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RULEBOOK

DISCLAIMER:
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codices in the use of these rules.

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40,000 intellectual property owned by Games Workshop Ltd.

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SPECIAL OPERATIONS: KILLZONE - RULES
Contents:

3. Introduction

Rules Additions and Changes for Killzone Games


General Game Changes
Area Terrain
Army of Heroes
No Deep Striking
Pinning

4. The Turn
Priority
Overwatch
Movement Phase
Moving in Terrain
Running

5. Shooting Phase
Killzone
Grenades
Assault Phase
Who Can Fight
Assault Moves Through Cover
Reactive Assault
Consolidation

6. Playing a Killzone Battle


The Basics
Pick a Game Size
Killzone Missions
Secondary Objective Cards
Fate Cards
Play the Game

7. Ending the Game


Determining a Winner

8. Building a List
Team Structure
Team Leader
Unique Models
Special Weapons
3 Wound Models
Toughness Cap
Vehicles
Themes
Armored Might
Death From Above
Swift as the Wind
Behemoths

9. Optional Upgrades
Special Issue Wargear

10. Wargear Upgrades


Skills Upgrades

11. Cards: Secondary Objectives - Fate

2
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 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 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.

Players will choose an elite team and undertake vital actions set against the stage of wider conflict. This
ruleset aims to enable cinematic play in the style of tier-one assets of a universe at war.

Rules Additions and Changes for Killzone Games

General Game Changes Area Effect: There are many items in 40k that are
Area Terrain: Any forest or jungle area terrain will carried by one model and affect the whole unit
block LOS to a target if there are four or more that they are part of or attached to. These items
inches of area terrain between the target and the don't work properly in Killzone without some
shooting model. tweaking. These items will have an area effect
(AE) in games of Killzone. Any friendly model
Army of Heroes: Each model in Killzone acts on within 6 inches of a model carrying one of these
its own; the models are, for all intents, a unit of items gains the benefits from the item. Unless
one. otherwise specified, any AE extends 6 inches from
the relevant model.
Note: All models in Killzone count as scoring units
and may claim objectives. No Deepstriking: No model may teleport or
deepstrike in Killzone, unless the scenario
specifically allows it.
“Don’t be absurd, Sergeant Pennfold. Those
Chaos maggots couldn’t hit the fat side of a Pinning: If a model takes a wound from a weapon
Squiggoth from this dista--” that causes a pinning test, then all models within
6" must make a pinning test.
-last recorded words of Colonel Emillion Grist
451st Nunzian Continentals

3
SPECIAL OPERATIONS: KILLZONE - RULES
The Turn After priority has been decided, the controlling
Priority: Each player rolls a d6 at the beginning player signals that his model intends to remain in
of each turn to see who has Priority for that turn. Overwatch through this subsequent turn by
The winner of the die roll may choose to go first or leaving the Overwatch marker in place. If a model
second in the current game turn. If the die roll is a opts to continue in Overwatch, he treats the entire
tie, Priority goes to the person who went second turn as if he elected to engage Overwatch in his
in the previous turn. own player turn as normal; he cannot, therefore,
perform any action in his player turn.
Overwatch: Any model that is armed with an
appropriate weapon may choose to go into If the marker is removed, the model may treat his
Overwatch in its movement phase. This will be player turn as normal. The Overwatch marker
the only action the model may do in its turn. You must be removed before the enemy models have
should mark the model to remind you that it is in moved in order to do so.
Overwatch, and to delineate its 180 degree fire
arc. For example: a model goes into Overwatch in the
first half of game turn A. He does not shoot during
the enemy movement phase of turn A, so his
Appropriate weapons for purposes of Overwatch:
Overwatch status has not been negated. The
-have a range of at least 24 inches and
enemy wins priority for game turn B and decides
-have either 2 or more shots or have the Sniper
to go first. The player controlling the model in
ability (excluding Rapid Fire weapons, which may
Overwatch must decide immediately to either
not use Overwatch).
leave or remove the Overwatch counter. If the
-have a randomly generated number of shots;
counter remains, the model may shoot in the
however, if a 1 is rolled for shots that turn, the
enemy movement phase of turn B (if a viable
model suffers an additional -1 “to hit” roll.
target presents itself), but doing so will be the
sum of his actions for that turn.
The first enemy model that moves within the
designated 180 degree fire arc and within range
of a model on Overwatch may be shot at. A model Movement Phase
on Overwatch may make a normal shooting Moving in Terrain: To simplify the mechanism
attack. If shooting at a target over 12 inches, the and help keep the game flowing, disregard the 5th
model suffers a -1 to all its rolls to hit. Models edition rules for moving through difficult terrain
armed with Sniper weapons instead suffer the -1 and replace them with the following: any model
penalty at 12 inches or less. that wishes to move in difficult terrain moves at a
reduced rate of 4 inches.
If more than one model on Overwatch has range
and LOS, you may elect to hold back some fire for
future enemy movement; however, at least one Models with the USR Move Through Cover ignore
model on Overwatch must fire. terrain movement penalties.

