Special Operations Killzone is a set of fan Players will pit their Special Operations
created rules for running skirmish games Groups (SOG) against one another as they
within the Warhammer 40,000 universe. attempt to complete missions vital to the
(These rules will be similar in nature to the overall war effort that you would see in a
original Kill Team rules from fourth edition.) normal game of 40K. The members of these
groups are the unsung heroes of every war.
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assaulting unless they have the Counter
Attack USR.
Unique Models: Models listed as Unique in
Break Away: Any model locked in combat their unit composition may not be used.
from a previous turn may attempt to break Team Leader: Pick one model from your
away from combat at the beginning of its team to be the team leader, preferably the
movement phase; if the model passes a model with the highest leadership. All models
leadership test it immediately makes a full within 6 inches may test on his leadership.
move or run away from the combat it was just This model gains +1 wound if he only has one
in. The model may shoot as normal but may in his base stats; if the model has more than
not assault this turn. If the test is failed the one wound already it gains +1 attack instead.
model loses one of its attacks in this round of
combat, if the models attack statistic is Area Effect: There are many items in 40k that
reduced to zero it may not strike back in are carried by one model and effect the whole
combat. unit that they are part of or attached to. These
items don't work properly in Killzone without
General Game Changes some tweaking. These items will have an area
effect in games of Killzone. Any friendly model
Army of Heroes: Each model in Killzone acts within 6 inches of a model carrying one of
on its own; they are for all intents a unit of these items gains the benefits from the item.
one.
No Reserves: All of the models in your team
3 Wound Models: No model may have more must be deployed on the table at the start of
than 3 wounds in Killzone. the game. This means no model may teleport,
deepstrike or be left off the tabletop, unless
the scenario specifically allows it.
There are two ways to play a Killzone game. the game being played. How many Teams are
you going to use in your Special Operations
The first is a well thought out narrative Group and what is the point limit?
campaign, with predetermined missions and
objectives driving the games along the course Random Mission or Campaign game:
of the story.
Determine which Mission is being played and
The second is through the use of random whether it is going to be a one off game or
missions and objectives, which will create a part of a larger campaign storyline.
story of its own as you play the game.
Missions can be determined by random dice
rolls, using the 'special' mission cards from
Here are the basics for playing all the final PDF, or by mutual agreement.
Killzone games.
Secondary Objectives:
The actual playing a game section is vague as You must decide if you are going to use the
the real meat of game play comes from the secondary objectives in your game.
scenario being used.
The secret objective card is drawn to
Pick a game size: determine what the bonus mission is for each
team in your Spec Ops Group. These cards
You should prearrange the size and scope of
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are kept secret and are only revealed at the LD stat, if he is dead it is on the highest LD
end of the game. left in the team. If the team fails its leadership
test the team routes and the game
ends.(Even teams comprised completely of
Strategy/Wargear cards: Fearless models will route, so must take the
break tests when reduced to 25%)
You must decide if you are going to use the
Strategy/Wargear bonus cards in your game. Note: If you are using two teams in the group,
then each group tests for leadership
Shuffle the deck then draw a card; the card is independently. In order for the game to end,
kept secret until it is used. both teams in the group must fail their
leadership test.
Play the game:
Determining a Winner:
After all the above is worked out play your
mission to it's conclusion. Killzone uses what are called Mission Points
to determine which side wins. Just forcing
Ending the Game: your opponent to break and rout off the
battlefield does not mean that you won. These
Although there will be other things that can can be gained by completing objectives, and
trigger a game to end in some of the killing your opponents models.
Scenarios being played. The following will
always end the game. Typically a model is worth half its value
rounding up in Mission Points. Some
Once a team is reduced to 25% (rounding up) scenarios change these parameters and any
of its starting model count it must take a changes will be outlined in the mission
leadership test at the beginning of each of its briefing.
turns, if it passes it continues to function as
normal. The test is taken on the team leaders
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Building a list
Both players build a special operations group upgrades do not fall under these restrictions.)
using the codex for his/her army of choice.
No vehicles are allowed with the exception of
A special operation group contains between a single Walker per team and only if they have
one to two special operations teams. The an armor rating of 33 or less. Armor rating is
exact number of teams will be determined by determined by adding the 3 armor values
the players prior to the game. (FA/SA/RA) for your vehicle together.
Each team has a 175-250 point limit and can A team member may not have more than 3
contain anywhere between 6 to 18 models in wounds.
total. Teams purchase individual models from
the Elite, Troops, Fast Attack and Heavy A team may contain no more than two models
Support unit selections in their codex. A little with 2+ armor saves.
basic math skill will be required to figure out
some individual points costs A team may contain no more than two models
. with 3+ invulnerable saves.
For example a Marine Tactical squad
sergeants cost is determined by subtracting A team may contain no more than two models
the cost of the 4 standard marines from the with Jump Packs.
squads base cost. So the cost for the Marine
sergeant is 26 points. (90-64=26) A team may contain no more than two bike,
jetbike or cavalry models.
You may only take one squad leader upgrade
for each unit choice taken and only after you A team member may not have a toughness
take one member from the squad entry. You statistic greater than five.
may not take a second squad leader choice
for a unit type more than once. A few of the proceeding restrictions can be
lifted by purchasing the appropriate ‘Theme’
So for example you take one tactical and one upgrade listed below.
assault marine, you could then take an
assault sgt and a tactical sgt; once these are Armored Might: This theme allows you to
chosen you may take no further tactical or take as many models with 2+ Armor saves in
assault sgt’s in your team your team as you desire. You may select this
theme for 25 points.
A team may contain no more than 4 special
ranged weapons upgrades; only two may be a Death From Above: This theme allows you to
heavy weapon upgrade. (Special Ranged take as many models with Jump Packs in your
weapons upgrades are the ones that can only team as you desire. You may select this
be taken in a limited number. Ranged theme for 25 points.
weapons upgrades that all models in a squad
may take do not count toward this limit. For Swift As The Wind: This theme allows you to
example Marine Scouts can upgrade every take as many models that are Bikes, Jetbikes
model to carry a sniper rifle or shotgun; these or Cavalry/Beasts in your team as you desire.
upgrades are not limited by this rule. Pistol You may select this theme for 25 points.
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Optional Upgrades
The following upgrades are optional, but I values, the points are determined according to
would suggest using them as they add tons of the base statistic being enhanced. The first
flavor and add greatly to the uniqueness of value is for any stat that is 3 or less, the
the teams. Also note none of these are set in second is for stats of 4 or greater. For
stone yet as there have not been many example lets look at the Targeter it has a 3/5
playtests with them; there may end up being points value, so a Guardsman with a BS 3 will
less or more of them when the project is done. pay 3 points for the upgrade and a Space
Marine will pay 5 points..
Some upgrades are listed with two points
One of each of the following options may be member may not be carrying a special ranged
taken by each team. weapon and have an Auspex.
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Specialized Team Member
Defensive Fire: Any model that did not run, shoot or participate in an assault in it's player turn
and is within 3 inches of an objective may use Defensive fire in its opponents player turn. If an
enemy model moves within 6 inches of a model that can use defensive fire; the model may shoot
at its enemy with a -1 to all its to hit rolls. You may only defensive fire one time, so if you are
being overrun life stinks!
Plasma Pistols: The plasma pistols used by these elite forces are well maintained and do not
suffer from the “gets hot” rule.
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