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Special Operations:
KILLZONE
Draft Documentation
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This is NOT a
Product
Special Operations:
KILLZONE
MISSION
Contents S
USING THIS BOOKLET
SCENARIO I SCENARIO II
I.1: RECONNAISSANCE II.1: AMBUSH
I.2: ENCOUNTER II.2: CRASH LANDING
I.3: WITHDRAWAL II.3: LAST STAND
I.4: EXTREME PREJUDICE II.4: DOWNLOAD
I.5: EXTRACTION II.5: DEAD OR ALIVE
I.6: DOUBLE CROSS II.6: PERSONS OF INTEREST
Special Operations:
KILLZONE
MISSIONS
Using this booklet:
This booklet contains the draft scenarios for Special Operations: Killzone.
these missions are intended to be played with the Special Operations: Killzone Rules changes to
Warhammer 40,000 and with Special Kill teams built using the Codex errata for Special Operations:
Killzone.
The two scenarios presented hrein are intended to be played sequentially, but you should find that each
mission will play perfectly well as a standalone.
A campaign system is in development for killzone and will be included in the next release cycle
I.1: RECONNAISSANCE
On the eve of a grand battle, a small reconnaissance force has been dispatched to gather
information and to discover any potential weaknesses along the enemy line. While returning from
this mission, the Special Operations Group runs directly another Team sent to destroy it.
The Table: Point Value for each Enemy Killed (the information is that
This Mission is played on a 4ft by 4ft table; at least 50% valuable).
of the tabletop should be covered in terrain. We suggest
that half of the terrain be of the “area” or “LOS blocking” Ending the Game:
variety. Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at the
Divide the table into halves. beginning of each of its turns. If this leadership test is
passed, then the Team continues to function as normal.
Mission Special Rules: If a Team fails its leadership test, the Team is considered
All models on both sides are considered to have moved routed; it is removed from play and the game ends.
in the first turn of the game. As such, Heavy Weapons
carried by models that do not have the Relentless or Slow Note: If your Special Operations Group is composed
and Purposeful USR may not shoot in the first turn. of two Teams, then each Team tests for leadership
independently. In order for the game to end in this
Deployment: manner, both Teams in the SOG must fail their leadership
Players roll off using a D6. The winner chooses to go test.
either first (Attacker) or second (Defender). The Defender
then chooses a table half as his Deployment Zone and
deploys his SOG anywhere in that Zone up to 9” from
the middle of the table. The Attacker deploys his SOG
anywhere along his table edge, but not more than 6
inches from that edge. The Attacker goes first.
Mission Objectives:
The Attacker’s Team has vital information for tomorrow’s
battle. They must return this information to Headquarters
immediately. The Attacker must get as many men as
possible off the opposite table edge (the Defender’s
Deployment Zone).
Models in the Rearguard section may choose to move or Ending the Game:
run in the first turn. Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at the
Deployment: beginning of each of its turns. If this leadership test is
Divide your Special Operations Group into two halves passed, then the Team continues to function as normal.
that are roughly equal; assign one half to be your If a Team fails its leadership test, the Team is considered
Vanguard section and one to be the Rearguard section. routed; it is removed from play and the game ends.
If you are using two Teams in your Special Operations
Group then one Team is Vanguard and the other is Note: If your Special Operations Group is composed
Rearguard. of two Teams, then each Team tests for leadership
independently. In order for the game to end in this
Players roll off using a D6. The winner chooses to go manner, both Teams in the SOG must fail their leadership
either first (Attacker) or second (Defender). The Defender test.
chooses one of the table quarters as his Deployment
Zone. The Attacker then deploys in the table quarter that
I.3: WITHDRAWAL
Two Special Operations Groups have found themselves on the wrong end of No Man’s Land.
While attempting to remove themselves from this situation, each stumbles upon the other.
Deployment:
Players roll off using a D6. The winner chooses to
go either first (Attacker) or second (Defender). The
Defender chooses his table edge. The Attacker deploys
his SOG anywhere within 6 inches of the long table edge
in his Deployment Zone. The Defender then deploys his
SOG anywhere within 6 inches of the long table edge in
his Deployment Zone. The Attacker goes first.
Mission Objectives:
Each Player must get as many models as possible off the
opposite table edge.
The Defender then deploys the High Value Target and Once a Team is reduced to 25% (rounding up) of its
half of his SOG. The Defender’s remaining forces will starting model count, it must take a leadership test at the
come into play the turn immediately following the capture beginning of each of its turns. If this leadership test is
of the High Value Target and may enter from any board passed, then the Team continues to function as normal.
edge. If a Team fails its leadership test, the Team is considered
routed; it is removed from play and the game ends.