Once the model has shot on Overwatch, remove Running: Disregard the 5th edition rules for
its marker; it may make no further shooting running and replace them with the following: any
attacks until its following turn. model may choose to make a run move in its
movement phase; the model doubles its
You may find an odd situation in which a model movement rate for a run move. A model that has
could remain on Overwatch through two run may not shoot. In addition, a model that has
sequential enemy movements phases on account run may not assault unless it has the Fleet USR.
of alternating priority between game turns. If this Jump Infantry may run after using their special
happens, the Overwatch model may shoot in the jump move; they may move 6 or 4 inches after a
second enemy movement phase, provided that jump move, depending on the terrain through
there is a viable target and that he has not which they move.
already taken himself out of Overwatch by
shooting in the previous turn.

4
SPECIAL OPERATIONS: KILLZONE - RULES
Shooting Phase Assault Phase
Killzone: Any time a weapon fires more than one Who Can Fight: Models must be in base contact
shot, the shooting player picks a primary target to fight in an assault; ignore the standard 2 inch
and may choose to have the hits allocated to rule.
other enemy models within its Killzone. All models
within 4 inches of the primary target model are in Assault Moves Through Cover: Infantry models
the Killzone and are eligible secondary targets. move 4 inches and Beast/Cavalry move 8 inches.
The shooting player must announce if he is going
to implement a Killzone before any dice are rolled. Reactive Assault: When a model is assaulted,
The first hit is always against the primary target, after all assault moves are completed, any
any subsequent hits are allocated by the owning friendly models within 4 inches of an assaulting
player to the secondary targets within the enemy model may choose to counter assault in
Killzone. aid of their comrade. To do so, they must pass a
Leadership test. If they succeed, they move 4
Grenades: Any model armed with grenades may inches into base contact with an assaulting
throw one as a shooting attack with a range in enemy model; they do not gain the +1 attack for
inches that is double their strength statistic. assaulting unless they have the Counter Attack
Grenades all count as Assault 1 weapons. USR.

Defensive grenades are S4 AP- and use the small This move is unaffected by difficult terrain but
blast template; they scatter if they miss. does not ignore dangerous terrain checks if
applicable. In the event that a model is in range
Assault grenades are S4 AP- and use the small of more than one assault, they can choose to
blast template; they scatter if they miss. react to any one they wish, but you must declare
which models will try to react to which assaults
Anti-armor grenades are S6 AP3 and have no before you make any of the Leadership checks.
blast; they do not scatter if they miss.
Any models that are operating in a special fire
mode (like overwatch) may not reactive assault;
they are too busy shooting to notice.

Consolidation: Do not roll for consolidation


moves; consolidating models may move up to 4
inches, which is not modified by terrain.

