KZ RULES v2

March 31, 2018 | Author: Matthew Smiley | Category: Armed Conflict, Unrest, Leisure
Share Embed Donate


Short Description

Download KZ RULES v2...

Description

RULEBOOK

V2

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. Astartes, Battlefleet Gothic, Black Flamer, 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, the Citadel device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the DoubleHeaded/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 Daemon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, the 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 and devices, Slaanesh, Space Hulk, Space Marine, Space Maine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kins, Trio of Warriors, the Twin Tailed Comet logo, Tyranid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, the Warhammer device, the 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 Talisman 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 the status Games Workshop’s intellectual property is intended, and All Rights Reserved to the respective owners.

This is NOT a Games Workshop Product

SPECIAL OPERATIONS: KILLZONE - CONTENTS Contents: Introduction 2. Rules Additions and Changes for Killzone General Game Changes Area Terrain Army of Heroes No Deep Striking Pinning Natural 3.

4.

The Turn Priority Overwatch Defensive Fire Movement Phase Moving in Terrain Running Shooting Phase Killzone Grenades Assault Phase Who Can Fight Assault Moves Through Cover Reactive Assault Consolidation

5. Building a List Team Structure Team Leader Unique Models Special Weapons 3 Wound Limit Toughness Cap Vehicles 6. Themes Armored Might Death From Above Swift as the Wind Behemoths 7. Optional Upgrades Wargear Upgrades Special Issue Limited Issue Standard Issue 8.

Skill Upgrades

9. Playing a Killzone Mission The Basics Pick a Game Size The Table Markers

10. Deployment 11. Missions Primary Secondary Callous Disregard Desperate Gamble 12. Primary Missions 13. Secondary Missions 14. Tertiary Missions 15. Ending the Game Victory Conditions 16. Fate 17. Cards 18. Alternatively

SPECIAL OPERATIONS: KILLZONE - RULES In the grim darkness of the far future, there is only war –and that war has many faces: epic battalions wage endless conflict throughout entire star systems; mighty Titans stride the continents of virusravaged 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, brutal business 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 the quiet actions of just one man can recalibrate the entire merciless Universe. This is the story of those deeds. Special Operations: Killzone is a set of fan-designed rules created with the intent of enabling players to run 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 Kill Teams game mechanism offered in the third and forth edition of Warhammer 40,000, and in the most recent Battle Missions supplement. Killzone hopes to explore and to refine those suggestions and make them more generally playable. In order to use these rules appropriately, you must own and refer to your copy of the Warhammer 40,00 rulebook as well as the relevant Codices. Please keep in mind that Special Operations: Killzone is a modest, fan-generated rule system and varies substantially from the manner in which Warhammer 40,000 was both intended and designed. The Killzone dynamic aspires to create colorfully narrative games that have an evocative cinematic feel –no more, no less. This is not a place for power-gamers. This is an attempt to build upon a fluffy, fun alternative game in which players will choose an elite team and undertake vital actions set against the stage of wider conflict. We hope that you will embrace this disposition and enjoy the dynamic with equal measures of enthusiasm and frivolity.

Rules Additions and Changes for Killzone Games Area Effect: There are many items in 40k that are carried by one model and that affect the whole unit to which they are attached. These items do not work properly in Killzone without some tweaking. These items will have an area effect (AE) in games of Killzone. Any friendly model within 6 inches of a model carrying one of these items gains the benefits from the item. Unless otherwise specified, any AE extends 6 inches from the relevant model.

General Game Changes

Area Terrain: Any forest or jungle area terrain will block LOS to a target if there are four or more inches of area terrain between the target and the shooting model. Army of Heroes: Each model in Killzone acts on its own. The models are, for all intents, a unit of one; however, no single model may exceed 80 points (including upgrades).

No Deepstriking: No model may teleport or deepstrike in Killzone, unless the scenario specifically allows it.

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

“Don’t be absurd, Sergeant Pennfold. Those Chaos maggots couldn’t hit the fat side of a Squiggoth from this dista--”

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

-last recorded words of Colonel Emillion Grist 451st Nunzian Continentals

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

2

SPECIAL OPERATIONS: KILLZONE - RULES If the marker is removed after priority of the second game turn, the model may treat his player turn as normal. The Overwatch marker must be removed before the enemy models have moved in order to do so.