Mission Objectives:
The Attacker must reduce the High Value Target to 0 Note: If your Special Operations Group is composed
Wounds, get in base contact, and escort him off the table. of two Teams, then each Team tests for leadership
Any model may escort the HVT, who will be considered independently. In order for the game to end in this
“escorted” the moment that model comes in to base-to- manner, both Teams in the SOG must fail their leadership
base contact with him (with no movement penalty). Any test.
escorting model of Strength 3 or lower suffers -2 inches to
its Movement for as long as it escorts the HVT. Likewise
an escorting model may not shoot while carrying the HVT.
If the escorting model is either killed or engaged in close
combat, the Target is considered dropped and may be
retrieved/escorted by any other unengaged model.
I.6: DOUBLE CROSS
Two armies have found themselves with an unfortunate common interest. They are now locked in
a desperate race to lock down their Objectives before the Enemy. Each Special Operations Team
has been given two unequivocal priorities: one, secure the Objective at all costs; two, destroy
anything that interferes with the first priority.
The Table:
This Mission is played on a 4ft by 4 ft table; at least 50% Mission Objectives:
of the tabletop should be covered in terrain. We suggest An Objective is placed in both of the quarters that are not
that half of the terrain be of the “area” or “LOS blocking” acting as a Deployment Zone. Both Objectives are placed
variety. 8 inches from each edge of the back corner in that table
quarter. If a Player has a model in base-to-base contact
Divide the table into four quarters. with the Objective at the end of the game, he gains15
Mission Points in addition to the standard Mission Points.
Mission Special Rules:
All models on both sides are considered to have moved Ending the Game:
in the first turn of the game. As such, Heavy Weapons Once a Team is reduced to 25% (rounding up) of its
carried by models that do not have either the Relentless starting model count, it must take a leadership test at the
or Slow and Purposeful USR may not shoot in the first beginning of each of its turns. If this leadership test is
turn. passed, then the Team continues to function as normal.
If a Team fails its leadership test, the Team is considered
Models belonging to the Vanguard section (see routed; it is removed from play and the game ends.
deployment) forfeit their movement phase in the first turn.
Note: If your Special Operations Group is composed
Models in the Rearguard section may choose to move or of two Teams, then each Team tests for leadership
run in the turn they arrive, but may not shoot. independently. In order for the game to end in this
manner, both Teams in the SOG must fail their leadership
Reserves: test.
The Rearguard arrives on a D6 roll of: 6 on turn one,
5+ on turn two, 4+ on turn three, 3+ on turn four, 2+ on
turn five, automatically on turn six. On the turn it arrives,
the Rearguard may deploy along any table edge in the
controlling player’s Deployment Zone.
Deployment:
Divide your Special Operations Group into two halves
that are roughly equal; assign one half to be your
Vanguard section and one to be the Rearguard section.
If you are using two Teams in your Special Operations
Group then one Team is Vanguard and the other is
Rearguard.
The Table:
This Mission is played on a 4ft by 4 ft table; at least 50% Mission Objectives:
of the tabletop should be covered in terrain. We suggest The Defender must get as many models as possible off
that half of the terrain be of the “area” or “LOS blocking” any table edge. The Defender earns Mission Points not
variety. only for kills as usual, but also for each member of his
Team that makes it off the table.
Divide the table into four quarters.
The Attacker must destroy the Defender and thus earns
Mission Special Rules: Mission Points as normal.
The Defender’s Special Operations Group may only
include one Team of up to 250pts. The Attacker’s Special Ending the Game:
Operations Group may include two Teams of up to 250pts The Defender does not take leadership tests as normal
each. The exact totals will be your choice, but all Teams when reduced to 25%. The Team is already in the
should be of equal value. processes of withdrawing from the engagement. The
Attacker’s Teams, however, remain subject to the
We recommend that each Player creates and brings following standard rule.
a SOG of two Teams to the table. After the roll off, the
Defender simply sets aside one Team. Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at the
Deployment: beginning of each of its turns. If this leadership test is
Players roll off using a D6. The winner chooses to go passed, then the Team continues to function as normal.
either first (Attacker) or second (Defender). If a Team fails its leadership test, the Team is considered
routed; it is removed from play and the game ends.
The Attacker must place his two Teams within 6 inches of
the table edge in any two quarters (which means that the Note: If your Special Operations Group is composed
Attacker’s entire force may not start in the same quarter). of two Teams, then each Team tests for leadership
independently. In order for the game to end in this
The Defender must deploy his Team within 6 inches from manner, both Teams in the SOG must fail their leadership
the center of the table. test.
