KillZone - Rules

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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

    Rules Additions and Changes for Killzone Games General Game Changes

    Area Terrain

    Army of HeroesNo Deep StrikingPinning

    The TurnPriorityOverwatch

    Movement PhaseMoving in TerrainRunning

    Shooting PhaseKillzoneGrenades

    Assault PhaseWho Can FightAssault Moves Through CoverReactive AssaultConsolidation

    Playing a Killzone Battle The Basics

    Pick a Game SizeKillzone MissionsSecondary Objective CardsFate CardsPlay the Game

    Ending the GameDetermining a Winner

    Building a ListTeam StructureTeam LeaderUnique ModelsSpecial Weapons3 Wound ModelsToughness CapVehicles

    ThemesArmored Might

    Death From AboveSwift as the WindBehemoths

    Optional UpgradesSpecial Issue Wargear

    Wargear UpgradesSkills Upgrades

    Cards: Secondary Objectives - Fate

    3.

    4.

    5.

    6.

    7.

    8.

    9.

    10.

    11.

    SPECIAL OPERATIONS: KILLZONE - RULES

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    The TurnPriority: Each player rolls a d6 at the beginningof each turn to see who has Priority for that turn.The winner of the die roll may choose to go first orsecond in the current game turn. If the die roll is a

    tie, Priority goes to the person who went secondin 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 to remind you that it is inOverwatch, and to delineate its 180 degree firearc.

    Appropriate weapons for purposes of Overwatch:-have a range of at least 24 inches and-have either 2 or more shots or have the Sniperability (excluding Rapid Fire weapons, which maynot use Overwatch).-have a randomly generated number of shots;however, if a 1 is rolled for shots that turn, themodel suffers an additional -1 to hit roll.

    The first enemy model that moves within thedesignated 180 degree fire arc and within rangeof a model on Overwatch may be shot at. A modelon Overwatch may make a normal shootingattack. If shooting at a target over 12 inches, themodel suffers a -1 to all its rolls to hit. Modelsarmed with Sniper weapons instead suffer the -1

    penalty at 12 inches or less.

    If more than one model on Overwatch has rangeand LOS, you may elect to hold back some fire forfuture enemy movement; however, at least onemodel on Overwatch must fire.

    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 movements phases on account

    of alternating priority between game turns. If thishappens, the Overwatch model may shoot in thesecond enemy movement phase, provided thatthere is a viable target and that he has notalready taken himself out of Overwatch byshooting 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 entire

    turn 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, the model may treat hisplayer turn as normal. The Overwatch markermust be removed before the enemy models havemoved in order to do so.

    For example: a model goes into Overwatch in thefirst half of game turn A. He does not shoot duringthe enemy movement phase of turn A, so hisOverwatch status has not been negated. Theenemy wins priority for game turn B and decides

    to go first. The player controlling the model inOverwatch must decide immediately to eitherleave or remove the Overwatch counter. If thecounter remains, the model may shoot in theenemy movement phase of turn B (if a viabletarget presents itself), but doing so will be thesum of his actions for that turn.

    Movement PhaseMoving in Terrain: To simplify the mechanismand help keep the game flowing, disregard the 5thedition rules for moving through difficult terrainand replace them with the following: any model

    that 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 itsmovement 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 specialjump 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 by the owningplayer to the secondary targets within theKillzone.

    Grenades: Any model armed with grenades maythrow one as a shooting attack with a range ininches that is double their strength statistic.Grenades all count as Assault 1 weapons.

    Defensive grenades are S4 AP- and use the smallblast template; they scatter if they miss.

    Assault grenades are S4 AP- and use the smallblast template; they scatter if they miss.

    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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    Playing a Killzone Battle

    The manner and direction of gameplay youultimately select, quite obviously, depends on you;however, we can recommend two basic methodsto the Killzone experience:

    -The first is through the use of spontaneousencounters, which will create a story of its own asyou play the game.

    -The second is a well thought-out narrativecampaign, with predetermined scenarios andobjectives driving a series of games along thecourse of the story.

    In either instance, you will certainly find thecompendium to this ruleset, Special Operations:Killzone - Missions, extremely useful.

    The BasicsPick 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 and by determining a viablepoints limit. In our play-testing, we have implicitlysettled on 225-250 point Teams as standard, buthave stretched this limit to include multiple Teamswithin each Special Operations Group. Weencourage you to expand or to restrict your forceswith the same irreverent spirit that inspiredKillzone from the beginning.

