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SPECIAL OPERATIONS: KILLZONE - ERRATA
Contents: Introduction Building a List Codices: Blood Angels Black Templars Chaos Daemons Chaos Space Marines Daemonhunters Dark Angels Dark Eldar Eldar Imperial Guard Necrons Orks Space Marines Space Wolves Tau Empire Tyranids Witch Hunters 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21.SPECIAL OPERATIONS: KILLZONE - ERRATA
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, which 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. To use these rules, you must own and refer to your copy of the
Warhammer 40,00 rulebook and the relevant Codices.
USING THIS BOOK
This book is the companions guide to the core rules alterations found in the Special Operations: Killzone Rulebook. This book is intended to be a living document that outlines and adapts the varied Warhammer 40,000 codices for play in a Killzone dynamic. This book cannot be used without a copy of the appropriate codex from which you wish to build your Special Operations Group.
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
virus-ravaged 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 - ERRATA
Building a List
Both players build a Special Operations Group using this book in conjunction with 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 Structure: Each Team has a 175-250
points limit and can contain anywhere between 5 to 20 models in total. Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. A little basic mathematical skill will be required to figure out some individual points costs
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).
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.
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. -3 wounds.
-3+ invulnerable saves. -Jump Infantry designation. -Bike, Jetbike, or Cavalry
designation.
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.
Unique Models: Models listed as Unique in their
unit composition may not be used.
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. 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.
3 Wound Models: No model may have more
than 3 wounds in Killzone.
Toughness Cap: No model may have a base
Toughness statistic greater than 5.
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.
Themes
A few of the preceding restrictions can be lifted by purchasing the appropriate ‘theme’ upgrade listed below. A team may only select one theme.
Armored Might: This theme allows you to take
as many models with 2+ Armor saves in your team as you desire. You may select this theme for 10 points, and are required to spend at least 75% of your points on themed models.
Death From Above: This theme allows you to
take as many Jump Infantry models in your team as you desire. You may select this theme for 10 points, and are required to spend at least 75% of your points on themed models.
Swift As The Wind: This theme allows you to
take as many models that are Bikes, Jetbikes, or Cavalry/Beasts in your team as you desire. You may select this theme for 10 points, and are required to spend at least 75% of your points on themed models.
Behemoths: This theme allows you to take as
many models that have 3 wounds in your team as you desire. You may select this theme for 15 points, and are required to spend at least 50% of your points on themed models.
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CODEX: BLOOD ANGELS
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 required to unlock special or heavy weapons options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches Area Effect Rule in the basic Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception. There are no free weapons upgrades for tactical squads; these weapons must be purchased from the following points list.
Special Weapons: Heavy Weapons:
Flamer...3 points Heavy Bolter...5 points
Melta gun...5 points Missile Launcher...10 points
Plasma gun...10 points Multi-Melta...10 points
Plasma Cannon...15 points Lascannon...25 points 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 Scouts 0-1 Scout Sergeant Death Company Marine Biker 0-1 Sergeant Vanguard Veterans 0-1 Vanguard Sergeant
0-2 Devestators (must take a heavy weapon) 0-1 Devestator Sergeant
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
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CODEX: BLACK TEMPLARS
Sword Brethren Terminator Squad
Sword Brethren Terminator Assault Squad Sword Brethren Squad
Techmarine
0-4 Servitors
Crusader Squad
Black Templar Assault Squad Black Templar Bike Squadron 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 required to unlock special or heavy weapons options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect Rule in the basic
Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception. Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone rulebook for these upgrades.
Assault Cannons: Use the rules and points values from the 5th edition Codex: Space Marines. Storm Shields: Use the rules and points values from the 5th edition Codex: Space Marines.
Holy Rage: If a team member dies to shooting, all Black Templars within 6 inches must make a Ld test at
the end of the shooting phase; if they pass, they move 3 inches toward the closest enemy. Only a Black Templar Space Marine may be a Team Leader (Noenates need guidance).
Available Army List: Team purchase individual models from their codex using only the selected entries
Bloodletters Hounds Bloodcrushers Daemonettes Seekers Screamers Fiends Horrors Flamers Plaguebearers Nurglings Beasts Furies
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
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CODEX: CHAOS DAEMONS
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
Mission explicitly allows Deep Strike.
Daemonic Rivalry: To represent this game mechanism, Deamons cannot go
within 2 inches of another Power or Furies, except if that model is locked in close combat; it is, therefore, still possible to Reactive Assault or create multiple combats.
Daemonic Gifts: These are not psychic powers and are used as normal -just
to clarify.