II.2: CRASH LANDING
Your unit has been inserted into enemy territory via air transport; however, your gunship has
been shot down, leaving you stranded in enemy territory! You must get out quickly before you are
captured or worse by converging enemy forces.
The Table:
This Mission is played on a 4ft by 4 ft table; at least 50% Mission Objectives:
of the tabletop should be covered in terrain. We suggest The Defender must get his models off the table safely,
that half of the terrain be of the “area” or “LOS blocking” and may only do so on the designated Safe Zone. The
variety. Defender earns Mission Points only for the models that
are removed from play by crossing off the table at the
Deployment: Safe Zone. The Defender does not earn Mission Points
Players roll off using a D6. The winner chooses to go for killing enemy models.
either first (Attacker) or second (Defender).
The Attacker must kill the enemy Special Operations
The Defender marks a point along the centerline of the Group, and will earn Mission Points as usual for killed
table that is also 12 inches from the table’s edge (that enemy models.
is, 24 inches from two board edges on each side and 12
inches from the third edge: see diagram). The Defender Ending the Game:
deploys his SOG within 6 inches from the marked point. The Defender does not take leadership tests as normal
The furthest table edge will be the Defender’s Safe Zone. when reduced to 25%. The Team is already in the
processes of fleeing the engagement. The Attacker,
Players roll of again with a D6. The Defender takes the however, remains subject to the following standard rule.
first turn on a roll of 3+. The Attacker takes the first turn
on a roll of 1 or 2. Once a Team is reduced to 25% (rounding up) of its
starting model count, it must take a leadership test at the
Mission Special Rules: beginning of each of its turns. If this leadership test is
All Attacker models start the game in Reserve. The passed, then the Team continues to function as normal.
Attacker’s team-members will arrive on a D6 roll of: If a Team fails its leadership test, the Team is considered
3+ on turn one, 2+ on turn two, automatically on turn routed; it is removed from play and the game ends.
three. The Attacker rolls for each individual in his SOG
independently. Note: If your Special Operations Group is composed
of two Teams, then each Team tests for leadership
In order to determine from which table edge the Reserves independently. In order for the game to end in this
will arrive, the Attacker rolls a D6 and consults the manner, both Teams in the SOG must fail their leadership
following table: test.
1-2: The Attacker Decides.
3-4: Either table edge that is perpendicular to the Safe
Zone.
5-6: The Defender Decides
II.3: LAST STAND
The Kill Team has successfully completed its Mission, but the extraction has gone horribly wrong.
The Team is isolated, battered, weary, and exposed… and must now face the wrath of the wasp’s
nest they’ve stirred. The odds are overwhelming -the outcome, bleak.
The Table: Sell Yourself Dearly: the Defender’s forlorn Team has a
This Mission is played on a 4ft by 4 ft table; at least 50% steely resolve and ruthless demeanor. They are resolved
of the tabletop should be covered in terrain. We suggest to their fate and intent upon taking any/all remaining
that half of the terrain be of the “area” or “LOS blocking” targets of value with them. The Defender earns double
variety. Mission Points for each Enemy Leader killed in the game.
Mission Objectives:
This Mission uses standard Mission Points to establish
the Victor with the following two additions:
The Table:
This Mission is played on a 4ft by 4 ft table; at least 50% The Attacker will not appear on the first turn, but Players
of the tabletop should be covered in terrain. We suggest will roll for priority as usual on the second turn.
that half of the terrain be of the “area” or “LOS blocking”
variety. In order to determine from which table edge the Reserves
will arrive, the Attacker rolls a D6 and consults the
Divide the table into quarters. following table (from the Defender’s Point of View on the
table):
Mission Special Rules: 1-2: The table quarter diagonally across form the
Download: The Access Point must be clearly marked by Defender’s Deployment Zone.
an appropriate, agreed-upon objective or piece of terrain. 3-4: The table quarter to the right of the Defender’s
This is placed directly in the middle of the table. Deployment Zone.
5-6: The table quarter to the left of the Defender’s
In order to retrieve the desired information, the Defender Deployment Zone.
must move a model into contact with the Access Point
and spend the entire next turn of Movement in contact. Mission Objectives:
He may be in Close Combat and still retrieve the As stated, the Defending model with the Download must
information. Once retrieved, place a marker on, or next exit the table from an edge in one of the Defender’s
to, this model. In order to win, that model will have to then Deployment Zone. If that model is killed, place him
exit any table edge in the Defender’s Deployment Zone. sideways on the table. Another Defending model may
collect the data chip from his corpse by moving into
The Defending model that collects the Download may contact with the model but sacrifices the rest of his
pass the data chip along to another model; however, movement that turn.
each model will lose the rest of his movement for that turn
if the data is transferred in this manner. Standard Mission Points do not apply to this Mission.
All Attacker models start the game in Reserve. The The Defender wins if the data is removed from the table
Attacker’s Team will arrive on a D6 roll of: 5+ on turn two, as described above.
4+ on turn three, 3+ on turn four, and automatically on
turn five. The Attacker rolls for each Team in his SOG The Attacker wins if he keeps the data from leaving the
independently. table.
On the first turn, the High Value Target will not move. Ending the Game:
In each subsequent turn the HVT enjoys a special Once a Team is reduced to 25% (rounding up) of its
movement phase after priority has been established but starting model count, it must take a leadership test at the
before the first Player Turn. In this special Movement beginning of each of its turns. If this leadership test is
Phase, the player who goes second in that Game Turn passed, then the Team continues to function as normal.
will control the HVT (regardless of priority). He may move If a Team fails its leadership test, the Team is considered
up to 6 inches in any direction and will ignore Difficult routed; it is removed from play and the game ends.
Terrain (but may not ignore Impassable Terrain). He will
only run if controlled by the Defender. Note: If your Special Operations Group is composed
of two Teams, then each Team tests for leadership
Deployment: independently. In order for the game to end in this
Players roll off using a D6. The winner chooses to go manner, both Teams in the SOG must fail their leadership
either first (Attacker) or second (Defender). The Defender test.
then chooses one of the table quarters as his deployment
area. The Attacker deploys anywhere up to 8 inches from
the table edge in the quarter that is diagonally opposite
the Defender. The Defender deploys second anywhere
up to 8 inches from the table edge in his Deployment
Zone. The Attacker goes first.
Mission Objectives:
Escort: Each Player wants to collect and escort the
HVT back to a table edge in his respective Deployment
Zone. Any model may escort the HVT, who is considered
“escorted” the moment that model comes in to base-to-
base contact with the HVT. Upon contact, the escorting
model’s movement will end for that turn, but will resume
in the next turn as normal. Any escorting model of
Strength 3 or lower suffers -2 inches to its Movement
for as long as it escorts the HVT. Likewise an escorting
model may not shoot while doing so. He may run.
Mission Special Rules: A model that has escorted a PoI count off the table does
The “Persons of Interest” are D3+2 models that begin the not need to leave the table as well, although you may
game within 4 inches from the center of the table. choose to do so. The model must only touch the table
edge to remove the PoI from play. The PoI is considered
On the first turn, they will not move. In each subsequent off the table and counts toward Mission Points. In this
turn the PoI enjoy a special movement phase after priority manner, the escorting model does not need to count
has been established but before the first Player Turn. toward routing (again, unless you choose to do so).
In this special Movement Phase, the player who goes
second in that Game Turn will control the PoI. They move Each Person of Interest escorted from the table is worth
as individuals up to 6 inches in any direction and will 10 Mission Points. As mentioned, killing a PoI is worth -10
ignore Difficult Terrain (they are panicked and flighty, but Mission Points.
may not ignore Impassable Terrain). They may run. They
may not shoot, although they may be shot at (killing a PoI Enemy Kills are scored as standard Mission Points.
costs -10 Mission Points). The PoI are Toughness 4.
Ending the Game:
We envision these PoI as infected civilians, top scientists, Once a Team is reduced to 25% (rounding up) of its
valuable military minds, genetic spore material, Necron starting model count, it must take a leadership test at the
automaton, top breeding squigs, and so on. You beginning of each of its turns. If this leadership test is
recommend that you use whatever models you can to passed, then the Team continues to function as normal.
represent these particular individuals. If a Team fails its leadership test, the Team is considered
routed; it is removed from play and the game ends.
Deployment:
Players roll off using a D6. The winner chooses to go Note: If your Special Operations Group is composed
either first (Attacker) or second (Defender). The Defender of two Teams, then each Team tests for leadership
then chooses one of the table quarters as his deployment independently. In order for the game to end in this
area. The Attacker deploys anywhere up to 8 inches from manner, both Teams in the SOG must fail their leadership
the table edge in the quarter that is diagonally opposite test.
the Defender. The Defender deploys second anywhere
up to 8 inches from the table edge in his Deployment
Zone. The Attacker goes first.
Mission Objectives:
Each Player must collect and escort as many Persons
of Interest back to a table edge in his respective
Deployment Zone. Any model may escort one PoI, who
is considered “escorted” the moment that model comes
in to base-to-base contact with him (with no movement
penalty). Any escorting model of Strength 3 or lower
Help us make a better game!
Played Killzone?
Liked it?
Hated it?
Tell us about it!
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.
Master Bryss
Entropomancer
War009
Marko