    Killzone Missions: The supplemental booklet tothis ruleset will be extremely helpful in thecreation of a rich a cinematic game -whether youchose a single Mission or link several togetherinto a grand narrative.

    The booklet includes 18 Missions in total that canbe threaded together by mutual agreement;however the booklet also includes a mechanismby which you can randomly generate a paththrough the Mission with a simple dice roll. Ofcourse, you may also simply decide a Missionthrough simple, mutual agreement.

    Secondary Objective Cards: If you chose to usesecondary objectives in your game, each playerselects one card for every Team in his SpecialOperations Group immediately after deploymentbut before the beginning of play. You must keepvery close record of your secondary objective ona sheet of paper. Unless otherwise stated, thesecards are kept secret and are only revealed at theend of the game.

    Fate Cards: These cards are designed to add adynamic and cinematic element to a Killzonegame at an appropriately significant moment. Ifyou decide to use the fate cards in your game,each player selects a single Fate card for everyTeam in his SOG immediately after deploymentbut before the beginning of play. These cards canbe played to influence various events in the game-and we recommend you do so with anappropriate cinematic finesse.

    A more detailed discussion of SecondaryObjective Cards and Fate Cards can be found onpage 12.

    Play the Game:This is, after all, what were herefor.

    ++Inquisition 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 itleft 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 - RULES

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    Ending the Game:Although individual Missionsmay have alternative triggers for the game end,the following will almost always end the game,and should be considered the standardmechanism unless otherwise stated.

    Once a Team has been reduced to 25% (roundingup) of its starting model count, it must take aleadership test at the beginning of each of itsturns (for example, a Team of ten models willbegin taking tests when three models are left onthe table). The test is taken on the Team LeadersLd statistic. If the Team Leader is dead, the testshould be taken on the highest Ld remaining inthe Team. If the Team passes, it continues tofunction as normal. If the Team fails its Ld test, itrouts and the game ends immediately.

    Even teams comprised completely of Fearless

    models will rout, so must take the break testswhen reduced to 25%.

    Note: If you are using two Teams in your SpecialOperations Group, then each Team tally theirbreak point and test for Ld independently.

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

    Determining a Winner:Killzone uses MissionPoints to determine which side wins. Just forcingyour opponent to break and rout off the battlefielddoes not necessarily mean that you have won thegame. Mission Points can be earned bycompleting objectives and by killing your

    opponents models.

    The Mission Points allotted for specific objectiveswill appear in the Mission briefing.

    The Mission Point value of each model isdetermined by consulting the chart below (but thedynamic is really quite simple: move the decimalpoint over and round up).

    Points Value of Model Mission Points0-9 110-19 220-29 3

    30-39 440-49 550-59 660-69 770-79 8and so on

    Your Team earns Mission Points for each enemythat is violently removed from play. You do notearn Mission Points for models that flee, rout, orare otherwise removed from the table only theones your Team kills.

    A few Missions might change these parameters tosuit a specific mission goal, and any changes willbe outlined in the briefing.

    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 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:-models with 2+ armor saves.-models with 3 wounds.-models with 3+ invulnerable saves.-models with Jump Infantry designation.-models with 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 notbe equipped with a heavy weapon. All models

    within 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 proceeding restrictions can be liftedby purchasing the appropriate theme upgradelisted below. 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.

    SPECIAL OPERATIONS: KILLZONE - RULES

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    Optional Upgrades

    The following Special Issue, Wargear, and Skills Upgrades are an optional element to the game;however, we strongly encourage their use, as they will invariably contribute both to the flavor anduniqueness of your Teams, and to the characterful, cinematic narrative of the game itself

    (particularly as the game forgoes a standard HQ choice, these options are a tremendous way tobring personality to your Team).

    Some upgrades are listed with two points values. The points are determined according to the basestatistic being enhanced. The first value applies to any stat that is 3 or less; the second applies tostats of 4 or greater. The statistic will be indicated in parenthesis before the point costs.

    For example, lets look at the Targeter. It has a 3/5 points value, so an Imperial Guardsman with aBS 3 will pay 3 points for the upgrade, while a Space Marine will pay 5 points.

    Special Issue Upgrades

    Any of the following options may be taken onceper 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 its carrying a Heavy weapon.

    Medipack (T): 8/10 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.

    Refractor Field: 10 pointsA Team Leader may take a refractor field and gaina 5+ invulnerable save.

    SPECIAL OPERATIONS: KILLZONE - RULES

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    SPECIAL OPERATIONS: KILLZONE - RULES

    Wargear UpgradesAny team member may take the followingwargear upgrades:

    Assault Grenades: 1 point

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

    Close Combat Accessories (S): 1/3 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.