The Turn

Priority: the player that deploys first enjoys Priority for the first turn. After that, each player rolls a d6 at the beginning of the turn to see who has Priority for that turn. The winner of the die roll may choose to go first or second in the current game turn. If the die roll is a tie, Priority goes to the person who went second in the previous turn.

For example: a model goes into Overwatch in the first half of game turn 1. He does not shoot during the enemy’s portion of turn 1, so his Overwatch status has not been negated. The enemy wins priority for game turn 2 and decides to go first. The player controlling the model in Overwatch must decide immediately to either leave or remove the Overwatch counter. If the counter remains, 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 that game turn.

Overwatch: Any model that is armed with an appropriate weapon may choose to go into Overwatch in its movement phase. This will be the only action the model may do in its turn. You should mark the model not only to remind you that it is in Overwatch, but also to delineate clearly its 180 degree fire arc. Any weapon that is not a Pistol may engage Overwatch. A model on Overwatch may make a normal shooting attack in the enemy’s turn if and when an enemy appears within its 180 degree fire arc. If shooting at a target further than 12 inches, the model suffers a -1 modifier for all its rolls to hit. Any shots over 24 inches suffer a -2 modifier to all rolls to hit.

Defensive Fire: In a situation like the one described above, in which a single player enjoys two sequential player turns due to the happenstance of Priority, a model armed with a Pistol may qualify for a special Defensive Fire attack. If a model with a Pistol is assaulted in the enemy’s second consecutive turn due to Priority, it may fire at one assaulting model with a -1 to hit modifier.

Models armed with Sniper weapons ignore to hit modifiers. The controlling player may choose whether or not to fire at any available target, and thus might ignore the first target in hopes of finding a better option later in that turn.

Movement Phase

Moving in Terrain: To simplify the mechanism and help keep the game flowing, disregard the 5th edition rules for moving through difficult terrain and replace them with the following: any model that wishes to move in difficult terrain moves at a reduced rate of 4 inches.

Once the model has shot on Overwatch, remove its marker; it may make no further shooting attacks until its following turn. You may find an odd situation in which a model could remain on Overwatch through two sequential enemy player turns on account of alternating priority between game turns. If this happens, the Overwatch model may shoot in the second enemy player turn, provided that there is a viable target and that he has not already taken himself out of Overwatch by shooting in the previous turn.

Models with the USR Move Through Cover ignore terrain movement penalties. Running: Disregard the 5th edition rules for running and replace them with the following: any model may choose to make a run move in its movement phase; the model doubles its movement rate for a run move. A model that has run may not shoot. In addition, a model that has run 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 a jump move, depending on the terrain through which they move.

After priority has been decided, the controlling player signals that his model intends to remain in Overwatch through this subsequent turn by leaving the Overwatch marker in place. If a model opts to continue in Overwatch, he treats the entire turn as if he elected to engage Overwatch in his own player turn as normal; he cannot, therefore, perform any action in his player turn.

3

SPECIAL OPERATIONS: KILLZONE - RULES Shooting Phase

Assault Phase

Killzone: Any time a weapon fires more than one shot, the shooting player picks a primary target and may choose to have the hits allocated to other enemy models within its Killzone. All models within 4 inches of the primary target model are in the Killzone and are eligible secondary targets. The shooting player must announce if he is going to implement a Killzone before any dice are rolled.

Who Can Fight: Models must be in base contact to fight in an assault; ignore the standard 2 inch rule. Assault Moves Through Cover: Infantry models move 4 inches and Beast/Cavalry move 8 inches. Reactive Assault: When a model is assaulted, after all assault moves are completed, any friendly models within 4 inches of an assaulting enemy model may choose to counter assault in aid of their comrade. To do so, they must pass a Leadership test. If they succeed, they move 4 inches into base contact with an assaulting enemy model; they do not gain the +1 attack for assaulting unless they have the Counter Attack USR.

The first hit is always against the primary target, any subsequent hits are allocated one per model by the owning player to the secondary targets within the Killzone. The owning player must allocate at least one hit to each available target before doubling. Grenades: Any model armed with grenades may throw one as a shooting attack with a range in inches that is double its strength statistic. Grenades all count as Assault 1 weapons. As blast weapons, grenades will scatter; however, to determine scatter simply roll the directional die and flip the template over its own edge in the appropriate direction (as with barrage weapons).

