAL OPERATIONS: KILLZONE - TEAMS

    Special Issue: the following four options may betaken once per team.

    Auspex: 10 pointsA team member with an Auspex forces hisopponent to re-roll successful cover saves whenthe team member shoots. In addition, if the modelcarrying the Auspex did not move, it may conferthe special rule to a single friendly model within 6inches. The team member may not take anAuspex if it is carrying a Heavy weapon.

    Medipack: 15 pointsA team member with a medipack gains the FeelNo Pain USR; in addition, one team memberwithin 6 inches of the medipack may take a singleFeel No Pain roll in each player turn.

    Smoke Grenades: 15 pointsA model with smoke grenades may throw themlike any other grenade. Place a large blast markeronce the hit location has been determined; any

    shots that draw LOS through the marker grant thetarget a 3+ cover save. The marker is removed atthe end of the opposing players next turn.

    Refractor Field: 15 pointsA Team Leader may take a refractor field and gaina 5+ invulnerable save.

    Limited Issue: the following four options may betaken twice per team.

    Penetrator Rounds: 10 pointsA model will re-roll all successful armor savesfrom shooting attacks made by a model withpenetrator rounds. You may only use a weaponsbasic statistics, and may not stack PenetratorRounds with other special ammunition. Modelswith a special ranged or Heavy Weapon may nottake penetrator rounds.

    Stealth Suit: 10 pointsAny infantry classed team member may take theCommando upgrade. The model gains theStealth, Scout, and Move Through Cover USRs.The model may not have a Jump Pack, Bike,Jetbike, or a 2+ armor save.

    Suspensors: 10 pointsA team member with a Heavy Weapon can have itfitted with suspensors; the model gains the

    Relentless USR, but may only fire up to half theweapons maximum range if he has moved.

    Targeter: 5 pointsA team member with a targeter adds +1 to all ofhis rolls to hit when shooting, provided that theteam member has not moved in his turn.

    Assault Grenades: 2 pointsTeam members armed with assault grenades

    count as being armed with Frag grenades or theappropriate equivalent for your race (biomassprojectiles for Tyranids, etc). Models in Terminatorarmor may not purchase assault grenades.

    Defensive Grenades: 2 pointsTeam members armed with defensive grenadescount as being armed with the appropriateequivalent for your race. Models in Terminatorarmor may not purchase defensive grenades.

    Close Combat Accessories: 2 pointsThese can take the form of bayonets, knives,

    short swords, and sometimes even sharpenedentrenching tools. A team member armed withclose combat accessories will gain an additionalclose combat weapon in the Assault phase.

    Standard Issue: the following options may be taken an unlimitednumber of times per team.

    Wargear Upgrades

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    SPECIAL OPERATIONS: KILLZONE - UPGRADES

    Blade Master: 10 pointsA team member with this ability will gain theRending USR for all close combat attacks. Themodel may not be armed with a special closecombat weapon.

    Brawler: 5 pointsA team member with this ability gains +1S to hisprofile while in close combat.

    Crack Shot: 10 pointsA team member with this ability may re-roll anyfailed to hit or to wound rolls. The player mustannounce which will be re-rolled at the beginningof the shooting phase.

    Gunfighter: 10 pointsThis skill increases the models rate of fire by one(e.g.: Assault 3 weapon into Assault 4) if thetarget is up to 12 inches away. This skill will alsoadd one to the rate of fire at a target over 12inches, provided the shooting model has notmoved that turn. (note: This skill may not be usedwith a Heavy weapon. The skill will not affectspecial rules for the weapon, like Gets Hot!).

    Hard to Kill: 10 pointsThe team member gains the Feel No Pain USR.

    Lightning Reflexes: 20 pointsA team member with this ability gains a 5+ dodgesave from all shooting and close combat attacks.The dodge save is taken before his normal save;the model may use both saves to avoid damagefrom any attack.

    Raider: 5 pointsA model with this skill upgrade enjoys the Hit andRun USR.

    Resilient: 5 pointsThe team member gains +1 to its Toughness.

    Skill Upgrades

    An individual model may only select a single Skill upgrade; however, the following options may be takenan unlimited number of times per team.