5
SPECIAL OPERATIONS: KILLZONE - RULES
Playing a Killzone Battle
The manner and direction of gameplay you Secondary Objective Cards: If you chose to use
ultimately select, quite obviously, depends on you; secondary objectives in your game, each player
however, we can recommend two basic methods selects one card for every Team in his Special
to the Killzone experience: Operations Group immediately after deployment
but before the beginning of play. You must keep
-The first is through the use of spontaneous very close record of your secondary objective on
encounters, which will create a story of its own as a sheet of paper. Unless otherwise stated, these
you play the game. cards are kept secret and are only revealed at the
end of the game.
-The second is a well thought-out narrative
campaign, with predetermined scenarios and Fate Cards: These cards are designed to add a
objectives driving a series of games along the dynamic and cinematic element to a Killzone
course of the story. game at an appropriately significant moment. If
you decide to use the fate cards in your game,
In either instance, you will certainly find the each player selects a single Fate card for every
compendium to this ruleset, Special Operations: Team in his SOG immediately after deployment
Killzone - Missions, extremely useful. but before the beginning of play. These cards can
be played to influence various events in the game
-and we recommend you do so with an
The Basics appropriate cinematic finesse.
Pick a Game Size: You should prearrange the
size and scope of the game by considering how A more detailed discussion of Secondary
many Teams you would like to use in your Special Objective Cards and Fate Cards can be found on
Operations Group and by determining a viable page 12.
points limit. In our play-testing, we have implicitly
settled on 225-250 point Teams as standard, but Play the Game: This is, after all, what we’re here
have stretched this limit to include multiple Teams for.
within each Special Operations Group. We
encourage you to expand or to restrict your forces
with the same irreverent spirit that inspired ++Inquisition Priority Lambda - approved
Killzone from the beginning. ++Vox Array 58 55954 554545 01 Deep Space
++Begin Intercept Transcription...
Killzone Missions: The supplemental booklet to
this ruleset will be extremely helpful in the [static]
creation of a rich a cinematic game -whether you ...ear me?
chose a single Mission or link several together [pause static]
into a grand narrative. ...poral Skives, 38 Placis Mechanized. I don’t
have much...
The booklet includes 18 Missions in total that can [loud banging - static]
be threaded together by mutual agreement; ...Placis is gone! Does anyone copy? The
however the booklet also includes a mechanism Tyranids are here. If you can hear this, you
by which you can randomly generate a path need to get out. Get everyone out of the
through the Mission with a simple dice roll. Of system. We didn’t stand a chance. The 38th
course, you may also simply decide a Mission held; we kept them out of the Spaceport for the
through simple, mutual agreement. 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...

++End Intercept Transcription


++

6
SPECIAL OPERATIONS: KILLZONE - RULES
Ending the Game: Although individual Missions Determining a Winner: Killzone uses Mission
may have alternative triggers for the game end, Points to determine which side wins. Just forcing
the following will almost always end the game, your opponent to break and rout off the battlefield
and should be considered the standard does not necessarily mean that you have won the
mechanism unless otherwise stated. game. Mission Points can be earned by
completing objectives and by killing your
Once a Team has been reduced to 25% (rounding opponent’s models.
up) of its starting model count, it must take a
leadership test at the beginning of each of its The Mission Points allotted for specific objectives
turns (for example, a Team of ten models will will appear in the Mission briefing.
begin taking tests when three models are left on
the table). The test is taken on the Team Leader’s The Mission Point value of each model is
Ld statistic. If the Team Leader is dead, the test determined by consulting the chart below (but the
should be taken on the highest Ld remaining in dynamic is really quite simple: move the decimal
the Team. If the Team passes, it continues to point over and round up).
function as normal. If the Team fails its Ld test, it
routs and the game ends immediately. Points Value of Model Mission Points
0-9 1
Even teams comprised completely of Fearless 10-19 2
models will rout, so must take the break tests 20-29 3
when reduced to 25%. 30-39 4
40-49 5
50-59 6
Note: If you are using two Teams in your Special 60-69 7
Operations Group, then each Team tally their 70-79 8
break point and test for Ld independently. and so on…