This move is unaffected by difficult terrain but does not ignore dangerous terrain checks if applicable. In the event that a model is in range of more than one assault, they can choose to react to any one they wish, but you must declare which models will try to react to which assaults before you make any of the Leadership checks.

Defensive grenades are S3 AP- and use the small blast template. All models hit by a defensive grenade must take a Pinning test.

Any models that are operating in a special fire mode (like overwatch) may not reactive assault; they are too busy shooting to notice.

Assault grenades are S4 AP- and use the small blast template.

Consolidation: Do not roll for consolidation moves; consolidating models may move up to 4 inches, which is not modified by terrain.

Anti-armor grenades are S6 AP3 and have no blast; they do not scatter if they miss.

4

SPECIAL OPERATIONS: KILLZONE - TEAMS Both players build a Special Operations Group using the codex for his/her army of choice. A Special Operation Group generally contains one or two teams. Again, we leave the decision regarding the number of teams up the players on the day.

Team Leader: Pick one model from your team to be the team leader, preferably the model with the highest Ld value. The team leader may not be equipped with a heavy weapon. All models within 6 inches may test on his Ld. This model gains +1 Wound if he only has one in his base statistic; if the model has more than one Wound already, he gains +1 Attack instead.

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

Unique Models: Models listed as Unique in their unit composition may not be used.

Building a List

Special Weapons: A team may contain no more than 5 special ranged weapons upgrades; only 2 may be a Heavy ‘type’ weapons upgrade. Special ranged weapons upgrades are those that can only be taken in a limited number. A ranged weapon upgrade does not count toward this limit if all models in a squad may take it.

No model may exceed 80 points (including upgrades). Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. A little basic mathematical skill might be required to figure out some individual points costs. Please see the Errata amendment for the specifics of your Codex.

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.

For example, the cost of a tactical marine sergeant can be determined by subtracting the cost of the 4 standard marines (16 points each x 4 = 64) from the squad’s base cost (90). So the cost for the Marine Sergeant is 26 points (90 – 64 = 26).

Wound Limit: No model may have more than 3 wounds in Killzone. Toughness: No model may have a base Toughness statistic greater than 5.

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.

Vehicles: No vehicles are allowed with the exception of a single Walker per team, and only if it has an armor rating of 33 or less. Armor rating is determined by adding the 3 armor values (FA/SA/ RA) for your vehicle together.

So, for example, if you take one tactical and one assault marine, you could then take an assault sergeant and a tactical sergeant; once these are chosen, 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.

5

SPECIAL OPERATIONS: KILLZONE - TEAMS Themes A few of the proceeding restrictions can be lifted by purchasing the appropriate ‘theme’ upgrade listed below. The first two themed models allowed under the normal restrictions do not pay the premium mentioned 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 manner must fulfill the scope of that theme. Note: this means that a standard team of 250 points must spend 185 of those points on models appropriate to the theme. Likewise, a full Special Operations Group of 500 points must spend 350 points on models appropriate to that theme.

Armored Might: This theme allows you to field additional models with 2+ Armor saves in your Special Operations Group. You may select this theme for an additional 10 points per applicable model.

Behemoths: This theme allows you to field additional models with 3 wounds in your Special Operations Group as you desire. You may select this theme for an additional 15 points per applicable model.

Death From Above: This theme allows you to field additional Jump Infantry models in your Special Operations Group. You may select this theme for an additional 5 points for each Jump Infantry model whose original price is under 20 points, and an additional 10 points for each model whose original cost is 20 points or more.

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

6

SPECIAL OPERATIONS: KILLZONE - TEAMS Optional Upgrades Because Special Operations: Killzone forgoes the standard HQ choice, the following Wargear and Skill Upgrades represent a tremendous way to bring personality to the individuals in your Special Operations Group. 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).

Wargear Upgrades Special Issue: the following four options may be taken once per team.

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

Auspex: 10 points A team member with an Auspex forces his opponent to re-roll successful cover saves when the team member shoots. In addition, if the model carrying the Auspex did not move, it may confer the special rule to a single friendly model within 6 inches. The team member may not take an Auspex if it is carrying a Heavy weapon.