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    Playing a Killzone Battle

    The manner and direction of gameplay youultimately select, quite obviously, depends on you;however, we always encourage you to engage thegame with a keen eye on the story that developswithin it, and also to consider the possibilities ofexpanding that basic narrative into a campaign.For whichever method you choose, we can (anddo) recommend the following basic methods toenter the Killzone experience:

    The Basics

    Pick a Game Size: You should prearrange thesize and scope of the game by considering howmany teams you would like to use in your SpecialOperations Group; we tend to play 250 pointteams as standard, but have at times stretchedthis limit to include multiple teams within eachSpecial Operations Group so that each player (orgroups thereof) controls multiple 250 point teamsper side. In any event, we encourage you toexpand (or to restrict) your forces with the sameirreverent spirit that inspired Killzone from thebeginning.

    The Table: We recommend that a standardKillzone Mission should be played on a 3ft by 3fttable for basic 1v1, or on a 4ft by 4ft table for fullSpecial Operations Groups (ie: 2 or more teamsper side); at least 50% of the tabletop should becovered in terrain -although, again, werecommend loading the table with as much aspossible.

    Markers: After the table has been arranged, butbefore deployment has been decided, mark thecentermost point of the table upon which youintend to fight your Special Operations mission.Place three markers on that point and roll 3d6inches scatter dice for each individual marker.Each marker should be clearly identified asmarker 1, 2, or 3.

    If any marker ends up closer than 12 inches fromanother, we encourage you to push the farthestmarker a bit further away (or along the tableedge) until the markers are suitably 12 inchesdistant. We expect that among friends and/orfriendly acquaintances, this should not be aproblem.

    There is always the possibility that these markerswill be nothing more than empty decoys, but weencourage you to model something relevant andexciting just in case as there is an equalpossibility that these markers will, in fact,represent your objective(s) for any particularmission and become the focal point of the game.

    Before your mission briefing, of course, you willnot know for certain.

    ++Inquisitiorial 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 donthave much...[loud banging - static]...Placis is gone! Does anyone copy? TheTyranids are here. If you can hear this, youneed to get out. Get everyone out of thesystem. We didnt stand a chance. The 38thheld; we kept them out of the Spaceport for thecivvies, but the Nids nailed the evac before it

    left atmo. We had to get the word out. Ive onlygot three teams left, and were working the laststanding 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++

    SPECIAL OPERATIONS: KILLZONE - GAMES

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    Quarters: in a mission that calls for this setup,the player deploying first will chose any tablequarter and place all his appropriate models inthat deployment zone. The opposing player willthen place all appropriate models in the quarterdiagonally across. Scout and Infiltrate moveswork as normal.

    Halves: in a mission that calls for this set up, theplayer deploying first will chose anytable half and

    place all his appropriate models in thatdeployment zone no closer than 6 inches to thecenterline. The opposing player will then place allappropriate models in the table half directlyacross, again no closer than 6 inches from thecenterline (please also note the fifth quarterdescribed opposite).

    Reserves: in a mission that calls for this set up,all models begin the game in reserve (thoughDeep Strike remains inoperable). At the beginningof each turn, roll individually for each model inyour Special Operations Group. That model willarrive on a d6 roll of: 4+ on turn one, 3+ on turn

    two, automatically on turn three.

    Available models will then roll (again, individually)a second time to determine the manner of theirentry. Reserves arrive as follows:

    1: any table edge opponents choice, butcontrolling player may still decide where on thatedge.

    2-3: the table edge left of the controlling player.

    4-5: the table edge right of the controlling player.

    6: any table edge controlling players choice.

    The fifth quarter: please note that for the sake ofthis game, we divide the table into five quarters:one in each corner and a non-standard fifth inthe middle of the table. The fifth quarter is alwayscreated by drawing a 9-inch radius from thecenter of the table. Regardless of mission, nomodel may deploy within this no-mans landbefore Scout and Infiltrate moves.

    Various missions may require your Special

    Operations Group to push into any number ofquarters, so please keep in mind that each of thefive quarters represents not only a viabledeployment zone but also a potential victorycondition.

    Note: throughout this section and beyond, we willrefer to the act of drawing cards; however, all theinformation on the cards mentioned has beenincluded in this ruleset. If you do not have thesecards available, please randomly select thesewith a d6 or d10 instead.