Screamers of Tzeentch move as Jetbikes, but don’t count toward the Jetbike limit.
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CODEX: CHAOS SPACE MARINES
Rules Changes:Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex.
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 standard 6 inch Area Effect rule for Killzone. A model may only be affected by one Icon at a time -which should invariably be the closest Icon. Cult Marines gain no bonus from Icons.
Possessed roll individually for the Daemonkin ability before deployment.
Lesser Daemons start on the table unless the Mission explicitly allows Deepstriking; if so, the Summoned Lesser Daemon must begin the game in reserve.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below. Chosen 0-1 Aspiring Champion Chaos Terminators Possessed 0-1 Aspiring Champion
Chaos Space Marines
0-1 Aspiring Champion Plague Marines 0-1 Plague Champion Noise Marines 0-1 Noise Champion Khorne Berzerkers 0-1 Skull Champion Thousand Sons 0-1 Aspiring Sorcerer Chaos Bikers 0-1 Biker Champion Chaos Raptors 0-1 Aspiring Champion Chaos Spawn Chaos Havocs 0-1 Aspiring Champion Obliterator Cult
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CODEX: DAEMONHUNTERS
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 required to unlock special or heavy weapons options .
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 do not have powers.
Inquisitorial Retinues: to gain the benefits from a retinue, an Inquisitor must be within 4 inches of the
appropriate member of the retinue; apart from that, the members of the retinue work as written in the codex.
No Allies: at the scale represented in Killzone, the operatives of the Inquisition are sufficient to complete
their own tasks -they prefer to, in fact.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone rulebook for these upgrades.
No Orbital Bombardments of any kind.
Only one Officio Assassin may operate in any Team.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
Ordo Malleus Inquisitor:
-may be accompanied by a retinue of 0-6 henchmen, selected from the DH codex. -may be a Psyker.
-is permitted to chose wargear from the list as usual, excepting the Targeter and Auspex mentioned above.
0-3 Death Cult Assassins
0-1 Officio Assassinorum Operative:
Vindicare
The Marksman rule is replaced by the following: Through and Through: the Vindicare is capable of shooting two targets simultaneously. If the
Vindicare can draw a straight trajectory through two in-range enemy models, then both models take a wound on a successful roll to hit. He need only draw LOS to the first target.
Culexus
as written
Eversor Temple Assassin
as written
Callidus
-the Polymorphine rule operates as follows: The Callidus is not placed on the field at the start of battle. Instead, the controlling player places one additional Troop model from their army’s options. This model must be recorded and/or marked in some clear manner in order to identify the appropriate Callidus agent. The model functions as a normal Troop model (and may move and shoot with the correct profile) until revealed.
-Jump Back: a Callidus may always disengage from combat.
-a Word in Your Ear: remains the same, excepting the substitution of the word “model” for “unit.”
Grey Knight Terminators Grey Knights
Inquisitorial Storm Troopers Grey Knight Purgation Squad
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CODEX: DARK ANGELS
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 required to unlock special or heavy weapons options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect Rule in the basic
Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception. Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone rulebook for these upgrades.
Assault Cannons: Use the rules and points values from the 5th edition Codex: Space Marines. Storm Shields: Use the rules and points values from the 5th edition Codex: Space Marines.
Deathwing Terminator Squad
0-1 Deathwing Sergeant
Company Veterans Squad
0-1 Veteran Sergeant Scout Squad 0-1 Scout Sergeant Tactical Squad 0-1 Tactical Sergeant Assault Squad 0-1 Assault Sergeant
Ravenwing Attack Squadron
0-1 Ravenwing Sergeant
Ravenwing Support Squadron
(if a Ravenwing Attack Squadron is chosen, the foce may also include up to one Ravenwing Land Speeder)
Devestator Squad
0-1 Devestator Sergeant
Available Army List: Team purchase individual models from their codex using only the selected entries
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CODEX: DARK ELDAR
Incubi 0-1 Klaivex Grotesques 0-1 Aberration Wracks 0-1 Acothyst Mandrakes 0-1 Nightfiend Harlequins 0-1 Shadowseer 0-1 Troupe Master 0-1 Death Jester Trueborn 0-1 Dracon Bloodbrides 0-1 Syren Warriors 0-1 Sybarite Wyches 0-1 Hekatrix Hellions 0-1 Helliarch Scourges 0-1 Solarite Beastmasters 0-5 Khymerae 0-1 Clawed Fiend 0-2 Razorwings Reavers 0-1 Arena Champion 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 required to unlock special or heavy weapons options.