Penetrator Rounds: 10 points A model will re-roll all successful armor saves from shooting attacks made by a model with penetrator rounds. You may only use a weapon’s basic statistics, and may not stack Penetrator Rounds with other special ammunition. Models with a special ranged or Heavy Weapon may not take penetrator rounds.

Medipack: 15 points A team member with a medipack gains the Feel No Pain USR; in addition, one team member within 6 inches of the medipack may take a single Feel No Pain roll in each player turn.

Stealth Suit: 10 points Any infantry classed team 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 a 2+ armor save.

Smoke Grenades: 15 points A model with smoke grenades may throw them like any other 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 player’s next turn.

Suspensors: 10 points A team member with a Heavy Weapon can have it fitted with suspensors; the model gains the Relentless USR, but may only fire up to half the weapon’s maximum range if he has moved. Targeter: 5 points A team member with a targeter adds +1 to all of his rolls to hit when shooting, provided that the team member has not moved in his turn.

Refractor Field: 15 points A Team Leader may take a refractor field and gain a 5+ invulnerable save.

Standard Issue: the following options may be taken an unlimited number of times per team. Assault Grenades: 2 points Team members armed with assault grenades count as being armed with Frag grenades –or the appropriate equivalent for your race (biomass projectiles for Tyranids, etc). Models in Terminator armor may not purchase assault grenades.

Close Combat Accessories: 2 points These can take the form of bayonets, knives, short swords, and sometimes even sharpened entrenching tools. A team member armed with close combat accessories will gain an additional close combat weapon in the Assault phase.

Defensive Grenades: 2 points Team members armed with defensive grenades count as being armed with the appropriate equivalent for your race. Models in Terminator armor may not purchase defensive grenades.

7

SPECIAL OPERATIONS: KILLZONE - UPGRADES Skill Upgrades An individual model may only select a single Skill upgrade; however, the following options may be taken an unlimited number of times per team. Blade Master: 10 points A team member with this ability will gain the Rending USR for all close combat attacks. The model may not be armed with a special close combat weapon.

Brawler: 5 points A team member with this ability gains +1S to his profile while in close combat. Crack Shot: 10 points A team 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.

Gunfighter: 10 points This skill increases the model’s rate of fire by one (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. (note: This skill may not be used with a Heavy weapon. The skill will not affect special rules for the weapon, like Gets Hot!).

Hard to Kill: 10 points The team member gains the Feel No Pain USR. Lightning Reflexes: 20 points A team 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. Raider: 5 points A model with this skill upgrade enjoys the Hit and Run USR. Resilient: 5 points The team member gains +1 to its Toughness.

SPECIAL OPERATIONS: KILLZONE - GAMES Playing a Killzone Battle The manner and direction of gameplay you ultimately select, quite obviously, depends on you; however, we always encourage you to engage the game with a keen eye on the story that develops within it, and also to consider the possibilities of expanding that basic narrative into a campaign. For whichever method you choose, we can (and do) recommend the following basic methods to enter the Killzone experience:

Markers: After the table has been arranged, but before deployment has been decided, mark the centermost point of the table upon which you intend to fight your Special Operations mission. Place three markers on that point and roll 3d6 inches scatter dice for each individual marker. Each marker should be clearly identified as marker 1, 2, or 3. If any marker ends up closer than 12 inches from another, we encourage you to push the farthest marker a bit further away (or along the table edge) until the markers are suitably 12 inches distant. We expect that among friends and/or friendly acquaintances, this should not be a problem. There is always the possibility that these markers will be nothing more than empty decoys, but we encourage you to model something relevant and exciting just in case… as there is an equal possibility that these markers will, in fact, represent your objective(s) for any particular mission and become the focal point of the game. Before your mission briefing, of course, you will not know for certain. ++Inquisitiorial Priority Lambda - approved ++Vox Array 58 55954 554545 01 Deep Space ++Begin Intercept Transcription...

The Basics

Pick a Game Size: You should prearrange the size and scope of the game by considering how many teams you would like to use in your Special Operations Group; we tend to play 250 point teams as standard, but have at times stretched this limit to include multiple teams within each Special Operations Group so that each player (or groups thereof) controls multiple 250 point teams per side. In any event, we encourage you to expand (or to restrict) your forces with the same irreverent spirit that inspired Killzone from the beginning.