    SPECIAL OPERATIONS: KILLZONE - GAMES

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    DeploymentThe Primary Mission card will designate your deployment for each mission with a simple keyword(quarters, halves, reserves); these are described in greater detail below. Once you have identified yourprimary mission, roll off to determine who will deploy first (highest roll may choose).

    The player that deploys first also enjoys priority for the first turn.

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    MissionsIn order to represent strategic complexity of a Special Operations mission on the tabletop, we recommendthe following dynamic approach to mission selection:

    Primary Mission:Before Deployment, players draw a single primaryobjective card. This card is played face up onthe table, and each player will be working towardthat primary objective for this Mission. ThePrimary Mission is worth 6 possible MissionPoints. Several Primary Missions include adescription for partial success of that mission.Partial mission completion is worth 3 MissionPoints.

    note: The specific primary mission brief willdescribe in detail how one might achieve a partialsuccess in any mission (e.g.: fulfilling all but onerequirement, etc).

    Secondary and Tertiary Missions:After Deployment but before Scout and Infiltrateactions, each player then draws a singleSecondary Mission card and a single TertiaryMission card. These are kept confidential andonly revealed at the end of the game whenplayers calculate Mission Points and VictoryConditions (discussed in greater detail below).Secondary Missions are worth 3 Mission Pointsand Tertiary Missions are worth 1 Mission Point.

    Callous Disregard: If a player chooses to do so,he may earn an additional Mission Point for anySecondary and/or Tertiary Mission by revealingthe mission to his opponent before play hasstarted. This is a rather bold gesture, reserved forthose Special Operation Groups eitheruninterested in the subtle arts, or those toodesperate to care.

    Fortune favors the brave. If you both declare andcomplete your Secondary and Tertiary Mission(with the aforementioned level of callousdisregard), you earn an additional Mission Point.

    Otherwise, Secondary and Tertiary Missionsshould remain secret until the end of the game.

    A Desperate Gamble: At any point in the game, aplayer may discard the Tertiary Mission card anddraw an additional Fate card. A player who doesso will automatically forfeit any possible MissionPoints for that Tertiary Mission.

    Note: again, the following pages outline thespecific objectives for primary, secondary, andtertiary missions. If you do not have cardsavailable to select and generate those missions,

    please simply roll a d6 for each appropriatemission and record the results (secretly whennecessary).

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    1. Kill PointsYou must destroy the enemys Special OperationsGroup. Each enemy model has a Kill Point value,

    which can be determined by using this (quitesimple) dynamic: move the decimal point overand round up. For example: total model value, 0-9= 1 Kill Point, 10-19 = 2 Kill Points, etc.

    Record the KP value for each model you destroy.Your team earns KPs for each enemy that isviolently removed from play. You do not earn KPsfor models that flee, are fleeing, or are otherwiseremoved from the table.

    The team with the greatest number of Kill Pointssuccessfully completes the mission.

    Partial Completion: in the event of a tie, eachteam earns 3 Mission Points.Deployment: Quarters

    2. Sweep and ClearWith this sweep and clearorder, your team hasbeen charged with either finding or creating aclean path for the next wave. You must destroy allenemy models in any four of the five possibletable quarters (see the fifth quarter above).

    Partial Completion: if the game ends and three ofthe five quarters do not have an enemy model,

    your team earns 3 Mission Points.Deployment: Halves

    3. Capture and ControlYour team must capture and control a vital areain no-mans land; it is imperative that you bothhold this area and keep it free of enemyinterference: think king of the hill.

    You must bring all surviving models into the fifthquarter and remove all enemy models from thesame in order to successfully complete thismission.

    Partial Completion: if both players end the gamewith all surviving models in the fifth quarter but donot control it, each team earns 3 Mission Points.Deployment: Reserves

    4. ReconnaissanceYour team has a secondary scouting obligation.The more reconnaissance you can perform on

    the field, the better. Your team must end the gamewith at least one model in all five of the possibletable quarters (see the fifth quarter above). Amodel may only ever claim a single quarter.

    Partial Completion: if your team ends the gamewith a model in four table quarters, you earn 3Mission Points.Deployment: Quarters

    5. The MessengerSecretly mark one model on your SpecialOperations Roster other than your team leader.

    This is the Messenger; this model carries anessential parcel of information which must bedelivered.

    The Messenger must leave the table at the singlepoint furthest from his deployment. Measure,mark, and record that point next to his entry onyour roster before the game begins. TheMessenger acts as normal but is immediatelyremoved from play upon reaching the table edge.

