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Present

Massacre in November
A Hours Heresy 30k Killzone tournament

Saturday November 22
nd


The Scout Hut
St. Cedd's Church
Dagenham
RM8 2HQ

Eight unique games each with custom objectives

10 per ticket



Both prizes and accolades to be won







Each army to be built using the force organisation rules laid out in
this pack and played using the rules found in the Hours Hersey
book by Forge world and the supplementary rules based on
Killzone Survival which can be found in this tournament pack.





*Power armour of the 30
th
millennium, as this is a 30k event
precedence for tickets will be given to players with armies built using
models that fit within the Hours Heresy visual aesthetic.
















A huge thank you to Big Jim for writing the 30k Killzone rules which I have used for
this pack.



Force Organization:

Group Structure: Each Group has a points limit of 200 points and a model
count of 12. No single model may have total points cost greater than 80.

Group members are purchase as individual models from the Troops, Elite,
Fast Attack, and Heavy Support unit selections of the Horus Heresy Legion
lists.

Use the base cost of the unit to work out the individual model cost (a Tactical
squad costs 150 points and consists of 10 models, thus 150 divided by
10=15, which equates to a per models cost of 15 points per model for a
Tactical marine.

Group Leader: Pick one model selected when forming your Group to be the
Group Leader. This model counts as the Warlord and is upgraded at no extra
cost to be the equivalent of the squad leader of the unit they were taken from.
(E.g. a Legion Tactical Space Marine would become a Legion Tactical Sergeant; a Legion
Terminator would be upgraded to a Legion Terminator Sergeant). The Group leader may
not be equipped with a Heavy weapon. The Group Leader may be upgraded
to a Veteran Leader (+1 Attack and +1 Wound) for +10 points.

For each Troops model purchased you may purchase a single model from
the Elite, Fast Attack or Heavy Support sections.

For every Legion Tactical squad model purchased you may purchase two
models from the Elite, Fast Attack or Heavy Support sections.
























Restrictions when constructing a group:

Unique Models: No models listed as unique in their unit composition can be
used.
Wound Limit: No model may have more than 3 wounds.
Toughness: No model may have a base Toughness statistic greater than 5.
Vehicles: Neither vehicles nor weapon platforms are allowed in any group

Group Limitations
A group may select a limited number of models with the attributes below.
These restrictions stack, so a Terminator fills both a 2+ and an Invulnerable
save slot.
0-2 2+ armour save
0-2 invulnerable saves (Any model that comes with an Invulnerable Save as part of its
standard Wargear will cost an extra 7 points. This is to account for the additional benefits of how
Invulnerable Saves work in Killzone.)
0-1 3 wounds
0-2 Jump Infantry
0-2 Bike, Jetbike, Cavalry, or Beasts unit type designation
0-1 Sgt including available upgrades *the group leader does not count against this restriction.
(To take a sergeant or squad leader equivalent you must first have already purchased at least
one normal model from that squad. There is no additional cost for the sergeant over the
standard points per model as explained above.


Weapons Restrictions:
These characteristics stack, so a Lascannon fills an Incisive, Penetrator and a Heavy slot.

Ranged Weapon Restrictions:
0-3 Template - designated Template
0-3 Incisive - with AP2 or lower
0-4 Penetrator Strength 6 or higher
0-3 Suppressive - with 3 or more shots
0-3 Heavy weapons - designated Heavy.


Melee Weapon Restrictions:
0-3 Slashing weapons AP3
0-3 Crushing weapons AP 2 or lower



Upgrades:

Upgrades offer a way to make your Group your own. The shattered legions have scavenged what
they can from their fallen kin, turning legion relics against their turncoat brothers. The traitor
legions are newly armed with the latest marvels from the forges freshly turned to the pantheon.

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

Skill Upgrades
The following options may be taken an unlimited number of times per Group; however an
individual model may only select a single Skill upgrade.

Blade Master: 10 points
A Group member with this ability will gain the Rending USR for all close combat attacks.
*The model may not be armed with a close combat weapon with an AP value.

Brawler: 6 points
A Group member with this ability gains +1S to his profile while in close combat.