[static] ...ear me? [pause static] ...poral Skives, 38 Placis Mechanized. I don’t have much... [loud banging - static] ...Placis is gone! Does anyone copy? The Tyranids are here. If you can hear this, you need to get out. Get everyone out of the system. We didn’t stand a chance. The 38th held; we kept them out of the Spaceport for the civvies, but the ‘Nids nailed the evac before it left atmo. We had to get the word out. I’ve only got three teams left, and we’re working the last standing 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...

The Table: We recommend that a standard Killzone Mission should be played on a 3ft by 3ft table for basic 1v1, or on a 4ft by 4ft table for full Special Operations Groups (ie: 2 or more teams per side); at least 50% of the tabletop should be covered in terrain -although, again, we recommend loading the table with as much as possible.

++End Intercept Transcription ++

9

SPECIAL OPERATIONS: KILLZONE - GAMES Deployment

The 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 your primary 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.

Quarters: in a mission that calls for this setup, the player deploying first will chose any table quarter and place all his appropriate models in that deployment zone. The opposing player will then place all appropriate models in the quarter diagonally across. Scout and Infiltrate moves work as normal.

The fifth quarter: please note that for the sake of this game, we divide the table into five quarters: one in each corner and a non-standard “fifth” in the middle of the table. The fifth quarter is always created by drawing a 9-inch radius from the center of the table. Regardless of mission, no model may deploy within this no-man’s land before Scout and Infiltrate moves.

Halves: in a mission that calls for this set up, the player deploying first will chose any table half and place all his appropriate models in that deployment zone no closer than 6 inches to the centerline. The opposing player will then place all appropriate models in the table half directly across, again no closer than 6 inches from the centerline (please also note the “fifth quarter” described opposite).

Various missions may require your Special Operations Group to push into any number of quarters, so please keep in mind that each of the five quarters represents not only a viable deployment zone but also a potential victory condition. Note: throughout this section and beyond, we will refer to the act of drawing cards; however, all the information on the cards mentioned has been included in this ruleset. If you do not have these cards available, please randomly select these with a d6 or d10 instead.

Reserves: in a mission that calls for this set up, all models begin the game in reserve (though Deep Strike remains inoperable). At the beginning of each turn, roll individually for each model in your Special Operations Group. That model will arrive 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 their entry. Reserves arrive as follows: 1: any table edge –opponent’s choice, but controlling player may still decide where on that edge. 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 player’s choice.

10

SPECIAL OPERATIONS: KILLZONE - GAMES Missions

In order to represent strategic complexity of a Special Operations mission on the tabletop, we recommend the following dynamic approach to mission selection: Primary Mission: Before Deployment, players draw a single primary objective card. This card is played “face up” on the table, and each player will be working toward that primary objective for this Mission. The Primary Mission is worth 6 possible Mission Points. Several Primary Missions include a description for partial success of that mission. Partial mission completion is worth 3 Mission Points.

Secondary and Tertiary Missions: After Deployment but before Scout and Infiltrate actions, each player then draws a single Secondary Mission card and a single Tertiary Mission card. These are kept confidential and only revealed at the end of the game when players calculate Mission Points and Victory Conditions (discussed in greater detail below). Secondary Missions are worth 3 Mission Points and Tertiary Missions are worth 1 Mission Point.

note: The specific primary mission brief will describe in detail how one might achieve a partial success in any mission (e.g.: fulfilling all but one requirement, etc).

Callous Disregard: If a player chooses to do so, he may earn an additional Mission Point for any Secondary and/or Tertiary Mission by revealing the mission to his opponent before play has started. This is a rather bold gesture, reserved for those Special Operation Groups either uninterested in the subtle arts, or those too desperate to care.

A Desperate Gamble: At any point in the game, a player may discard the Tertiary Mission card and draw an additional Fate card. A player who does so will automatically forfeit any possible Mission Points for that Tertiary Mission.

Note: again, the following pages outline the specific objectives for primary, secondary, and tertiary missions. If you do not have cards available to select and generate those missions, please simply roll a d6 for each appropriate mission and record the results (secretly when necessary).