    Penetrator Rounds: 10 points

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

    Targeter (BS): 3/5 pointsA team member with a targeter adds +1 to all ofhis rolls to hit when shooting, provided that theteam member hasnt moved in his turn.

    Skills UpgradesAny team member may take one of the followingskills upgrades:

    Blade Master (WS): 8/10 pointsA team member with this ability gains +1 Attack

    and all the models attacks become Rending. Themodel may not be armed with a special closecombat weapon.

    Brawler (WS): 3/5 pointsA team member with this ability gains +1 to all hisrolls to wound in close combat.

    Crack Shot: 5 pointsA team member with this ability may re-roll anyfailed to hit or to wound rolls. The player mustchoose which will be re-rolled at the beginning ofthe shooting phase.

    Hard to Kill (T): 8/10 pointsThe team member gains the Feel No Pain USR.

    Lightning Reflexes: 25 pointsA team member with this ability gains a 4+ 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: 10 points

    A model with this skill upgrade enjoys the Hit andRun USR.

    Resilient (T): 3/5 pointsThe team member gains +1 to its Toughness.

    Skilled Rider: 5 pointsAny bike-mounted model may purchase this skill.

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    SPECIAL OPERATIONS: KILLZONE - RULES

    Cards

    These cards are designed to add a supplemental bit of fun to your Killzone experience. Theyare optional, and they are negotiable. We have provided six examples of each card in thefollowing pages, but you are free to explore other options. To that end, we have taken a liberty

    of including blank cards at the end of this booklet so that you may create your own SecondaryMissions and/or Fate cards to suit your specific games, and campaigns. Enjoy.

    We presume that players using these cards will do so in good faith and not try to exploit any ambiguities.

    Secondary Objective Cards: The SecondaryObjective cards are designed to add a new wrinkleto your Killzone game, to stretch your resources,and to force you to reconsider strategic optionsthat might otherwise remain untapped.

    Secondary Objective Cards are also designed toupturn the results of the game. As such, these

    cards remain concealed during gameplay in orderto mimic the covert and the clandestine nature ofyour Special Operations Group. In our playtesting,we have found that Killzone does not alwaysendear itself to naked aggression, and weveadded these cards to reward the shrewd and theresourceful. It can be quite pleasing to reveal yourtrue objective at the end of a game and to trumpan enemy commander that has otherwise beengiving your Team the business.

    We recommend adding Secondary Objectivecards to your game once you are familiar with thebasics and already worked through severalMissions.

    Each player selects one card for every Team in hisSpecial Operations Group immediately afterdeployment but before the beginning of play.

    We find that Secondary Objectives work bestwhen you keep very close record of your objectiveon a sheet of paper -your Team Roster ideally- asthis will invariably limit or eliminate potentialmisunderstandings (also, see above: good faith).

    Fate Cards: These cards are designed to add astatistically improbable, but appropriatelycinematic, element to a Killzone game. They arenot necessarily balanced, and are deliberatelydesigned to offer your Team a boon in the grand,heroic Hollywood tradition.

    If you decide to use the Fate cards in your game,

    each player selects a single card for every Team inhis Special Operations Group immediately afterdeployment but before the beginning of play.

    Most Fate cards have some element of restrictionas to when that card can be revealed. Pay closeattention, as these often mimic the fickle nature ofFate.

    These cards will invariably influence crucial eventsin the game -and we recommend you do so withan appropriate dramatic finesse.

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    TRAITOR

    There is an important sleeper agentwithin the enemys ranks, and you arekeenly interested in keeping the Traitoralive for future activation.

    Secretly identify and record one enemymodel other than the Team Leader. Thismodel is the Traitor.

    If the Traitor survives the game you gainan extra 10 Mission Points; if this modeldies during the game the enemy gains 5Mission Points for having removed the

    viper in their ranks. If the Traitor leavesthe table, is somehow captured, or isalive when his Team fails a break test toend the game, he counts as havingsurvived.

    JUSTBREATH, ROOKIE

    Even among an elite Special OperationsGroup, someone has to be the newguy learning the ropes, getting in theway. Your job is to keep that rookie aliveuntil he gets some experience under hisbelt.

    Secretly mark one model on yourSpecial Operations Roster other thanyour Team Leader. This is the Rookie.

    If this model survives the game, add hisMission Points value to your total. If hesurvives and remains in base-to-basecontact with another member of yourteam for the entire game, add twice hisMission Points value to your final tally

    as he has learned invaluable lessonsfrom a veteran member. If he is aliveand his Team breaks, he counts ashaving survived.