    Partial Completion: if the messenger ends thegame in the fifth quarter and remains unwounded,your team earns 3 Mission Points.

    Deployment: Quarters

    6. WithdrawalTwo Special Operations Groups have foundthemselves on the wrong end of no-mans landand must strategically withdraw from the fight.

    Each team must get as many models as possibleoff the opposing sides long table edge. Playersearn Kill Points (see Primary Mission one) only forthe value of their own models that make it tosafety. Highest KP total at the end wins. You maynot Infiltrate in this mission.

    Partial Completion: if the teams tie, each earns 3Mission Points.Deployment: Halves

    12

    Primary Missions:

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    1. Munitions

    Marker 1 represents a cache ofmunitions thatmust be destroyed. If you get a model into base-to-base contact with the objective it will exploded3 game turns afterwards. The explosion iscentered on the objective marker: S6 AP-, LargeBlast. The munitions must explode before the endof the game in order to successfully complete thismission objective (all the better if the explosioncauses the end of the game).

    2. Standard Template ConstructMarker 2 represents an invaluable component fora Standard Template Construct; as such, your

    team has an astonishing opportunity, and youmust get your hands on the STC component inorder to learn what you can while you may.

    In order to successfully complete this missionobjective, an unencumbered (ie: not in closecombat) member of your team must end thegame in base contact with the marker. No othermodel may be in contact with the marker.

    3. Intelligence CacheMarker 3 represents an intelligence cache fromwhich you must collect information. In order to

    collect the parcel you must move into basecontact with the marker and remain there for d3full player turns (after contact). Collectioncompletes the mission objective even if the modelis later eliminated from the game.

    4. Transmitter

    You must hold the high ground in this sector inorder to set up a beacontransmitter.

    When the game ends, you must hold the highestnon-impassible level of terrain on the table, withno enemy models within 3 inches (or one level).

    If two or more pieces of elevated terrain are ofequivalent height, the one with the largestfootprint/base is the objective. If there is still a tie,the qualifying piece of terrain that is closest to thecenter of the table is the objective. If there is still atie, any one qualifying piece will fulfill the objective(cardholders choice).

    5. Lead from the FrontMorale within your Special Operations Group hassuffered recently. Each member of your SpecialOperations Group looks to the teamleaderfor anunspoken, unquantifiable boost. It is time to leadby example.

    Your team leader must survive the game, inflicttwo wounds, and end closer to an enemy modelthan any friendly model in order to successfullycomplete this mission objective.

    6. Reverse EngineeringSecretly identify and record one enemy modelcarrying non-standard equipment other than theteam leader. Command has issued orders torecover a specific piece of enemy wargear forReverseEngineering from that individual.

    This model must either be killed in Assault, orotherwise be captured, in order to successfullycomplete this mission objective.

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    Secondary Missions:

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    1. Just Breathe, RookieSecretly mark one model from your Special

    Operations Roster other than your team leader.This is the Rookie. Even among an elite SpecialOperations Group, someone has to be the newguy. Your job is to keep the Rookie alive until hegets some experience under his belt.

    This model must survive the game in order tosuccessfully complete this mission objective.

    2. TraitorSecretly identify and record one enemy modelother than the team leader. This model is theTraitor; he is an extremely important sleeper

    agent within the enemys ranks, and you mustkeep him alive for future activation.

    Although an enemy nonetheless, the Traitor mustsurvive the game in order to successfullycomplete this mission objective.

    3. VaingloryhoundSecretly mark one model from your SpecialOperations Roster other than your team leader.This is the glory hound; this model has beenfeeling a bit headstrong lately, perhaps a bit toomuch so.

    Keep close record of each wound inflicted by yourteam members. The glory hound must exceed thetally of wounds caused by any other model onyour team (including the team leader) in order tosuccessfully complete this mission objective.

    4.VendettaSecretly mark one model from your Special

    Operations Roster other than your team leader.This model enjoys a profoundly personal grudgeagainst the enemy Special Operations Group andwill stop at nothing to grind this Vendetta underhis heel.

    Keep close track of the Kill Points value for eachenemy model specifically killed by this individual(to calculate KPs, see Primary Mission one). Thismodel must kill twice his own value in Kill Pointsto successfully complete this mission objective.