Power From Pain: Applies to individual models; however, only one Pain Token may be gained per
phase. The team leader may share/give his tokens to models within 6 inches.
Stunclaw: Can be used on any model. Think of it as a way to 'move' where a combat takes place. Beastmasters: Razorwings, Khymerae, and Clawed Fiends within 6 inches of a Beastmaster may use
his Leadership.
Klaivex: Onslaught has an Area of Effect, but only affects Incubi.
Harlequin: All Harlequins move a base 7 inches and may run 14 inches; a Harlequin is never hindered by
Difficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.
Phantasm Grenade Launcher: If multiple models charge into the same combat and one of them has a
PGL, all those models benefit from it.
Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: ELDAR
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 required to unlock special or heavy weapons options.
Eldar Teams may take a single Warlock Psyker.
Plasma Grenades: all Eldar may take Plasma Grenades at a cost of two points. They may be thrown just
like other grenades and have the following statistical profile: S4 AP4, small blast.
Exarch Powers: Powers that affect the Exarch’s squad use the standard 6 inch Area of Effect. All models
from the Exarch’s Aspect within the Are of Effect gain the bonuses from those powers.
Weapons Platforms: Place both of the gun crew in bast contact with the weapon; the three together now
count as a single two-wound model.
Harlequin: All Harlequins move a base 7 inches and may run 14 inches; a Harlequin is never hindered by
Difficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.
0-1 Warlock Striking Scorpions 0-1 Exarch Fire Dragons 0-1 Exarch Howling Banshees 0-1 Exarch Harlequin Troupe 0-1 Shadowseer 0-1 Troupe Master 0-1 Death Jester Dire Avengers 0-1 Exarch Rangers Guardians Guardian Jetbikes Shining Spears 0-1 Exarch Warp Spiders 0-1 Exarch
Swooping Hawks (note:
Skyleap is forbidden in a game without Reserves)
0-1 Exarch
Support Weapon Battery Dark Reapers
0-1 Exarch 0-1 War Walker
Available Army List: Team purchase individual models from their codex using only the selected entries
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: IMPERIAL GUARD
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 required to unlock special or heavy weapons options.
Psyker Battle Squad: You may only take 1 Sanctioned Psyker. Soulstorm requires LOS and is now S
D3+1. Overseers are not required, and the Ultimate Sanction rule is ignored unless a Commissar is within 6 inches.
Orders: Each Platoon Commander can issue two orders per turn; Sergeants take a Ld test to activate an
order. All models within the standard 6 inch Area of Effect receive the orders. If a voxcaster is within the 6 inch Area of Effect for the Commander, Sergeants may re-roll failed orders.
First Rank, Fire. Second Rank, Fire: all models with a Lasgun add 1 to their rate of fire. This order
must be given at the beginning of your own Shooting phase.
Incoming: all models in the standard 6 inch Area of Effect may go to ground and receive a +2 bonus
to their cover save. Any model that does so will be pinned for his next turn. This order may be given at any point during the opponent’s Shooting phase.
Move. Move. Move: is replaced by Up and at ‘em!: all models in the standard 6 inch Area of effect
gain the Fleet USR; this order must be given at the beginning of the Shooting phase.
Commissar: All models in the Commissar’s Area of Effect use his Ld. If a model fails this Ld test, he is
executed by the Commissar and removed from play. For the rest of that phase, all models with the Commissar’s Area of Effect are Fearless.
With regard to a Rout test, the Commissar will execute the model with the highest Ld score in his Area of Effect. In case of a tie, he will execute the model closest (there are no saves for this punishment). The test is then re-rolled.
Veterans: Doctrines are take as normal fro 3 points per model. Veterans in the same Team must take the
same doctrine.
Penal Legion: every Legionnaire rolls individually for his skill at the start of the game/campaign. Heavy Weapons Teams: any Imperial Guard Team may take a total of 2 Heavy Weapons Teams.
Ogryn Squad
0-1 Bone Head
Ratling Squad
0-1 Sanctioned Psyker (see above)
Storm Trooper Squad
0-1 Storm Trooper Sergeant
Infantry Platoon Command Squad
0-1 Platoon Commander (only if an infantry Sergeant is chosen)
Infantry Squads
1 Sergeant per 10 Guardsmen
0-1 Commissar per 10 Guardsmen (round up) 0-2 Heavy Weapons Teams
Conscripts
0-1 Custodian
Penal Legion
0-1 Scout or Armoured Sentinel
Rough Rider Squad
0-1 Rough Rider Sergeant
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: NECRONS
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 required to unlock special or heavy weapons options.