Fortune favors the brave. If you both declare and complete your Secondary and Tertiary Mission (with the aforementioned level of callous disregard), you earn an additional Mission Point. Otherwise, Secondary and Tertiary Missions should remain secret until the end of the game.

11

SPECIAL OPERATIONS: KILLZONE - GAMES Primary Missions: 1. Kill Points You must destroy the enemy’s Special Operations Group. Each enemy model has a Kill Point value, which can be determined by using this (quite simple) dynamic: move the decimal point over and round up. For example: total model value, 0-9 = 1 Kill Point, 10-19 = 2 Kill Points, etc.

4. Reconnaissance Your team has a secondary scouting obligation. The more reconnaissance you can perform on the field, the better. Your team must end the game with at least one model in all five of the possible table quarters (see “the fifth quarter” above). A model may only ever claim a single quarter.

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

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

The team with the greatest number of Kill Points successfully completes the mission.

5. The Messenger Secretly mark one model on your Special Operations Roster other than your team leader. This is the Messenger; this model carries an essential parcel of information which must be delivered.

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

The Messenger must leave the table at the single point furthest from his deployment. Measure, mark, and record that point next to his entry on your roster before the game begins. The Messenger acts as normal but is immediately removed from play upon reaching the table edge.

2. Sweep and Clear With this sweep and clear order, your team has been charged with either finding or creating a clean path for the next wave. You must destroy all enemy models in any four of the five possible table quarters (see “the fifth quarter” above).

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

Partial Completion: if the game ends and three of the five quarters do not have an enemy model, your team earns 3 Mission Points. Deployment: Halves

6. Withdrawal Two Special Operations Groups have found themselves on the wrong end of no-man’s land and must strategically withdraw from the fight.

3. Capture and Control Your team must capture and control a vital area in no-man’s land; it is imperative that you both hold this area and keep it free of enemy interference: think king of the hill.

Each team must get as many models as possible off the opposing side’s long table edge. Player’s earn Kill Points (see Primary Mission one) only for the value of their own models that make it to safety. Highest KP total at the end wins. You may not Infiltrate in this mission.

You must bring all surviving models into the fifth quarter and remove all enemy models from the same in order to successfully complete this mission. Partial Completion: if both players end the game with all surviving models in the fifth quarter but do not control it, each team earns 3 Mission Points. Deployment: Reserves

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

12

SPECIAL OPERATIONS: KILLZONE - GAMES Secondary Missions: 1. Munitions Marker 1 represents a cache of munitions that must be destroyed. If you get a model into baseto-base contact with the objective it will explode d3 game turns afterwards. The explosion is centered on the objective marker: S6 AP-, Large Blast. The munitions must explode before the end of the game in order to successfully complete this mission objective (all the better if the explosion causes the end of the game).

4. Transmitter You must hold the high ground in this sector in order to set up a beacon transmitter. When the game ends, you must hold the highest non-impassible level of terrain on the table, with no enemy models within 3 inches (or one level). If two or more pieces of elevated terrain are of equivalent height, the one with the largest footprint/base is the objective. If there is still a tie, the qualifying piece of terrain that is closest to the center of the table is the objective. If there is still a tie, any one qualifying piece will fulfill the objective (cardholder’s choice).

2. Standard Template Construct Marker 2 represents an invaluable component for a Standard Template Construct; as such, your team has an astonishing opportunity, and you must get your hands on the STC component in order to learn what you can while you may.

5. Lead from the Front Morale within your Special Operations Group has suffered recently. Each member of your Special Operations Group looks to the team leader for an unspoken, unquantifiable boost. It is time to lead by example.

In order to successfully complete this mission objective, an unencumbered (ie: not in close combat) member of your team must end the game in base contact with the marker. No other model may be in contact with the marker.

Your team leader must survive the game, inflict two wounds, and end closer to an enemy model than any friendly model in order to successfully complete this mission objective.

3. Intelligence Cache Marker 3 represents an intelligence cache from which you must collect information. In order to collect the parcel you must move into base contact with the marker and remain there for d3 full player turns (after contact). Collection completes the mission objective even if the model is later eliminated from the game.