    5. Sabotage

    Your team has been monitoring enemy activityand may have found a way to sabotage anunguarded target of interest.

    In order to successfully complete this mission,you must destroy a single objective marker (withthe following profile: T5 W2, immobile) that is notrelevant to your own secondary missionobjectives this game.

    6. CulpritSecretly identify and record one enemy modelother than the team leader. This model carries animportant token rightfully belonging to your army;he is known as the culprit.

    You must kill the culprit and reclaim the tokenfrom the point where he fell. If you reclaim thetoken, you may carry it with no movement penaltyeither for collection or after. If any subsequentmodel is killed while holding the token, the tokenremains in play and can be retrieved by eitherside.

    One member of your team must be holding theitem when the game ends to successfullycomplete this mission objective.

    Tertiary Missions:

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    Ending the Game:Although individual Missions may have alternative triggers for concluding play,the following will almost always end the game, and should be considered the standard mechanismunless otherwise stated. There are two possible triggers to end the standard game:

    -Turn Six: after turn six, a game will end if one player has completed the Primary Missionrequirements; however, this can only happen after the opposing players next turn (allowing at least

    one final gasp).

    -Turn Twelve: a game will always end at the conclusion of turn twelve regardless of mission successor failure.

    -gotta say, we wasnt finking about holdin tilthe fleet came. We wasnt finking about muchbeyond the mud and the feth and the

    whereabouts of our next set of ration bars.

    Greenies dont like our food, see. So it was alljust out there... waiting. Only problem was,there was this couple of thousand Orks and, tothem, WE was the food.

    -Veteran Guardsman Pullo, 31st Hadeshive

    Victory Conditions: In the murky world of Special Operations, the relative success or failure of a missioncan be a difficult matter to measure. Often, rival teams will thwart an enemys primary objective only todiscover that other valuable assets have been compromised, destroyed, co-opted, or otherwise negated.

    Victory can be measured according to the following chart:

    Condition: Mission Points:Primary Mission Objective complete: +6 partial completion +3

    Secondary Mission Objective complete: +3 callous disregard +1Tertiary Mission Objective complete: +1 callous disregard +1

    The player with the most Mission Points at the conclusion of the game wins.

    Note: In the elusive perfect game, a player may earn as many as 13 total Mission Points (+6 for PrimaryMission, +3 for Secondary Mission, +1 for Callous Disregard, +1 for Tertiary Mission, +1 for CallousDisregard, +1 bonus for double Disregard = 13 Mission Points). We have yet to see it happen.

    SPECIAL OPERATIONS: KILLZONE - GAMES

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    SPECIAL OPERATIONS: KILLZONE - CARDS

    16

    1. Get down now!Select one model (either from your team or youropponents). This model must immediately go toground without making a pinning tests.

    You may reveal this card at the beginning of either

    player turn.

    2. PoisonThe moment you play this card, one modelsclose combat weapon gains the characteristicPoison (4+) for a single Assault phase.

    This card may be revealed during any Assaultphase in the game.

    3. Adrenaline RushThe moment you play this card, one model ofyour choice benefits from the Fleet UniversalSpecial Rule for one turn.

    You may reveal this card at any moment in yourplayer turn: Movement, Shooting, or Assault.

    4. Im the best at what I doWhen you activate this card, a single model fromyour team gains the Furious Charge UniversalSpecial Rule for the remainder of your player turn.

    You may reveal this card at any moment in yourplayer turn.

    5.You keep using that wordThe moment you play this card one individual

    model from the opposing team loses a singleUniversal Special Rule or skill upgrade for theequivalent of one entire game turn (ie: two playerturns including the one in which the card becomesactive).

    This card may be played during any phase ofeither players turn.

    6. Fickle FortuneThe moment you play this card, one individualmodel from your team may borrow a singleUniversal Special Rule or skill upgrade from anyenemy model on the table; the enemy model maynot benefit from this USR for the active period of

    this card, which lasts for the equivalent of oneentire game turn (ie: two player turns including theone in which the card becomes active).

    You may reveal this card at any moment in yourplayer turn.

    7. Bullet timeOnce revealed, this card forces a single enemymodel to re-roll all successful wounds from anyattacks that he makes for one phase (either theShooting or Assault phase, but not both).