Crack Shot: 10 points
A Group member with this ability may re-roll any failed to hit or to wound rolls.
*The player must announce which will be re-rolled at the beginning of the shooting phase.

Hard to kill: 10 points
The Group member gains the Feel No Pain USR.

Lightning Reflexes: 20 points
A Group member with this ability gains a 5+ dodge save from all shooting and close combat
attacks. The dodge save is taken before his normal save; the model may use both saves to avoid
damage from any attack. *Does not count as an invul save when determining the limit per group?

Parry Blow: 10 points
A model with this skill can force an enemy model to re-roll a single successful hit in the assault
phase. To do so roll a D6 on the score of 5+ the model parries the attack forcing the re-roll.

Raider: 4 points
A model with this skill upgrade gains the Hit and Run USR.

Resilient: 9 points
The Group member gains +1 to its Toughness.

Melee Specialist: 3 points
Any Group member with this skill gains + 1 to its WS

Ranged Specialist: 5 points
Any Group member with this skill gains + 1 to its BS

Trigger Time: 10 points
This skill increases the models rate of fire by one for a single weapon per turn (e.g.: Assault 3
weapon into Assault 4) if the target is up to 12 inches away. This skill will also add one to the rate
of fire at a target over 12 inches, provided the shooting model has not moved that turn.
*This skill may not be used with a Template, blast or a Heavy weapon.


Wargear upgrades: The following four options may be taken twice per Group.

Penetrator Rounds: 10 points
Any model wounded by a model using penetrator rounds must re-roll all successful armour saves
from shooting attacks. * You may only use a weapons basic statistics, and may not stack Penetrator Rounds
with other special ammunition. Models with a Heavy Weapon may not take penetrator rounds

Commando Suit: 10 points
Any infantry classed Group member may take the Commando upgrade. The model gains the
Stealth, Scout, and Move through Cover USRs.
*The model may not have a Jump Pack, Bike, Jetbike, or 2+ armour save.

Suspensor Web: 10 points
A group member with a suspensor web may move and shoot with a heavy weapon at normal BS

Targeter: 5 points (must be modelled)
A Group member with a targeter may re-roll any results of 1s when rolling to hit during the
shooting phase, provided that the team member has not moved in his turn.

Unique Relics: The following four options may be taken once per Group.

Auspex: 10 points (must be modelled) *cant be taken with a Heavy weapon.
A Group member with the Auspex uses his unmodified BS when performing Snap Fire
shots. In addition, if the model carrying the Auspex did not move, it may confer this
special rule to a single friendly model within 3 inches.

Medipack: 20 points
A Group member with a Medipack gains the Feel No Pain USR; in addition, any team
member within 6 inches may take a single Feel No Pain roll in each player turn.

Master Crafted: 10 points
A group member may master craft one of his weapons.

Smoke Grenades: 15 points
A Group member with smoke grenades may throw them like a frag grenade. Place a
large blast marker once the hit location has been determined; any shots that draw LOS
through the marker grant the target a 3+ cover save. The marker is removed at the end
of the opposing players next turn.*Ignore cover does not negate this save

Refractor Field: 15 points
A Group member may take a refractor field to gain a 5+ invulnerable save.

Sniper Scope: 10 points
A Group member with the Sniper Scope gains the Stealth USR, additionally any enemy model hit
by a shooting attack from a Sniper Scope subtracts one from its armour save, (this does not
equate to a +1AP to the weapon itself).
*The model equipped with the sniper scope must be armed with a Sniper type weapon.
Legion army list adjustments:
Techmarine Covenant: You may purchase one and only one Techmarine for your group. He may
take Servitors, however if they are more than 3 inches away from the Techmarine they fall subject
to their Cybernetica rule.

Apothecarion detachment: You may purchase one and only one Apothecary for your group.

Legion Veteran Tactical squad: Any weapons purchased that come with a suspensor web count
against the Suspensor Web limit in the Limited issue Wargear section.

Legion Tactical squad: These models may use their Fury of the Legion special rule as
individuals removing the requirement of needing at least 5 models to use it. All other parts of this
rule stand.

