Killzone Beta ERRATA

March 31, 2018 | Author: Chris McPherson | Category: Sniper, Unrest, Armed Conflict, Leisure, Violence
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Special Operations:

KILLZONE Draft Documentation Disclaimer

This is a not-for-profit fan-made rules supplement for warhammer 40,000 by Game workshop plc. this ruleset demands that it’s users own and refer to the Warhammer 40,000 ruilebook and relevant Codices in the use of these rules. none of the authors, distributors or creators envolved in the making of this are making any money, they did it for the love of the game. all content within these pages os user-created and is derived, without permission, from Warhammer 40,000 intellectual property owned by Games workshop Ltd. This Rule set is completely unofficial and in no way endorsed by Games Workshop Limited. Astartes, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, ‘Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

This is NOT a Product

Special Operations:

KILLZONE Contents

Using this book Codices: Blood angels Black Templars Chaos Demons Chaos Space Marines Daemonhunters Dark Angels Dark Eldar Eldar Imperial Guard Necrons Orks Space Marines Space Wolves Tau Empire Tyranids Witch Hunters

Using This Book This Book is the companion guide to the core rules alterations found in the man Special Operations Killzome book. This is intended to be a living document, which outlines which units in the Games Workshop Warhammer 40,000 Codices can be used within the Killzone ruleset. This book cannot be used without a copy of the codex you wish to build your Killzone Special Operations Group for. You should use the Army entry in conjunction with the Codex to select, arm and assemble your Special Operation: Killzone forces. A little basic math skill will be required to figure out some individual points costs. This can usually be accomplished by dividing the Codex Entry Points Value by the number of troops in the Unit. However in some cases a little more creativity will be required. For example a Marine Tactical squad sergeants cost is determined by subtracting the cost of the 4 standard marines from the squads base cost. So the cost for the Marine sergeant is 26 points. (90-64=26) Each team has a 175-250 point limit and can contain anywhere between 5 to 20 models in total. It is important to note that teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. No HQ units are allowed. Also, here is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. You may only take one squad leader upgrade for each unit choice taken and only after you take one member from the squad entry. You may not take a second squad leader choice for a unit type more than once.

Team Restrictions: A team may contain no more than 4 special ranged weapons upgrades; only two may be a heavy weapon upgrade. (Special Ranged weapons upgrades are the ones that can only be taken in a limited number. Ranged weapons upgrades that all models in a squad may take do not count toward this limit. For example Marine Scouts can upgrade every model to carry a sniper rifle or shotgun; these upgrades are not limited by this rule. (Pistol upgrades do not fall under these restrictions.) No vehicles are allowed with the exception of a single Walker per team and only if they have an armor rating of 33 or less. Armor rating is determined by adding the 3 armor values (FA/SA/RA) for your vehicle together. A team member may not have more than 3 wounds. A team may contain no more than two models with 2+ armor saves. A team may contain no more than two models with 3+ invulnerable saves. A team may contain no more than two models with Jump Packs. A team may contain no more than two bike, jetbike or cavalry models. A team member may not have a toughness statistic greater than five. Models listed as Unique in their unit composition may not be used. A few of the proceeding restrictions can be lifted by purchasing the appropriate ‘Theme’ upgrade listed In the Special Operations: Killzone core rulebook. Team Leader: Pick one model from your team to be the team leader, preferably the model with the highest leadership. All models within 6 inches may test on his leadership. This model gains +1 wound if he only has one in his base stats; if the model has more than one wound already it gains +1 attack instead.

Rules Changes:

Blood Angels Codex

Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. There are no free weapons upgrades for Tactical squads. These weapons must be purchased from the following points list. Special Weapons: Flamer…………..3pts Melta gun……….5pts Plasma gun……...10pts Heavy Weapons: Heavy Bolter…………5pts Missile Launcher……10pts Multi-melta…………10pts Plasma Cannon……..15pts Lascannon………….25pts Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules. No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. 0-1 Chaplain 0-3 Priest Sternguard 0-1 Sternguard sergeant Sanguinary guard Terminators 0-1 Terminator sergeant Assault Terminators 0-1 Assault Terminator Sergeant Tactical marines 0-1 tactical sergeant Assault marines 0-1 Assault sergeant Death company Scouts 0-1 Scout sergeant

Marine Biker 0-1 Biker seargeant Vanguard vets 0-1 Vanguard seargeant 0-2 Devastators (Must take a heavy weapon) 0-1 devastator sergeant

Black Templars Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. Any upgrade items that affect the whole unit use the Area Effect Rule in the Basic Killzone rules. No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to. The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions. Assault Cannons: Use the rules and points values from the 5th ed Codex Space Marine. Storm Shields: Use the rules and points values from the 5th ed Codex Space Marine. Black Templar teams may purchase one of the Vows listed in the Emperors Champion entry of the HQ section at half the points cost rounding up. Even though the Champion is not on the field of battle the Templars have already taken their vows. Holy Rage: If a team member dies to shooting, all Black Templars with in 6 inches must make a LD test at the end of the shooting phase, if they pass, they move 3 inches towards the closest enemy Only a Black Templar Space Marine may be a team leader. Noenates need leadership

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. Sword Brethren Terminator Squad Sword Brethren Terminator Assault Squad Sword Brethren Squad Techmarine 0 - 4 Servitors

Crusader Squad Black Templars Assault Squad Black Templars Bike squadron

Chaos Demons Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. Daemonic Assault: Daemons always deploy on the tabletop unless the scenario allows Deep Strike. Daemonic Rivalry: To represent this, Daemons cannot go within 2” of a Daemon of another Power or Furies, except if that model is locked in combat. (Therefore it is still possible to Reactive Assault or create multiple combats.) Daemonic Gifts: Are not psychic powers and are used as normal. Just to clarify. Instrument of Chaos: Will be resolved when we decide what to do with Combat Resolution.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. Bloodletters Hounds Bloodcrushers Daemonettes Seekers Fiends Horrors Flamers Screamers Plaguebearers Nurglings Beasts Furies

Chaos Space Marines Codex Rules Changes: Chaos Space Marines may take a Thousand Sons Aspiring Sorcerer as a Psyker, as long as the team contains at least one Rubric Marine. Rubric Marines within 6 inches of a Sorcerer act under command. Squad upgrade Icons use the Area Effect rules, a model may only be affected by one icon at a time; so no stacking. Cult Marines gain no bonus from Icons. Possessed roll individually for their Daemonkin ability before deployment. Lesser Daemons start on the table unless the scenario allows deepstriking, if it does they must be held in reserve.

Available Army List

Teams purchase individual models from their codex only using the selected unit entries listed below.

Khorne Berzerkers 0-1 Skull Champion

Chosen 0-1 Aspiring Champion

Thousand Sons 0-1 Aspiring Sorceror

Chaos Terminators

Chaos Bikers 0-1 Biker Champion

Possessed 0-1 Aspiring Champion Chaos Space Marines 0-1 Aspiring Champion

Chaos Raptors 0-1 Aspiring Champion Chaos Spawn

Plague Marines 0-1 Plague Champion

Chaos Havocs 0-1 Aspiring Champion

Noise Marines 0-1 Noise Champion

Obliterator Cult Summoned Lesser Daemons

Daemonhunters Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. An Inquisition Team may contain one Psyker. You may choose to have your one Psyker be a Grey Knight Brother Captain Terminator. Standard Grey Knight Terminators are not considered Psykers and have no powers Inquisitorial Retinues: to gain the benefits from the retinue they must be within 4 inches of the Inquisitor. They work as written in the codex as long as this requirement is met. The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions. No Orbital Bombardments or Barrages of any kind. Your team may only include one Officio Assassin. No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own tasks.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. Ordo Malleus Inquisitor May be accompanied by retinue of 0-6 henchmen chosen from the DH codex May be a Psyker Is permitted to choose wargear from the list as usual, with the following exceptionsThe Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions. Grey Knight terminators 0-3 Death cult Assassins

Callidus The polymorphine rule has changed for killzone Polymorphine the callidus assassin has amazing powers of disguise, the callidus player will not place the calidus on the field at the start of battle, rather they will place one additional Troop model from thier armys choices. This model will be marked under the base (or otherwise clearly noted) so as to identify it as a disguised Callidus. the model functions as a normal troop model until revealed as a callidus and may move and shoot with the correct profile. The callidus may be revealed at the start of the controlling players turn, the callidus is also revealed when engaed in hand to hand combat or in the case of taking a wound.

0-1 Officio Assassinorum operative Chosen from the DH codex with the following changes-

Jump backA callidus can always disengage from combat

Vindicare The Marksman rule is replaced by the rule “Through and through” “Through and through” the vindicare is capable of shooting two target simultaneously. If the vidicare can draw a straight trajectory through two in range enemy models (option- without intervening cover?) then both models take a wound on a successful roll tohit.

Word in your ear remains the same in fucntion, but substitute “model” for “unit”

Culexus as written

Eversor temple assassin As Written Grey knights Inquisitorial stormtroopers Grey knight purgation squad

Dark Angels Codex Rules Changes: Teams purchase individual models from their codex only using the selected unit entries listed below. For example a Marine Tactical squad sergeants cost is determined by subtracting the cost of the 4 standard marines from the squads base cost. So the cost for the Marine sergeant is 26 points. (90-64=26) ((not sure for prosecution reasons if we should reproduce points costs)) There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. Any upgrade items that affect the whole unit use the Area Effect Rule in the Basic Killzone rules. No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to. The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions. Assault Cannons: Use the rules and points values from the 5th ed Codex Space Marine. Dark angels use the Storm shield rules from 5th ed Codex Space Marine.

Available Army List Deathwing Terminator Squad 0-1 Deathwing sgt Company Veterans Squad 0-1 Veteran sgt Scout Squad 0-1 Scout sgt Tactical Squad 0-1 Tactical sgt Assault Squad 0-1 Assault sgt Ravenwing attack squadron 0-1 Ravenwing sgt Ravenwing Suppoer Squadron (If a Ravenwing attack squadron is taken, the force may include up to one ravenwing land speeder) Devastator Squad 0-1 Devastator sgt

Rules Changes:

Dark Eldar Codex

Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. Incubi: Incubi may be used in Killzone, counting as Elites. You may upgrade one Incubus to a Master. Mandrakes: Replace the Hidden Deployment rule with the Infiltrate, Scout and Stealth special rules. Raider Squads: Ignore this entry. Combat Drugs: Roll seperately for each model with Combat Drugs. Dispensers work as normal. Warp Beasts: Warp Beasts lose the 0-1 rule, may be taken without Wyches, and simply count as Fearless Beasts. Ignore the Beastmaster rules. Plasma Grenades: Act as offensive grenades. Goblet of Spite: Has an area of effect of 6”.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. Incubi 0-1 Incubi Master

Warriors 0-1 Sybarite

Grotesques

Reavers 0-1 Reaver Succubus

Mandrakes Wyches 0-1 Wych Succubus Warp Beasts 0-1 Beastmaster

Hellions 0-1 Hellion Succubus

Eldar Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. Eldar teams may take a single Warlock Psyker. Plasma Grenades: all elder models may take plasma grenades at a cost of two points. They may be thrown just like other grenades and have the following stats: Strength 4 AP4 small blast. Harlequins: due to the change in the movement rules, I have decided that they need a perk from their flip belts. Harlequins move 7 inches in a normal move, may run 14 inches and are never hindered by difficult terrain. Exarch Powers: Powers that affect the Exarchs squad use the Area Effect rules. All models from the Exarchs Aspect within the area of effect gain the bonuses from the powers. Weapons Platforms: Place both of the gun crew in base contact with the weapon: the weapon and team count as a two wound model.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. 0-1 Warlock Striking Scorpions 0-1 Exarch Fire Dragons 0-1 Exarch Howling Banshees 0-1 Exarch

Swooping Hawks (no Skyleap since no Reserves) 0-1 Exarch Support Weapon Battery Dark Reapers 0-1 Exarch 0-1 War Walker

Harlequin Troupe 0-1 Death Jester 0-1 Troupe Master 0-1 Shadowseer Dire Avengers 0-1 Exarch Rangers Guardians Guardian Jetbikes Shining Spears 0-1 Exarch Warp Spiders 0-1 Exarch

“They were skilled...for Mon-keigh.”

Imperial Guard Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. Psyker battle squad: Only 1 sanctioned Psyker may be taken. Soulstorm is adjusted to be ST D3 +1, requires LOS Overseers are not required and the “ultimate sanction” rule is ignored unless there is a Commissar within 6” Orders: Each Platoon commander can issue 2 orders per turn; Orders are taken as Leadership tests on the Sergeants. All models in AOE are affected, if a voxcaster is in AOE of commander and sergeant reroll failed orders. First Rank fire 2nd rank fire All models with lasguns add 1 to their ROF This order must be given at the beginning of your own shooting phase Incoming: All models in AOE may go to go to ground and get a +2 to their coversave, becoming pinned for next turn. This order can be given at any point during the opponents shooting phase Move Move Move order is replaced by “up and at ‘em”: Up and at ‘Em!: All models in AOE gain fleet; This order must be given at the beginning of the shooting phase. Commissar: All models in AOE of the commissar can use his leadership. Should a model fail a leadership test it is executed by the commissar and removed from play, For the rest of the phase all models in AOE of the commissar count as fearless (they are more afraid of the commissar than the enemy). For purposes of Rout tests if the team fails, the commissar will Execute the team member with the highest LD score withing 6” of him. if there are multiple with the same score, he will execute the closest model. (no saves, remove model from play) the Test is then rerolled Veterans: Doctrines are taken as normal for 3 points per model. Veterans in the same team must take the same doctrine. Penal legion: Ever legionnaire rolls individually for his skill at the start of the game/campaign Heavy Weapons team: Imperial Guard special operations teams may take a total of 2 heavy weapons teams.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. Ogryn Squad 0-1 Bone ead

Infantry squads 1 Infantry sergeant for every 10 guardsmen (rounded up) 0-1 Commissar for every 10 guardsmen (rounded up) 0-2 Heavy Weapons teams

Ratling Squad

Conscripts 0-1 Custodian

0-1 Sanctioned Psyker. Soulstorm is changed to ST D3 +1, requires LOS Ignore the Overseer and the Ultimate Sanction rule.

Veterans 0-1 Veteran Sergeant

Storm Trooper Squad 0-1 Stormtrooper sergeant Infantry Platoon command squad 0-1 Platoon commander if a infantry sergeant is chosen

Penal legion 0-1 Scout Sentinel or Armoured Sentinel Rough Rider Squad 0-1 Rough Rider sergeant

Necrons Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. Necron teams ignore the Phase out rules in Killzone. Wraiths and Scarabs move as jetbikes, but don’t count toward the jetbike limit. All Necrons that are able to make a We’ll Be Back roll may do so as long as there is another team member of any type with the Necron rule within 6 inches. Teams purchase individual models from their codex only using the selected unit entries listed below. We’ll Be Back and Feel No Pain: If a model has both We’ll Be Back and Feel No Pain, then they may only take the Feel No Pain roll; they do not also get We’ll Be Back. Should they later lose access to Feel No Pain (such as by moving outside of a radius generated by another model), they then of course revert back to using We’ll Be Back.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. Pariahs Immortals Flayed Ones Warriors Wraiths Destroyers Scarab Swarms Heavy Destroyers

“Johnson, don’t you think using all of the meltabombs for the trap is a bit excessive?” “Didn’t you see what that...thing did to Chambers?” “...right. Should we add the frags, too?”

Orks Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. Waaagh!: Ignore the second paragraph in the Waaagh! rule (Codex: Orks p.31). Mob Rule!: Replace the Mob Rule! entry on p.31 of Codex: Orks with “Every Ork model within 4 inches of a testing model boosts his LD by +1 to a maximum of 10.” Tankbusta Bombs: Count as Krak grenades when thrown. Tankbustas - assign a controller for each bomb squig. If the controller dies, another Tankbusta within 2” of the bomb squig may take control. Lootas - Roll # of shots for each Loota individually when they fire. Stormboyz - Rokkit packs count as jump packs, and still grant the extra d6” movement noted in Codex: Orks p.47. Replace the sentence that begins, “On the roll...” with “Models with rokkit packs must reroll successful dangerous terrain tests taken during the Movement phase.” Gretchin - ignore squig hound. Flash Gitz - shoot individually, so roll AP individually when fire.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below.

Stormboyz 0-1 Nob Warbikers 0-1 Warbiker Nob

Nobz 0-1 Painboy

Deffkoptas

Meganobz

0-1 Killa kan

Burna Boyz 0-1 mek

Flash gits

Tankbustas 0-1 nob Lootas 0-1 mek Kommandos 0-1 nob

Ork Boyz/Ard Boyz 0-1 Nob Gretchin 1 Slaver/10 Gretchin

Space Marines Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. There are no free weapons upgrades for Tactical squads. These weapons must be purchased from the following points list. Special Weapons: Flamer…………..3pts Melta gun……….5pts Plasma gun……...10pts Heavy Weapons: Heavy Bolter…………5pts Missile Launcher……10pts Multi-melta…………10pts Plasma Cannon……..15pts Lascannon………….25pts Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules. No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. Terminator Squad 0-1 Terminator Sargent Assault Terminator Squad 0-1 Assault Terminator Sargent

Space Marine Bike Squad 0-1 Space Marine Bike Sargent Attack bike Squad

Sternguard Veteran Squad 0-1 Sternguard Veteran Sargent

Scout Bike Squad 0-1 Scout Bike Sargent

Techmarine 1 Servitor per Techmarine

Devastator Squad 0-1 Devastator Sargent

Space Marine Assault Squad 0-1 Assault Marine Sargent Space Marine Tactical Squad 0-1 Space Marine Sargent Space Marine Scout Squad 0-1 Scout Sargent Vanguard Veteran Squad 0-1 Vanguard Veteran Sargent

Thunderfire cannon

Space Wolves Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. Blood Claws, Skyclaws and Swiftclaws within 6 inches of the Team Leader may ignore their headstrong rule. There are no free weapons upgrades for Grey Hunters and Blood Claws. These weapons must be purchased from the following points list. Special Weapons: Flamer…………..3pts Melta gun……….5pts Plasma gun……...10pts Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below.

Iron Priest Lone Wolf Wolf Guard Wolf Scouts Blood Claws Grey Hunters Fenrisian Wolf Skyclaws Swiftclaw Bikers Thunderwolf Cavalry Long Fangs

Tau Empire Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. Drone Controller: Drones must remain within 2” of the model controlling them. They count as wargear. Kroot Shaper: If a Shaper is bought any Carnivore in the team may purchase a 6+ save for 1 point. Markerlights: A Markerlight counter may be used by up to 3 team members before the counter expires. The same effect is used for all squad members and they count as firing simultaneously. Declare which models will shoot the target then remove the counter. So if you declare two models will shoot a Marked model and they fail to kill it, the counter vanishes. All counters on that model are used up in one round. Sniper Drones: In order to purchase a Sniper Drone you must first buy a Spotter. Each Spotter can have up to 3 Drones. If you wish to purchase a fourth Drone, you must first buy another Spotter. Cost (Spotter): 20 points Cost (Sniper Drone): 20 points

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. XV8 Crisis Team 0-1 XV8 Shas’Vre Stealth Team 0-1 Stealth Team Shas’Vre Fire Warrior Team 0-1 Fire Warrior Shas’Ui Kroot Carnivore Squad 0-1 Shaper Gun Drone Squadron Pathfinder Team (no requirement/no option for Devilfish) 0-1 Pathfinder Shas’Ui Vespid Stingwings 0-1 Vespid Strain Leader XV88 Broadside Team 0-1 XV88 Shas’Vre Sniper Drone Team

Tyranids Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. A Tyranid team may have one Psyker; either a Zoanthrope or Broodlord Disregard the Instinctive Behavior rules for games of Killzone. Horamgaunts may move an additional 2 inches when running in clear terrain. (This is to offset the extra advantage they usually benefit from with their Bounding Leap special rule.) The Lictor and Ygmarl Genestealers have following changes. If the scenario does not allow Deepstriking replace these units special deployment rules with stealth, scout and infiltrate. If the scenario does allow reserves they use their normal rules.

Available Army List Teams purchase individual models from their codex only using the selected unit entries listed below. Lictors Venomthrope 0-1 Zoanthrope Pyrovore

“Sorry, false alarm base. Nothing to report here.”

Ymgarl Genestealers Tyranid Warriors Genestealers 0-1 Broodlord Termagaunts Hormagaunts Ripper Swarm Tyranid Shrikes Raveners Sky-slasher Swarm Gargoyles Biovore

Last transmission from patrol Alpha Bravo 3.