    This card can be played during any phase in

    either player turn

    8. Die, you gitThe moment you play this card, one model fromyour team may re-roll any/all of its failed rolls towound in a single phase (Shooting or Assault).You may only re-roll any given result once sothis card may not be used to re-re-roll a failedresult.

    This card may be revealed at any point in eitherplayer turn.

    9. No Surrender

    The moment you play this card, your team (or anysingle member therein) may re-roll a Morale orLeadership Test.

    This card may be revealed at any necessary,worthwhile point in the game.

    10. TrumpOnce revealed, this card will automatically negatethe effect of a Fate card played by your adversary.

    Fate:

    These cards are designed to add a statistically improbable, but appropriately cinematic, element to aKillzone game. They are not necessarily balanced, and are deliberately designed to offer your team animprobable boon in the grand, heroic Hollywood tradition.

    Each player selects a single card for every team in his Special Operations Group immediately afterdeployment but before the beginning of play. If you do not have cards available, generate your Fate byrolling a d10 and secretly recording the results.

    Most Fate cards have some element of restriction as to when that card can be revealed. Pay closeattention, as these often mimic the fickle nature of Fate. These cards will invariably influence crucialevents in the game -and we recommend you do so with an appropriate dramatic finesse.

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    SPECIAL OPERATIONS: KILLZONE - CARDS

    Cards

    These cards are designed to add a supplemental bit of fun to your Killzone experience. They are optional,as all the information contained in these cards is also already available to you in this book.

    If, like us, you enjoy an extra ounce or two of character, fun, and frivolity in your gaming experience, wehighly recommend picking up a set. We have provided a few examples below, but you are free to exploreother options. To that end, we have taken a liberty of including several blank cards in the set so that youmight create your own Mission and/or Fate cards to suit your specific games and/or campaigns. Enjoy.

    As an aside, we presume that players using these cards will do so in good faith and not try to exploit anyambiguities.

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    SPECIAL OPERATIONS: KILLZONE - GAMES

    Alternatively

    What follows are some alternative rules to further indulge the ambitious but free-spirited impulses thatstarted Special Operations: Killzone rolling in the first place. We have not playtested these sufficiently tomake a proper judgment; however, they can be quite fun and we think you might like to give them a

    shot... if you get the gumption.

    The following additional and/or alternative ideas do not constitute core Killzone rules, but we would feelremiss if we failed to include them here. Moreover, we encourage you to discover your own methods fortinkering with the game, and to share those ideas with us if you please.

    Alternate Phases: a few playtesters haveexperimented with the idea of breaking the turndown into alternating sub-phases, during whicheach player performs all actions appropriate tothat phase before moving forward to the next one.As such, the turn is broken down into the standardturn components (Movement, Shooting, Assault),but each player .

    For example: in a new turn, player one performsall his movements for that turn as normal;however, player two will then immediately performall of his movement actions for that turn. After thishas been completed, player one will then proceedto the Shooting phase, followed immediately by

    player two. Player one then assaults, with allresolutions concluded, before Player two performsanother subsequent Assault phase.

    Primary Mission(s): If you have a mind for detailand complexity, you may enjoy a dynamic inwhich each player selects his own PrimaryMission. As before, these should be played faceup, but now each player will be working toward adifferent primary goal.

    In this case, deployment may be rather tricky.Select deployment and turn order as before. Theplayer deploying firstwill select the deploymentzone according to the description on his PrimaryMission card and then place all appropriatemodels on the table, as normal; however, theother player will then identify the appropriatedeployment zone from his own card and follow theinstructions therein.

    Note: You may discover a situation in which oneplayer has selected deployment for a table halfand the other for a table quarter. In thiscircumstance, the second player will have a

    choice of either two remaining long edges, or tworemaining table quarters, neither of which willconflict with the deployment description. This isboth appropriate and encouraged. Consider it theadvantage of secondary deployment. Likewise, ifboth players select table half, the second

    players choice will be obvious. If both selecttable quarter, the second player should stilldeploy in the quarter diagonally across from thefirst.

    18

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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)

    Brian from A Gentlemans Ones(agentelmansones.blogspot.com/)

    Contributors:

    Skarvald the Troll-faced andFrosencore Joe from Wolves for the Wolf God(wolvesforthewolfgod.blogspot.com/)

    Magilla Gurilla from Table Top War(tabletopwar.net/)

    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