Necron Teams ignore Phase Out in Killzone games.
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 model with the Necron rule within 6 inches.
We’ll Be Back and Feel No Pain: If a model has both We’ll Be Back and Fell No Pain, he may only take
the Feel No Pain roll; he does not get a second We’ll Be Back roll. Should he later lose access to Feel No Pain (by moving out of the radius of the model generating the rule, for example), he may revert once more to We’ll Be Back.
Pariahs Immortals Flayed Ones Warriors Wraiths Destroyers Scarab Swarms
Available Army List: Team purchase individual models from their codex only using the selected entries
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: ORKS
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 required to unlock special or heavy weapons options.
Waaagh!: Ignore the second paragraph in the Waaagh! rule (Codex: Orks, p.31).
Mob Rule!: any model testing Ld will gain an additional +1 for each Ork model within 4 inches (to a
maximum of 10).
Tankbustas: assign a controller for each bomb squig. If the controller dies, another Tankbusta within 2
inches of the squig may take control.
Lootas: each Loota rolls individually for the number of shots when firing.
Meks: a squad of Burnas and/or Lootas may select Mek upgrades as stated in the codex (ie: up to 3 per
squad); however, any Kustom Mega Blasta upgrade, or other weapon upgrade, count toward Special Weapons restrictions (ie: no more than 5 per Team -p.8 rulebook).
Stormboyz: Rokkit Packs count as Jump Packs, and still grant the extra D6-inches of movement (Codex:
Orks p.47). Replace the sentence that begins, “On the roll...” with the following: Models with Rokkit Packs must re-roll successful dangerous terrain tests taken during the Movement phase.
Gretchin: ignore the squig hound.
Flash Gitz: roll AP individually when firing.
Nobz 0-1 Painboy Meganobz Burna Boyz 0-3 Mek Tankbustas 0-1 Nob Lootas 0-3 Mek Kommandos 0-1 Nob
Ork Boyz and ‘Ard Boyz
0-1 Nob Gretchin 0-1 Slaver per 10 Stormboyz 0-1 Nob Warbikers 0-1 Warbiker Nob 0-1 Killa Kan Flash Gitz
Available Army List: Team purchase individual models from their codex using only the selected entries
CODEX: SPACE MARINES
SPECIAL OPERATIONS: KILLZONE - ERRATA
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 required to unlock special or heavy weapons options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).
Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches Area Effect Rule in the basic Special Operations: Killzone rulebook.
No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception. There are no free weapons upgrades for tactical squads; these weapons must be purchased from the following points list.
Special Weapons: Heavy Weapons:
Flamer...3 points Heavy Bolter...5 points
Melta gun...5 points Missile Launcher...10 points
Plasma gun...10 points Multi-Melta...10 points
Plasma Cannon...15 points Lascannon...25 points
Terminator Squad
0-1 Terminator Sergeant
Assault Terminator Squad
0-1 Terminator Sergeant
Sternguard Veteran Sergeant
0-1 Sternguard Veteran Sergeant
Techmarine
0-1 Servitor per Techmarine
Tactical Marine Squad
0-1 Tactical Sergeant
Scout Squad
0-1 Scout Sergeant
Space Marine Assault Squad
0-1 Assault Marine Sergeant
Vanguard Veteran Squad
0-1 Vanguard Veteran Sergeant
Space Marine Bike Squad
0-1 Space Marine Bike Sergeant
Attack Bike Squad Scout Bike Squad
0-1 Scout Bike Sergeant
Devestator Squad
0-1 Devestator Sergeant
Thunderfire Cannon
Available Army List: Team purchase individual models from their codex only using the selected entries
CODEX: SPACE WOLVES
SPECIAL OPERATIONS: KILLZONE - ERRATA
Iron Priest Lone Wolf Wolf Guard Wolf Scouts Blood Claws Grey Hunters Fenrisian Wolves Sky Claws
Swift Claw Bikers Thunderwolf Cavalry Long Fangs
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 required to unlock special or heavy weapons options (For example, you could choose 2
tactical squad marines and arm one with a Multi Melta and the other with a Flamer).
Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches Area Effect Rule in the basic Special Operations: Killzone rulebook.
Blood Claws, Sky Claws, and Swift Claws within 6 inches of the Team Leader may ignore the 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...3 points Melta gun...5 points Plasma gun...10 points
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
CODEX: TAU EMPIRE
SPECIAL OPERATIONS: KILLZONE - ERRATA
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 required to unlock special or heavy weapons options (with the noted exception of Sniper Drones, see below).