Your Team earns Mission Points for each enemy


that is violently removed from play. You do not
“-gotta say, we wasn’t finking about holdin’ til earn Mission Points for models that flee, rout, or
the fleet came. We wasn’t finking about much are otherwise removed from the table –only the
beyond the mud and the feth and the ones your Team kills.
whereabouts of our next set of ration bars.
A few Missions might change these parameters to
Greenies don’t like our food, see. So it was all suit a specific mission goal, and any changes will
just out there... waiting. Only problem was, be outlined in the briefing.
there was this couple of thousand Orks and, to
them, WE was the food.”

-Veteran Guardsman Pullo, 31st Hadeshive


SPECIAL OPERATIONS: KILLZONE - RULES
Building a List Special Weapons: A Team may contain no more
Both players build a Special Operations Group than 5 special ranged weapons upgrades; only 2
using the codex for his/her army of choice. A may be a Heavy ‘type’ weapons upgrade. Special
Special Operation Group generally contains one ranged weapons upgrades are those that can
or two Teams. Again, we leave the decision only be taken in a limited number. Ranged
regarding the number of Teams up the players on weapons upgrades that all models in a squad
the day. may take do not count toward this limit.

Team Structure: Each Team has a 175-250 For example, marine scouts can upgrade every
points limit and can contain anywhere between 5 model to carry a sniper rifle or shotgun; these
to 20 models in total. Teams purchase individual upgrades are not limited by this rule. Pistol
models from the Elite, Troops, Fast Attack, and upgrades do not fall under these restrictions.
Heavy Support unit selections in their codex. A
little basic mathematical skill will be required to 3 Wound Models: No model may have more
figure out some individual points costs than 3 wounds in Killzone.

For example, the cost of a tactical marine Toughness Cap: No model may have a base
sergeant can be determined by subtracting the Toughness statistic greater than 5.
cost of the 4 standard marines (16 points each x 4
= 64) from the squad’s base cost (90). So the cost Vehicles: No vehicles are allowed with the
for the Marine Sergeant is 26 points (90 – 64 = exception of a single Walker per Team, and only if
26). it has an armor rating of 33 or less. Armor rating is
determined by adding the 3 armor values (FA/SA/
You may only take one squad leader upgrade for RA) for your vehicle together.
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 Themes
more than once. A few of the proceeding restrictions can be lifted
by purchasing the appropriate ‘theme’ upgrade
So, for example, if you take one tactical and one listed below. A team may only select one theme.
assault marine, you could then take an assault
sergeant and a tactical sergeant; once these are Armored Might: This theme allows you to take
chosen, you may take no further tactical or as many models with 2+ Armor saves in your
assault sergeants in your Team. team as you desire. You may select this theme for
10 points, and are required to spend at least 75%
A team may contain no more than two: of your points on themed models.
-models with 2+ armor saves.
-models with 3 wounds. Death From Above: This theme allows you to
-models with 3+ invulnerable saves. take as many Jump Infantry models in your team
-models with Jump Infantry designation. as you desire. You may select this theme for 10
-models with Bike, Jetbike, or Cavalry points, and are required to spend at least 75% of
designation. your points on themed models.

Team Leader: Pick one model from your team to Swift As The Wind: This theme allows you to
be the Team Leader, preferably the model with take as many models that are Bikes, Jetbikes, or
the highest Ld value. The Team Leader may not Cavalry/Beasts in your team as you desire. You
be equipped with a heavy weapon. All models may select this theme for 10 points, and are
within 6 inches may test on his Ld. This model required to spend at least 75% of your points on
gains +1 Wound if he only has one in his base themed models.
statistic; if the model has more than one Wound
already, he gains +1 Attack instead. Behemoths: This theme allows you to take as
many models that have 3 wounds in your team as
Unique Models: Models listed as Unique in their you desire. You may select this theme for 15
unit composition may not be used. points, and are required to spend at least 50% of
your points on themed models.