    GET

    ME

    AN

    EAGLE,

    LAD

    Secretly identify and record one enemymodel other than the Team Leader. Thismodel is the Bannerman, and he is wellknown to your Team -he carries animportant totem or token rightfullybelonging to your army.

    You must kill the Bannerman and get tobase contact with the corpse to reclaimand to carry the token (no penalty). Ifanymodel is killed while holding thetrophy, the token remains in play andcan be picked up by either side.

    Your Team earns an additional 5 Mission

    Points for killing the Bannerman, and 5more if you end the game in possessionof the token. If the Bannerman survivesthe game, or leaves under his ownvolition, you lose 5 Mission Points fromyour final tally.

    VENDETTASecretly mark one model on yourSpecial Operations Roster other thanyour Team Leader. This model enjoys aprofoundly personal grudge against theenemy Special Operations Group, andwill stop at nothing to grind this vendettaunder his heel.

    Keep close track of the Mission Pointsvalue for each enemy model killed bythis individual. If this model kills twicehis own value in Mission Points, he isawarded an additional 10 MissionPoints. If he kills three times his ownvalue in Mission Points, he is awarded

    an additional 15 Mission Points. Themodel does not have to survive thegame to earn these points for his Team.

    THEMESSENGER

    One of your Team members carries anabsolutely essential parcel ofinformation, and it must arrive in thehands of your superiors.

    Secretly mark one model on yourSpecial Operations Roster other thanyour Team Leader. This is theMessenger.

    The Messenger must leave the table atthe single point furthest from hisdeployment. You must measure andmark that point before the game beginsnext to his entry on your roster. Once hearrives at the edge, he is removed fromplay and may not contribute further tothe game. If the model succeeds, yourTeam earns an additional 10 MissionPoints; if he fails, your Team loses 5Mission Points from the final tally.

    EVERSEENGINEERIN

    Command has issued orders to recovera specific piece of enemy wargear forfurther study.

    Secretly identify and record one enemymodel carrying non-standard equipmentother than the Team Leader.

    This model must be either killed inAssault, or otherwise captured. If you doso, your Team earns an additional 10Mission Points for returning with thewargear intact. If the model leaves thetable, is alive when its Team fails a

    break test to end the game, or is killed inthe Shooting or Movement phase theenemy gains 5 Mission point -as thewargear is destroyed or otherwise keptfrom your grimy clutches.

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    SECONDAR

    Y

    OBJE

    CTIVE

    SECONDARY

    OBJEC

    TIVE

    SECONDAR

    Y

    OBJE

    CTIVE

    SECONDARY

    OBJEC

    TIVE

    SECONDAR

    Y

    OBJE

    CTIVE

    SECONDARY

    OBJEC

    TIVE

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    DIE, YOUGIT

    The moment you play this card, onemodel may re-roll any/all of its failed

    rolls to wound in a single enemyphase (Shooting or Assault). Youmay only re-roll any given result

    once so this card may not be usedto re-re-roll a failed result.

    This card may be revealed at anypoint in your opponents player turn;you may not play this card in your

    own player turn.

    POISON

    The moment you play this card, onemodels close combat weapon

    gains the characteristic Poison (4+)for a single Assault phase.

    This card may be revealed duringany Assault phase in the game.

    STAYDOWN

    The moment you play this card, oneenemy model must re-roll any/allsuccessful armor saves (including

    Invulnerable saves, but notincluding Feel No Pain rolls) for a

    single phase of that turn.

    This card may be revealed at any

    point in your own player turn.

    DRENALINERUSH

    The moment you play this card, onemodel benefits from the Fleet

    Universal Special Rule for one turn.

    You may reveal this card at anymoment in your player turn:

    Movement, Shooting, or evenAssault!

    OSURRENDER

    The moment you play this card,your Team (or any single member

    therein) may re-roll a Morale orLeadership Test.

    This card may be revealed at anynecessary, worthwhile point in the

    game.

    FLESHWOUND

    The moment you play this card, onemodel may re-roll all failed armorsaves for an entire phase. This

    includes Invulnerable saves. Youmay only re-roll any given result

    once so this card may not be usedto re-re-roll a failed result.

    This card remains active only forthe one phase in which it is

    revealed; however, it may be

    revealed at any point in the game.

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    -FAT

    E-

    -FAT

    E-

    -FATE

    -

    -FAT

    E-

    -FATE

    -

    -FATE

    -

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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