Legion Assault squad: Combat Shields are 10pts


Notes:

Legion army list weapons restrictions: In Killzone you ignore the one in x amount of models
restrictions for weapons upgrades in the Legion unit entries, the weapon restrictions per group still
apply.

Troops Support Squad special rule: Ignore this rule for Killzone Survival

Nuncio-vox: Having this piece of Wargear allows the player to re-roll the arrival location of their
reserves. Having multiples do not stack in any way.

Volkite Weapons: Deflagrate has the following adjustment in Killzone: When a model is killed by
a weapon with the Deflagrate rule a single model within 3 inches is automatically hit and must
pass an armour save or be removed as a casualty.
*If there are multiple models within 3 inches the closest model takes the hit.





















Changes to main rulebook rules:

The tables to be used are 3ft by 3ft tables with heavy terrain => 40% terrain.


Night Fight: Before any action on the first turn in which Night Fight takes
effect, the player going first on that game turn rolls a d6. Visibility for that
game turn is limited to that roll of a d6+12 inches; this range lasts the entire
game turn for all models and both players. All models outside visibility range
are considered outside of Line of Sight.

Night fight Conditions
Dawn: Night Fight lasts for the first 3 turns.
Dusk: Night Fight begins at the opening of turn four and lasts until the game ends.
Normal Light: Conditions are such that there is enough ambient light to suffice.

*Acute Senses: add 4 inches to Night Fight LoS range for a model with this USR.

Reserves:
A maximum of 3 models may enter play via the Deepstrike rules.
At the beginning of each turn, roll individually for each model in your group. A
model will arrive on a d6 roll of: 4+ on turn one, 3+ from turn two onwards and
auto arrive on turn four.

After rolling for what reserves arrive roll a d6 for each model to see how it will
arrive onto the table.

1: any table edge opponents choice, but controlling player may still decide
where on that edge.

2: the table edge left of the controlling player.

3: the table edge closest to the controlling player.

4: the table edge right of the controlling player.

5-6: any table edge controlling players choice.

A model must enter the table from a point at least 12 inches from an enemy
model already on the table. If a model is unable to enter the game because of
this restriction, it will be placed back into reserves and will roll again in the
following turn.
Ending the Game:

The game will always end at the end of turn six, but this turn six must still be
rolled for at the end of turn five.
Day of the Massacre

You will need to bring your 200pt army group, 2
copies of your army list, any and all codexs used in
your army group, three 40mm objectives, a 25mm
objective, tape measure, templates, dice ect.

Sample Mission: Clear for Assault:
Communications are being jammed preventing
planet fall.

Deployment- Table Halves: Place a marker in
the centre of the table, this is the jamming
beacon. Roll off and determine who is going
first, the player deploying first will chose any
table half and place all his appropriate models
in that deployment zone no further than 6
inches from the table edge. The opposing
player will then place all appropriate models in
the opposite table half, again no further than 6
inches from the table edge.

Primary Objective: Communications open -9pts-
Secure and hold the Jamming beacon, the
player who holds the jamming beacon at the
end of the game wins the primary objective.

Secondary Objective- Enemy Voxnet compromised -6 pts
Kill an enemy in assault to secure their vox unit before they can compromise your
communications. First model killed in assault gives up this objective (If both players kill an
enemy during the same initiative stage the vox units are damaged and the next model killed will score it)

Tertiary Objectives 1point each-
Behind enemy lines: End the game with a model in your enemies deployment zone.
Command Secured: Ensure your warlord survives the battle *both players can score this
Slay the warlord-

Sample Score Sheet:







09:00 09:25 Arrival
09:25 09:30 Briefing
09:30 10:15 Game One
10:15 10:20 Intermission
10:20 11:05 Game Two
11:05 11:10 Intermission
11:10 11:55 Game Three
11:55 12:00 Intermission
12:00 12:45 Game Four
12:45 14:00 Lunch
14:00 14:45 Game Five
14:45 14:50 Intermission
14:50 15:35 Game Six
15:35 15:40 Intermission
15:45 16:30 Game Seven
16:30 16:35 Intermission
16:35 17:20 Game Eight
17:20 18:00 Accounting
18:00 Prize giving

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