Drone Controller: Drone must remain within 2 inches of the model controlling them. They count as
wargear.
Kroot Shaper: if a Team includes a Kroot Shaper, then any Kroot Carnivore may purchase a 6+ save for
1 point.
Markerlights: A model with a Markerlight may lay a counter on a target model, this marker may be used
by up to 2 friendly team members within 6 inches of the model with the Markerlight. Declare which models will shoot the target then remove the counter. The model tagged with the Markerlight loses any cover save that it may have.
Sniper Drones: you must first purchase a Spotter in order to select a Sniper Drone. Each Spotter may
have up to three Drones. Spotter...20 points Sniper Drone...20 points
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
XV86 Broadside Team
0-1 XV86 Shas ‘Vre
Sniper Drone Team
Available Army List: Team purchase individual models from their codex only using the selected entries
CODEX: TYRANIDS
SPECIAL OPERATIONS: KILLZONE - ERRATA
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 required to unlock special or heavy weapons options.
A Tyranid Team may have one Psyker: either a Zoanthrope or a Broodlord. Disregard the Instinctive Behavior rule for Killzone games.
Hormagaunts may move an additional 2 inches when running in clear terrain (which is a functional compensation for their usual Bounding Leap special rule).
Lictor and Ymgarl Genestealers gain Stealth, Scout, and Infiltrate USRs, provided that the Mission does not allow Reserves or Deepstriking. If a Mission explicitly allows Reserves and/or Deepstriking, these models act as normal.
Lictors Venomthrope 0-1 Zoanthrope Pyrovore Ymgarl Genestealers Tyranid Warriors Genestealers 0-1 Broodlord Termagaunts Hormagaunts Ripper Swarm Tyranid Shrikes Raveners Sky-Slasher Swarm Gargoyles Biovore
Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
CODEX: WITCH HUNTERS
SPECIAL OPERATIONS: KILLZONE - ERRATA
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 required to unlock special or heavy weapons options (For example, you could choose 2 tactical squad marines 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 do not have powers.
Inquisitorial Retinues: to gain the benefits from a retinue, an Inquisitor must be within 4 inches of the
appropriate member of the retinue; apart from that, the members of the retinue work as written in the codex.
No Allies: at the scale represented in Killzone, the operatives of the Inquisition are sufficient to complete
their own tasks -they prefer to, in fact.
Acts of Faith: are described in detail on the following page.
Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone rulebook for these upgrades.
No Orbital Bombardments of any kind.
Only one Officio Assassin may operate in any Team.
0-1 Elite Inquisitor 0-6 Henchmen 0-1 Officio Assassin 0-3 Deathcult Assassin Celestians 0-1 Celestian Superior Sisters Repentia 0-1 Mistress Arco Flagellants Battle Sisters 0-1 Veteran Sister
Inquisitorial Storm Troopers
Seraphim
0-1 Veteran Sister
0-2 Retributors (must select a Heavy Weapon) 0-1 Retributor Sergeant
0-1 Penitent Engine
Available Army List: Team purchase individual models from their codex using only the selected entries
Acts of Faith:
-Only Veteran Sisters Superior may use Acts of Faith
-Any choice from a unit with the Adepta Sororitas special rule is worth 1 faith point.
-Any Veteran Sister is worth 2 faith points. -A model may activate one Act of Faith per turn. -A model may not attempt to use the same Act of Faith more than once per game, though models may be affected by combinations of several different Acts.
-Acts of Faith remain in play until the Veteran 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. A model using Acts of Faith are not counted as a Psyker.
Acts:
Hand of the Emperor
Cost: 3 faith points
Effect: Each model within 4 inches adds +2 to its Strength, but will strike at Initiative 1.
Divine Guidance
Cost:3 faith points
Effect: Each model within 4 inches will gain the the following benefits: when shooting, any roll of 6 to wound counts as AP1; in assault, any roll of 6 to wound counts as a power weapon.
The Passion
Cost: 2 faith points
Effect: Each model within 4 inches adds 2 to its Initiative. This Act may not be used in the same phase s Hand of the Emperor, and neither overrides weapons that always strike last or at Initiative 1, nor changes the effect for any type of grenade.
Light of the Emperor
Cost: 2 faith points
Effect: Each model within 4 inches becomes Fearless.
Spirit of the Martyr
Cost:3 faith points
Effect: Each model within 4 inches gains a 4+ Invulnerable Save.
CODEX: WITCH HUNTERS
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) B. Smoove from A Gentleman’s 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