8
SPECIAL OPERATIONS: KILLZONE - RULES
Optional Upgrades
The following Special Issue, Wargear, and Skills Upgrades are an optional element to the game;
however, we strongly encourage their use, as they will invariably contribute both to the flavor and
uniqueness of your Teams, and to the characterful, cinematic narrative of the game itself
(particularly as the game forgoes a standard HQ choice, these options are a tremendous way to
bring personality to your Team).

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

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

Special Issue Upgrades


Any of the following options may be taken once
per Team. Medipack (T): 8/10 points
A team member with a medipack gains the Feel
Auspex: 10 points No Pain USR; in addition, one team member
A team member with an Auspex forces his within 6 inches of the medipack may take a single
opponent to re-roll successful cover saves when Feel No Pain roll in each player turn.
the team member shoots. In addition, if the model
carrying the Auspex did not move, it may confer Refractor Field: 10 points
the special rule to a single friendly model within 6 A Team Leader may take a refractor field and gain
inches. The team member may not take an a 5+ invulnerable save.
Auspex if it’s carrying a Heavy weapon.

9
SPECIAL OPERATIONS: KILLZONE - RULES
Wargear Upgrades Skills Upgrades
Any team member may take the following Any team member may take one of the following
wargear upgrades: skills upgrades:

Blade Master (WS): 8/10 points


Assault Grenades: 1 point
A team member with this ability gains +1 Attack
Team members armed with assault grenades
and all the model’s attacks become Rending. The
count as being armed with Frag grenades. –or the
model may not be armed with a special close
appropriate equivalent for your race (biomass
combat weapon.
projectiles for Tyranids, etc). Models in Terminator
armor may not purchase assault grenades.
Brawler (WS): 3/5 points
A team member with this ability gains +1 to all his
Close Combat Accessories (S): 1/3 points rolls to wound in close combat.
These can take the form of bayonets, knives,
short swords, and sometimes even sharpened
Crack Shot: 5 points
entrenching tools. A team member armed with
A team member with this ability may re-roll any
close combat accessories will gain an additional
failed to hit or to wound rolls. The player must
close combat weapon in the Assault phase.
choose which will be re-rolled at the beginning of
the shooting phase.
Penetrator Rounds: 10 points
A model will re-roll all successful armor saves
Hard to Kill (T): 8/10 points
from shooting attacks made by a model with
The team member gains the Feel No Pain USR.
penetrator rounds. You may only use a weapon’s
basic statistics, and may not stack Penetrator
Lightning Reflexes: 25 points
Rounds with other special ammunition. Models
A team member with this ability gains a 4+ dodge
with a special ranged or Heavy Weapon may not
save from all shooting and close combat attacks.
take penetrator rounds.
The dodge save is taken before his normal save;
the model may use both saves to avoid damage
Stealth Suit: 10 points
from any attack.
Any infantry classed team member may take the
Commando upgrade. The model gains the
Raider: 10 points
Stealth, Scout, and Move Through Cover USRs.
The model may not have a Jump Pack, Bike, A model with this skill upgrade enjoys the Hit and
Jetbike, or a 2+ armor save. Run USR.

Suspensors: 10 points Resilient (T): 3/5 points


A team member with a Heavy Weapon can have it The team member gains +1 to its Toughness.
fitted with suspensors; the model gains the
Relentless USR, but may only fire up to half the Skilled Rider: 5 points
weapon’s maximum range if he has moved. Any bike-mounted model may purchase this skill.

Targeter (BS): 3/5 points


A team member with a targeter adds +1 to all of
his rolls to hit when shooting, provided that the
team member hasn’t moved in his turn.
SPECIAL OPERATIONS: KILLZONE - RULES
Cards
These cards are designed to add a supplemental bit of fun to your Killzone experience. They
are optional, and they are negotiable. We have provided six examples of each card in the
following pages, but you are free to explore other options. To that end, we have taken a liberty
of including blank cards at the end of this booklet so that you may create your own Secondary
Missions and/or Fate cards to suit your specific games, and campaigns. Enjoy.

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

Secondary Objective Cards: The Secondary Fate Cards: These cards are designed to add a
Objective cards are designed to add a new wrinkle statistically improbable, but appropriately
to your Killzone game, to stretch your resources, cinematic, element to a Killzone game. They are
and to force you to reconsider strategic options not necessarily balanced, and are deliberately
that might otherwise remain untapped. designed to offer your Team a boon in the grand,
heroic Hollywood tradition.
Secondary Objective Cards are also designed to
upturn the results of the game. As such, these If you decide to use the Fate cards in your game,
cards remain concealed during gameplay in order each player selects a single card for every Team in
to mimic the covert and the clandestine nature of his Special Operations Group immediately after
your Special Operations Group. In our playtesting, deployment but before the beginning of play.
we have found that Killzone does not always
endear itself to naked aggression, and we’ve Most Fate cards have some element of restriction
added these cards to reward the shrewd and the as to when that card can be revealed. Pay close
resourceful. It can be quite pleasing to reveal your attention, as these often mimic the fickle nature of
true objective at the end of a game and to trump Fate.
an enemy commander that has otherwise been
giving your Team the business. These cards will invariably influence crucial events
in the game -and we recommend you do so with
We recommend adding Secondary Objective an appropriate dramatic finesse.
cards to your game once you are familiar with the
basics and already worked through several
Missions.

Each player selects one card for every Team in his


Special Operations Group immediately after
deployment but before the beginning of play.

We find that Secondary Objectives work best


when you keep very close record of your objective
on a sheet of paper -your Team Roster ideally- as
this will invariably limit or eliminate potential
misunderstandings (also, see above: good faith).

11
GET ME AN EAGLE, LAD
REVERSE ENGINEERING
TRAITOR
Secretly identify and record one enemy
model other than the Team Leader. This Command has issued orders to recover
There is an important sleeper agent model is the Bannerman, and he is well a specific piece of enemy wargear for
within the enemy’s ranks, and you are known to your Team -he carries an further study.
keenly interested in keeping the Traitor important totem or token rightfully
alive for future activation. belonging to your army. Secretly identify and record one enemy
model carrying non-standard equipment
Secretly identify and record one enemy You must kill the Bannerman and get to other than the Team Leader.
model other than the Team Leader. This base contact with the corpse to reclaim
model is the Traitor. and to carry the token (no penalty). If This model must be either killed in
any model is killed while holding the Assault, or otherwise captured. If you do
If the Traitor survives the game you gain trophy, the token remains in play and so, your Team earns an additional 10
an extra 10 Mission Points; if this model can be picked up by either side. Mission Points for returning with the
dies during the game the enemy gains 5 wargear intact. If the model leaves the
Mission Points for having removed the Your Team earns an additional 5 Mission table, is alive when its Team fails a
viper in their ranks. If the Traitor leaves Points for killing the Bannerman, and 5 break test to end the game, or is killed in
the table, is somehow captured, or is more if you end the game in possession the Shooting or Movement phase the
alive when his Team fails a break test to of the token. If the Bannerman survives enemy gains 5 Mission point -as the
end the game, he counts as having the game, or leaves under his own wargear is destroyed or otherwise kept
survived. volition, you lose 5 Mission Points from from your grimy clutches.
your final tally.

JUST BREATH, ROOKIE THE MESSENGER


VENDETTA
Even among an elite Special Operations One of your Team members carries an
Group, someone has to be the “new absolutely essential parcel of
Secretly mark one model on your
guy” –learning the ropes, getting in the information, and it must arrive in the
Special Operations Roster other than
way. Your job is to keep that rookie alive hands of your superiors.
your Team Leader. This model enjoys a
until he gets some experience under his
profoundly personal grudge against the
belt. Secretly mark one model on your
enemy Special Operations Group, and
Special Operations Roster other than
will stop at nothing to grind this vendetta
Secretly mark one model on your your Team Leader. This is the
under his heel.
Special Operations Roster other than Messenger.
your Team Leader. This is the Rookie.
Keep close track of the Mission Points
The Messenger must leave the table at
value for each enemy model killed by
If this model survives the game, add his the single point furthest from his
this individual. If this model kills twice
Mission Points value to your total. If he deployment. You must measure and
his own value in Mission Points, he is
survives and remains in base-to-base mark that point before the game begins
awarded an additional 10 Mission
contact with another member of your next to his entry on your roster. Once he
Points. If he kills three times his own
team for the entire game, add twice his arrives at the edge, he is removed from
value in Mission Points, he is awarded
Mission Points value to your final tally – play and may not contribute further to
an additional 15 Mission Points. The
as he has learned invaluable lessons the game. If the model succeeds, your
model does not have to survive the
from a veteran member. If he is alive Team earns an additional 10 Mission
game to earn these points for his Team.
and his Team breaks, he counts as Points; if he fails, your Team loses 5
having survived. Mission Points from the final tally.
SECONDARY SECONDARY
OBJECTIVE OBJECTIVE
SECONDARY SECONDARY
OBJECTIVE OBJECTIVE
SECONDARY SECONDARY
OBJECTIVE OBJECTIVE
STAY DOWN
POISON ADRENALINE RUSH
The moment you play this card, one
enemy model must re-roll any/all The moment you play this card, one
The moment you play this card, one model benefits from the Fleet
model’s close combat weapon successful armor saves (including
Invulnerable saves, but not Universal Special Rule for one turn.
gains the characteristic Poison (4+)
for a single Assault phase. including Feel No Pain rolls) for a
single phase of that turn. You may reveal this card at any
moment in your player turn:
This card may be revealed during Movement, Shooting, or even
any Assault phase in the game. This card may be revealed at any
point in your own player turn. Assault!

DIE, YOU GIT FLESH WOUND

The moment you play this card, one NO SURRENDER The moment you play this card, one
model may re-roll any/all of its failed model may re-roll all failed armor
rolls to wound in a single enemy The moment you play this card, saves for an entire phase. This
phase (Shooting or Assault). You your Team (or any single member includes Invulnerable saves. You
may only re-roll any given result therein) may re-roll a Morale or may only re-roll any given result
once –so this card may not be used Leadership Test. once –so this card may not be used
to re-re-roll a failed result. to re-re-roll a failed result.
This card may be revealed at any
This card may be revealed at any necessary, worthwhile point in the This card remains active only for
point in your opponent’s player turn; game. the one phase in which it is
you may not play this card in your revealed; however, it may be
own player turn. revealed at any point in the game.
- -
E E
AT AT
-F -F
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E E
AT AT
-F -F
- -
E E
AT AT
-F -F
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: Jabber Jabber from Warpstone Flux


(warpstoneflux.blogspot.com/)
Big Jim from Galaxy in Flames
(galaxyinflames.blogspot.com) Sons of Taurus from Sons of Taurus
(sonsoftaurus.blogspot.com/)
B. Smoove from A Gentleman’s Ones
(agentelmansones.blogspot.com/) Counter Fett from All Things Fett
(counterfett.blogspot.com/)

Geoff from The Independent Characters


Contributors: (theindependentcharacters.com/blog/)

AJ/Bestia from the Imperial Truth podcast Luke Licens


(theimperialtruth.blogspot.com/)
Master Bryss
Karitas from Excommunicate Tratoris
(excommunicatetratoris.blogspot.com/) Entropomancer

Menzies from the 512th Cadian War009


(cadian512.blogspot.com/)
Marko

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