6. Reverse Engineering Secretly identify and record one enemy model carrying non-standard equipment other than the team leader. Command has issued orders to recover a specific piece of enemy wargear for Reverse Engineering from that individual. This model must either be killed in Assault, or otherwise be captured, in order to successfully complete this mission objective.

13

SPECIAL OPERATIONS: KILLZONE - GAMES Tertiary Missions: 1. Just Breathe, Rookie Secretly mark one model from your Special Operations Roster other than your team leader. This is the Rookie. Even among an elite Special Operations Group, someone has to be the “new guy.” Your job is to keep the Rookie alive until he gets some experience under his belt.

4.Vendetta Secretly mark one model from your Special Operations Roster other than your team leader. This model enjoys a profoundly personal grudge against the enemy Special Operations Group and will stop at nothing to grind this Vendetta under his heel.

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

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

2. Traitor Secretly identify and record one enemy model other than the team leader. This model is the Traitor; he is an extremely important sleeper agent within the enemy’s ranks, and you must keep him alive for future activation.

5. Sabotage Your team has been monitoring enemy activity and may have found a way to sabotage an unguarded target of interest.

Although an enemy nonetheless, the Traitor must survive the game in order to successfully complete this mission objective.

In order to successfully complete this mission, you must destroy a single objective marker (with the following profile: T5 W2, immobile) that is not relevant to your own secondary mission objectives this game.

3. Vaingloryhound Secretly mark one model from your Special Operations Roster other than your team leader. This is the glory hound; this model has been feeling a bit headstrong lately, perhaps a bit too much so.

6. Culprit Secretly identify and record one enemy model other than the team leader. This model carries an important token rightfully belonging to your army; he is known as the culprit.

Keep close record of each wound inflicted by your team members. The glory hound must exceed the tally of wounds caused by any other model on your team (including the team leader) in order to successfully complete this mission objective.

You must kill the culprit and reclaim the token from the point where he fell. If you reclaim the token, you may carry it with no movement penalty either for collection or after. If any subsequent model is killed while holding the token, the token remains in play and can be retrieved by either side. One member of your team must be holding the item when the game ends to successfully complete this mission objective.

14

SPECIAL OPERATIONS: KILLZONE - GAMES 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 mechanism unless 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 Mission requirements; however, this can only happen after the opposing player’s next turn (allowing at least one final gasp). -Turn Twelve: a game will always end at the conclusion of turn twelve regardless of mission success or failure. Victory Conditions: In the murky world of Special Operations, the relative success or failure of a mission can be a difficult matter to measure. Often, rival teams will thwart an enemy’s primary objective only to discover that other valuable assets have been compromised, destroyed, co-opted, or otherwise negated. Victory can be measured according to the following chart: Condition: Primary Mission Objective complete: Secondary Mission Objective complete: Tertiary Mission Objective complete:

Mission Points: +6 +3 +1

partial completion +3 callous disregard +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 Primary Mission, +3 for Secondary Mission, +1 for Callous Disregard, +1 for Tertiary Mission, +1 for Callous Disregard, +1 bonus for double Disregard = 13 Mission Points). We have yet to see it happen.

“-gotta say, we wasn’t finking about holdin’ til the fleet came. We wasn’t finking about much beyond the mud and the feth and the whereabouts of our next set of ration bars. Greenies don’t like our food, see. So it was all just out there... waiting. Only problem was, there was this couple of thousand Orks and, to them, WE was the food.” -Veteran Guardsman Pullo, 31st Hadeshive

SPECIAL OPERATIONS: KILLZONE - CARDS Fate: These cards are designed to add a statistically improbable, but appropriately cinematic, element to a Killzone game. They are not necessarily balanced, and are deliberately designed to offer your team an improbable boon in the grand, heroic Hollywood tradition. Each player selects a single card for every team in his Special Operations Group immediately after deployment but before the beginning of play. If you do not have cards available, generate your Fate by rolling a d10 and secretly recording the results. Most Fate cards have some element of restriction as to when that card can be revealed. Pay close attention, as these often mimic the fickle nature of Fate. These cards will invariably influence crucial events in the game -and we recommend you do so with an appropriate dramatic finesse. 1. Get down now! Select one model (either from your team or your opponent’s). This model must immediately “go to ground” without making a pinning tests.