Witch Hunters Codex Rules Changes: Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 Tactical Squad members and arm one with a Multi Melta and the other with a flamer. An Inquisition Team may contain one Psyker. Inquisitorial Retinues: to gain the benefits from the retinue they must be within 4 inches of the Inquisitor. They work as written in the codex as long as this requirement is met. The Auspex, Targeter and gradenes entries are ignored; if you want these upgrades use the Killzone versions. No Orbital Bombardments or Barrages of any kind. Your team may only include one Officio Assassin. No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own tasks. No Unlocking (no need for a priest or an Inquisitor to take anything)

Available Army List

Acts of Faith

Teams purchase individual models from their codex only using the selected unit entries listed below.

* Only Veteran Sister Superiors may use Acts of Faith.

0-1 Elite Inquisitor per rulebook If a inquisitor is taken 0-6 henchmen can be taken per the normal rules and costs

* Any Choice from a unit with the Adepta Sororitas special rule is worth 1 Faith point * Any Veteran Sister Superior is worth 2 faith points

0-1 Officio assasin

* A model may activate one Act of Faith per turn.

0-3 Deathcult assasin

* A model may not attempt to use the same Act of Faith more than once per Game; although models may be effected by combination’s of several different Acts.

Celestians 0-1 Celestian superior if Celestians are taken Sister repentia 0-1 Mistress if repentias are taken arco flagelants battle sisters 0-1 Veteran sister IST 0-1 IST sergeant Sepharims 0-1 Veteran sepharim 0-2 retributors must upgrade to an heavy weapon 0-1 retributor sergeant 0-1 pentinent engine

* Acts of Faith remain in play until the Sister Superior uses another Act of Faith, falls back or is killed. * Acts of Faith are unaffected by special rules that work on or against psychic powers, and models using them are not counted as psykers.

Acts

Hand of the Emperor

Praying to the Emperor to channel His wrath through their bodies, the Sisters strike down their foes with preternatural strength. Cost: 3 Faith Points Effect: Each model within 4 inches adds +2 to its Strength, but will strike at Initiative 1.

Divine Guidance

Guided by the will of the Emperor Himself, the shots and blows of the faithful shatter their enemies’ armor with contemptuous ease. Cost: 3 Faith Points Effect: Each model within 4 inches gain the following benefits: when shooting, any rolls which cause a wound on the roll of a 6 count as AP1. In an assault, any rolls which cause a wound on the roll of a 6 count as being made by a power weapon.

The Passion

The faithful leap and weave through the chaos of melee, striking at their foes with a speed born of their holy fervor. Cost: 2 Faith Points Effect: Each model within 4 inches adds 2 to its Initiative. May not be used in the same phase as Hand of the Emperor, and does not override weapons that always strike last or at Initiative 1, neither does it change the effect of any type of grenade.

Light of the Emperor

The Sisters are filled with the knowledge that the only thing they need fear is failing the Emperor of Mankind. Armed with such faith, the enemy holds no terror for them. Cost: 2 Faith Points Effect: Each model within 4 inches becomes Fearless, which means that it will automatically pass any leadership tests it is required to make.

Spirit of the Martyr

The Sisters’ prayers steel their bodies against the weapons of the enemy. They will die when the Emperor is ready to accept their souls, and not a moment before. Cost: 3 Faith Points Effect: Each model within 4 inches gains a 4+ Invulnerable save

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We are working hard to make this ruleset everything we want it to be, if theres something you loved, something you found difficult, hard to work through or just plain annoying come to our forums at

http://specopskillzone.freeforums.org/ and give us some feedback. we arent promising you’ll get it “your way” but we’ll certainly listen.

Contributor’s Credits The Following people have conributed ot this document for no reason other than thier love of the hobby and thier disire to make a skirmish game they want to play. Big Jim at Galaxy in Flames http://galaxyinflames.blogspot.com/ AJ/Bestia from the Imperial Truth podcast http://theimperialtruth.blogspot.com/ B.smoove from A Gentleman’s Ones http://agentlemansones.blogspot.com/ Karitas from Excommunicate Traitors http://excommunicatetratoris.blogspot.com/ Menzies from the 512th Cadian http://cadian512.blogspot.com/ Sons of Taurus from his self-titled Blog http://sonsoftaurus.blogspot.com/ Counterfett from All things Fett http://counterfett.blogspot.com/ Geoff from the Independent Characters Podcast http://theindependentcharacters.com/blog/ Master Bryss Entropomancer War009 Marko

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