6. Fickle Fortune The moment you play this card, one individual model from your team may “borrow” a single Universal Special Rule or skill upgrade from any enemy model on the table; the enemy model may not benefit from this USR for the active period of this card, which lasts for the equivalent of one entire game turn (ie: two player turns including the one in which the card becomes active).

You may reveal this card at the beginning of either player turn. 2. Poison The moment you play this card, one model’s close combat weapon gains the characteristic Poison (4+) for a single Assault phase.

You may reveal this card at any moment in your player turn.

This card may be revealed during any Assault phase in the game.

7. Bullet time Once revealed, this card forces a single enemy model to re-roll all successful wounds from any attacks that he makes for one phase (either the Shooting or Assault phase, but not both).

3. Adrenaline Rush The moment you play this card, one model of your choice benefits from the Fleet Universal Special Rule for one turn.

This card can be played during any phase in either player turn

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

8. Die, you git The moment you play this card, one model from your team may re-roll any/all of its failed rolls to wound in a single phase (Shooting or Assault). You may only re-roll any given result once –so this card may not be used to re-re-roll a failed result.

4. I’m the best at what I do When you activate this card, a single model from your team gains the Furious Charge Universal Special Rule for the remainder of your player turn. You may reveal this card at any moment in your player turn.

This card may be revealed at any point in either player turn.

5. You keep using that word… The moment you play this card one individual model from the opposing team loses a single Universal Special Rule or skill upgrade for the equivalent of one entire game turn (ie: two player turns including the one in which the card becomes active).

9. No Surrender The moment you play this card, your team (or any single member therein) may re-roll a Morale or Leadership Test. This card may be revealed at any necessary, worthwhile point in the game.

This card may be played during any phase of either player’s turn.

10. Trump Once revealed, this card will automatically negate the effect of a Fate card played by your adversary.

16

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, we highly recommend picking up a set. We have provided a few examples below, but you are free to explore other options. To that end, we have taken a liberty of including several blank cards in the set so that you might 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 any ambiguities.

17

SPECIAL OPERATIONS: KILLZONE - GAMES Alternatively What follows are some alternative rules to further indulge the ambitious but free-spirited impulses that started Special Operations: Killzone rolling in the first place. We have not playtested these sufficiently to make 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 feel remiss if we failed to include them here. Moreover, we encourage you to discover your own methods for tinkering with the game, and to share those ideas with us if you please. Alternate Phases: a few playtesters have experimented with the idea of breaking the turn down into alternating sub-phases, during which each player performs all actions appropriate to that phase before moving forward to the next one. As such, the turn is broken down into the standard turn components (Movement, Shooting, Assault), but each player .

Primary Mission(s): If you have a mind for detail and complexity, you may enjoy a dynamic in which each player selects his own Primary Mission. As before, these should be played “face up,” but now each player will be working toward a different primary goal. In this case, deployment may be rather tricky. Select deployment and turn order as before. The player deploying first will select the deployment zone according to the description on his Primary Mission card and then place all appropriate models on the table, as normal; however, the other player will then identify the appropriate deployment zone from his own card and follow the instructions therein.

For example: in a new turn, player one performs all his movements for that turn as normal; however, player two will then immediately perform all of his movement actions for that turn. After this has been completed, player one will then proceed to the Shooting phase, followed immediately by player two. Player one then assaults, with all resolutions concluded, before Player two performs another subsequent Assault phase.

Note: You may discover a situation in which one player has selected deployment for a table half and the other for a table quarter. In this circumstance, the second player will have a choice of either two remaining long edges, or two remaining table quarters, neither of which will conflict with the deployment description. This is both appropriate and encouraged. Consider it the advantage of secondary deployment. Likewise, if both players select “table half,” the second player’s choice will be obvious. If both select “table quarter,” the second player should still deploy in the quarter diagonally across from the first.

18

CONTRIBUTOR’S CREDITS: The following people have contributed to this document for no reason other than their love of the hobby and their desire to make a skirmish game the way they would like to play it. We would like to thank everyone for their boundless energy and enthusiasm for this project. Authors: Big Jim from Galaxy in Flames (galaxyinflames.blogspot.com) Brian from A Gentleman’s Ones (agentelmansones.blogspot.com/)

Contributors: Skarvald the Troll-faced and Frosencore 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

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF