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CODEX: OPERATIVES

V3.0
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SPECIAL OPERATIONS: KILLZONE - OPERATIVES
Contents:
4. Introduction
5. Building a List
6. Skill Upgrades
7. Wargear Upgrades
Special Issue
Limited Issue
Standard Issue
Codices:
8. Blood Angels
9. Black Templars
10. Chaos Daemons
11. Chaos Space Marines
12. Dark Angels
13. Dark Eldar
14. Eldar
15. Grey Knights
16. GK: Inquisitorial Special Operations
17. Imperial Guard
18. Necrons
19. Orks
20. Sisters of Battle
21. Space Marines
22. Space Wolves
23. Tau Empire
24. Tyranids

SPECIAL OPERATIONS: KILLZONE - INTRO
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, as well as 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 Codex.
USING THIS BOOK
This book is the companion 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. Again, this book cannot be used without a copy of the
appropriate codex from which you wish to build your Special Operations Group.
On each page, you will find two columns: the left column (in almost every instance) describes any
amended rules necessary to make the codex apply more squarely into the Special Operations: Killzone
dynamic, while the right column lists the entries available from that codex.
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.
4
SPECIAL OPERATIONS: KILLZONE - TEAMS
Building a List
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; we leave the decision regarding the
number of teams up the players on the day.
Team Structure: Each team has a 250 points
limit and can contain anywhere between 5 to 20
models in total.
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.
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 select
a second squad leader for any particular unit type.
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.
Standard Restrictions: a team may select a
limited number of models with the following
attributes:
0-2 2+ armor save
0-2 3 wounds
0-2 3+ invulnerable saves
0-2 Jump Infantry
0-2 Bike/Jetbike, and/or
Cavalry/Beasts designation
These characteristics stack, so a TH/SS
Terminator fills both a 2+ and a 3+Inv slot.
Weapon Restrictions: Killzone teams identify
four basic type of non-standard and limited
weapons. In any mission, a team may field the
following number of non-standard weaponry:
0-3 Template - designated Template
0-3 Incisive - with AP2 or lower
0-3 Suppressive - with 3 or more shots
0-3 Heavy weapons - designated Heavy.
These characteristics stack, so a Lascannon fills
both an Incisive and a Heavy slot. Likewise,
models with variable weapons and weapon types
count 1 for each available or potential
characteristic (thus a Chaos Obliterator tallies
1 Template, 1 Incisive, and 1 Heavy regardless).
Unique Models: Models listed as Unique in their
unit composition may not be used.
Wound Limit: No model may have more than 3
wounds in Killzone.
Toughness: 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
By committing to a theme, a team will ignore one
standard restriction; in order to do so, the entire
team must adhere to that theme. For example, if
you would like more than 2 jump infantry in the
composition of a team, then all models in that
team must be jump infantry.
A team may only ever select one theme, and all
the other restrictions still apply to the organization
of that team. Please remember that while all
models must participate in the chosen theme,
these exceptions only negate only a single
standard restriction for organization parameters.
All other restrictions still apply.
Armored Might: This theme allows you to field
additional models with 2+ Armor saves in your
Special Operations Group.
Death From Above: This theme allows you to
field additional Jump Infantry models in your
Special Operations Group.
Behemoths: This theme allows you to field a
Special Operations team composed entirely of
models with 3 wounds.
Swift As The Wind: This theme allows you to
field additional models that are Bikes, Jetbikes, or
Cavalry/Beasts in your Special Operations Group
(you must pick which exactly). Furthermore, any
Bike or Jetbike model may add the Skilled Rider
USR for an additional 5 points per model.

5
Optional Upgrades
Because Special Operations: Killzone forgoes the standard HQ choice, the following Skill and Wargear
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 Skill and Wargear combined).
Note: for clarity, these upgrades have been articulated with an eye on the more human elements of the
41st millennium; please feel free to substitute an appropriate terminology for your own race.
SPECIAL OPERATIONS: KILLZONE - UPGRADES
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 models rate of fire by one
for one weapon per turn (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. This skill may not
be used with a Template or a Heavy weapon.
(note: 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.
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. Walkers may not select any Skill upgrade.
6
Special Issue:
The following four options may be taken once 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 (Walkers
may select this upgrade).
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.
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 players next turn.
Refractor Field: 15 points
A Team Leader may take a refractor field and gain
a 5+ invulnerable save.
Limited Issue:
The following four options may be taken twice per
team.
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 weapons
basic statistics, and may not stack Penetrator
Rounds with other special ammunition. Models
with a Heavy Weapon may not take penetrator
rounds (Walkers may select this upgrade).
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.
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
weapons 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 (Walkers
may select this upgrade).
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.
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.
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.
Thermal Imaging: 2 points
Team members armed with the Thermal Imaging
upgrade gain the Acute Senses USR during any
turn in which Killzone Night Fight rules operate -
ie: add an additional 4 inches to their LoS range
(Walkers may select this upgrade).
Standard Issue:
The following options may be taken an unlimited number of times per team.
Wargear Upgrades
SPECIAL OPERATIONS: KILLZONE - UPGRADES
7
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: BLOOD ANGELS
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.
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:
Flamer 3 points
Melta gun 5 points
Plasma gun 10 points
Heavy Weapons:
Heavy Bolter 5 points
Missile Launcher 10 points
Multi-Melta 10 points
Plasma Cannon 15 points
Lascannon 25 points
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
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
8
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: BLACK TEMPLARS
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.
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 (Neonates need guidance).
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
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
9
Daemonic Assault: Daemons Always deploy on
the tabletop unless the Mission requires reserves.
Daemonic Gifts: these are not psychic powers
and are used as normal -just to clarify.
Screamers of Tzeentch: will move as Jetbikes,
but do not count toward the Jetbike limit.
Eye of the Gods: Daemonic teams may not
select wargear or skills from the Killzone upgrade
options. Instead, they are awarded gifts below.
A Daemonic team begins the game with one (2d6)
roll on the following chart. Every third model from
a single allegiance (Khorne, Nurgle, etc) earns
your team an additional roll. After you calculate
your dice pool, allocate each potential roll to any
individual model, then roll 2d6. You will likely want
to mark your models to identify and to record
each specific gift from the gods.
If an entire team is comprised of a single Power
allegiance, that team earns an additional 2 rolls.
If a team leader rolls, he may influence the result
by plus or minus one on the chart below.
The chaotic blessings are as follows:
2 - Player's Choice
3 - Feel No Pain 6" AoE (like Medipak)
4 - +1 Strength
5 - +1 to Invulnerable Save
6 - Scout
7 - No Effect
8 - Infiltrate
9 - Stealth and Move Through Cover
10 - +1 Attack
11 - +1 Toughness
12 - Player's Choice
Notes: your team earns a roll for every third
model allegiance rather than model type: so 2
Bloodletters and 1 Bloodcrusher will confer a
team one roll. Also, you must assign each gift/roll
to a model before making the roll. The Chaos
gods are fickle creatures, to be sure.
You may assign a roll to any model, regardless of
how that roll was generated, but each model may
only roll once on the chart (ie: the roll generated
from Khornate allegiance in the example above
could be assigned to a Plaguebearer, and so on).
Daemonic Rivalry: Daemons 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.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
Bloodletters
Hounds
Bloodcrushers
Daemonettes
Seekers
Screamers
Fiends
Horrors
Flamers
Plaguebearers
Nurglings
Beasts
Furies
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: CHAOS DAEMONS
10
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: CHAOS SPACE MARINES
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 Icons: confer the standard 6 inch Area of
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 each model individually for the
Daemonkin ability before deployment.
Lesser Daemons: start on the table unless the
Mission explicitly requires reserves. Every third
Summoned Lesser Daemon may roll on the Eye
of the Gods chart described in the Codex: Chaos
Daemons amendment from the previous page.
Available Army List: a team may purchase
individual models from the 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
Summoned Lesser Daemons
11
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: DARK ANGELS
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.
Any upgrade item that affects an entire unit will
use the standard 6 inches Area of Effect (AoE)
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.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
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
*0-1 Ravenwing Support Speeder
If a Dark Angels team adheres to the Swift as the
Wind theme, that team may also include up to
one Ravenwing Land Speeder
Devestator Squad
0-1 Devestator Sergeant
12
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: DARK ELDAR
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: Khymerae 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 7 inches and will
therefore run 11 inches total; 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 phantom grenade launcher, all
models within a 6 inch Area Effect benefit from it.
Combat Drugs: a model with the Hypex result
may move an additional 2 inches when running in
clear terrain.
Berserker Rampage: Grotesques ignore this rule
for Killzone Missions (all models act as an
Independent Character of a sort).
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
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
Reavers
0-1 Arena Champion
13
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: ELDAR
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 Exarchs
squad use the standard 6 inch Area of Effect. All
models from the Exarchs 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 will therefore run 11 inches in total; a
Harlequin is never hindered by Difficult Terrain.
Veil of Tears has the standard 6 inch Area of
Effect on Harlequins.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
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
14
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: GREY KNIGHTS
In many ways, the Grey Knights are always-
already an idealized Special Operations force.
Nevertheless, certain restrictions must apply.
As usual, 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.
Each Grey Knight is a psyker and may cast the
power/powers listed in his unit entry.
Rad and Psychostroke grenades: are not
available in a Special Operations: Killzone
mission.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
0-1 Paladin
Grey Knight Strike Squad
0-1 Grey Knight Strike Squad Justicar
Grey Knight Terminator
0-1 Grey Knight Terminator Justicar
0-2 Purifiers
0-2 Interceptors
0-2 Purgators
15
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: GREY KNIGHT
INQUISITORIAL SPECIAL OPERATIONS
Under standard conditions, HQ models are not
permitted in Special Operations: Killzone;
however, we simply could not let an opportunity to
have an Inquisitorial Kill Team slip past us
unremarked - it is just too brilliant and compelling
a theme to omit.
An Inquisitorial Special Operations Team must
include one Inquisitor as its Team Leader. The
Inquisitor has his base cost lowered to 20 points,
and his statistic lowered to 2 wounds.
Daemonblade: a model with two Daemonblades
must pick which bonus to enjoy each turn.
Vampyre: a model may never exceed 3 wounds
as a result of this power. If circumstances arise in
which a model would gain additional wounds not
allowed by the above restriction, that model gains
the Feel No Pain USR instead. If that model
already has FnP, its value will be increased to a
non-stackable 3+ FnP save; additional benefits
are ignored.
Mindlock: please replace the original text of the
rule with the following: Servitors not within 10
inches of the Inquisitor (team leader) at the
beginning of a turn are subject to the Mindlock
rule. To test for Mindlock roll a d6: on a score of 4,
5, or 6 the servitor functions as normal. If the
result comes up 1, 2, or 3, the servitor is
mindlocked and may not perform any action this
turn.
Rad and Psychostroke grenades: are not
available in a Killzone mission.
Jokaero: all buffs from the Jokaero are limited to
the standard Area of Effect of 6 inches. The
Jokaero may assign a buff to any two models (but
only two) in his AoE for each turn. The controlling
player decides which two models in the AoE get
the bonus.
Regardless, models buffed by the Jokaero may
not exceed restrictions established for a normal
Special Operations Group. For example, the
Reinforced Armor buff cannot confer a 2+ save to
more models in the team than would normally be
allowed.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
1 Inquisitor: Team Leader
(must pick Ordo for options)
Warrior Acolytes
Arco-Flagellants
0-1 Psyker
0-1 Mystic
0-1 Jokaero
0-2 Daemon Hosts
0-2 Crusaders
0-2 Death Cult Assassins
0-2 Banishers
0-2 Servitors
16
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: IMPERIAL GUARD
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 (AoE) receive the orders. If a
voxcaster is within the 6 inch AoE 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
AoE 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
opponents 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 Commissars Area
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 Commissars AoE are Fearless.
With regard to a Rout test, the Commissar will
execute the model with the highest Ld score in his
AoE. 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 at 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, which will fill the restriction.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
Ogryn Squad
0-1 Bone Head
Ratling Squad
0-1 Sanctioned Psyker (see above)
Storm Trooper Squad
0-1 Storm Trooper Sergeant
Veterans
0-1 Veteran 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
17
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: NECRONS
Although this codex makes one significant
exception below, 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.
Under standard conditions, HQ models are not
permitted in Special Operations: Killzone;
however, a Necron Special Operations team must
include one Necron Lord as team leader.
Necron Lords: may not take the following
upgrades:
Mindshackle Scarabs
Tesseract labyrinth
Deathmarks: may not use Ethereal Interception
in Killzone, but gain the Scout and Infiltrate USR.
The Hunters from Hyperspace special rule allows
each individual Deathmark model to pick its own
target; subsequently, all Deathmarks wound that
target on a 2+.
Reanimation Protocols: any Necron with the
ability to do so may make a Reanimation Protocol
roll may do so if there is another Necron model
within 6 inches at the time of the Reanimation Roll
(a model may, therefore, consolidate into range).
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
1 Necron Lord
0-2 Lychguard
0-3 Deathmarks
Triarch Praetorians
Flayed Ones
Warriors
Immortals
Wraiths
Destroyers
Tomb Blades
18
SPECIAL OPERATIONS: KILLZONE - MUSTER
CODEX: ORKS
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 6 inches
(to a maximum of 10).
Bomb Squig: any Tankbusta model may
purchase a Bomb Squig as a wargear upgrade for
5 points, which counts toward that models total.
A model with a Bomb Squig may throw it like a
grenade during the shooting phase, but may
target any point on the table including other
models. Once active, a Bomb Squig counts as an
independent unit and will move d6 inches in a
random direction determined by the scatter die at
the beginning of the Ork movement phase. The
Ork player decides the squigs direction on a hit
result.
If within 2 inches of another non-squig model at
the end of a movement phase, the Bomb Squig
will move directly into base contact with that
model ignoring terrain (owners choice if more
than one model meets this criteria). A Bomb Squig
is T3 and will explode immediately if it suffers a
wound, touches another non-squig model, or
contacts impassable terrain. Place the small blast
template over the Bomb Squig and resolve any
hits at S4 AP4.
If a Tankbusta dies before deploying a Bomb
Squig, the squig dies with him.
Bomb Squigs are always ignored for the purposes
of any/all mission objectives. Kill Points are
calculated with regard to the Tankbusta only
whether a squig survives the game or not. Again,
the squig counts toward his total.
0-3 Meks: Burnas and/or Lootas may select Mek
upgrades as stated in the codex, but any single
Ork team may only ever take 3 Meks in total (not
per squad).
Stormboyz: Rokkit Packs count as Jump Packs,
and continue to grant an 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.
Lootas: each Loota rolls individually for the
number of shots when firing; regardless of the
outcome, this weapon does not fill a Suppressive
weapon slot.
Flash Gitz: roll AP individually when firing. The
Blasta upgrade will fill an Incisive weapon slot.
Gretchin: in the Ork turn, a player may
unceremoniously remove one Gretchin from the
game; as a result, all Gretchin within 6 inches of a
squig hound will become fearless for a turn.
Its a Grots Life: an Ork targeted by shooting
may allocate any hits after the first to any/all Grots
within 4 inches -as with the Killzone rule.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
Nobz
0-1 Painboy
Meganobz
Burna Boyz
0-3 Mek*
Tankbustas
0-1 Nob
Bomb Squigs
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
Deffkoptas
Warbikers
0-1 Warbiker Nob
0-1 Killa Kan
19
CODEX: SISTERS OF BATTLE
SPECIAL OPERATIONS: KILLZONE - MUSTER
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.
Faith Points: Due to the specific nature of
Special Operations: Killzone, we have created
the following changes to the generation of Faith
points roll:
At the beginning of a turn roll 2d6 and subtract 2
from the result in order to determine the amount
of faith points you have generated for that turn. A
player will always generate 1 faith point as the
minimum result for a turn, even if the deduction
suggests otherwise.
Acts of Faith: Due to the specific nature of
Special Operations: Killzone, we have
implemented the following changes to the acts of
faith roll: please disregard the modifiers listed in
Codex: Sisters of Battle and replace them with
those listed below:
+1 if there is a Sister Superior within 10 inches
+1 if there is a Priest within 10 inches
Righteous Rage: all models within 6 inches of a
Priest may re-roll failed to hit rolls in assault.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
0-1 Priest
Celestians
0-1 Celestian Superior
Sisters Repentia
0-1 Mistress
Battle Sisters
0-1 Veteran Sister Superior
Dominions
0-1 Dominion Sister Superior
Seraphim
0-1 Veteran Sister Superior
0-2 Retributors (must select a Heavy Weapon)
0-1 Retributor Sister Superior
20
CODEX: SPACE MARINES
SPECIAL OPERATIONS: KILLZONE - MUSTER
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.
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.
There are no free weapons upgrades for tactical
squads; these weapons must be purchased from
the following points list.
Special Weapons:
Flamer 3 points
Melta gun 5 points
Plasma gun 10 points
Heavy Weapons:
Heavy Bolter 5 points
Missile Launcher 10 points
Multi-Melta 10 points
Plasma Cannon 15 points
Lascannon 25 points
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
Terminator Squad
0-1 Terminator Sergeant
Assault Terminator Squad
0-1 Terminator Sergeant
Sternguard Veteran Squad
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
21
CODEX: SPACE WOLVES
SPECIAL OPERATIONS: KILLZONE - MUSTER
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.
Lone Wolf: may not be chosen as team leader -
the explanation is in the name.
A Lone Wolf may never interact with Secondary
or Tertiary mission objectives for either player. He
cannot claim objectives, and will not confer Kill
Points to an enemy if slain.
A Lone Wolf may purchase 0-2 Fenrisian Wolves
as wargear upgrades for 10 points per model.
These points count toward the models total.
A wolf will act as an independent unit on the
table. As a wargear item, a Fenrisian Wolf may
not be targeted by mission objectives, and so on
(exactly as for the Lone Wolf as above).
Fenrisian Wolves test for a Reactive Assault
involving the Lone Wolf, if in range, on his Ld.
Saga: a team leader (only) may choose from the
list of sagas.
Any upgrade item that affects an entire unit (for
example, the Wolf Banner) will use the standard 6
inches Area of Effect (AoE) 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: a team may purchase
individual models from the codex using only the
selected entries listed below.
Iron Priest
0-1 Lone Wolf
0-2 Fenrisian Wolves (upgrade)
Wolf Guard
Wolf Scouts
Blood Claws
Grey Hunters
Fenrisian Wolves
Sky Claws
Swift Claw Bikers
Thunderwolf Cavalry
Long Fangs
22
CODEX: TAU EMPIRE
SPECIAL OPERATIONS: KILLZONE - MUSTER
Drones: Gun Drones selected from a squad
count toward standard restrictions (jump infantry,
etc); however, any other drone will take the
attribute of its controller and will not count toward
standard organization restrictions as such (see
below).
Drone Controller: A model with a Drone
Controller must select 1-2 drones for wargear.
The combination of controller model and drone(s)
is treated as a unit as per the normal 40K rules
(including shooting, cover, and wound allocation)
with the following exceptions:
If a drone is ever more than 2 inches from the
controller model, the drones programming
instructs it to return to base and it is removed
from play.
In assault, a drone moves with the controller
model, but must be in base-to-base contact with
an enemy to participate in close combat;
regardless, wounds inflicted on the controller
model may still be transferred to the drone, even
if the drone is not in the combat.
If the controller model and drones fire at the same
target, this fire can be grouped into a round of
Killzone shooting.
Only the Drone Controller will confer Kill Points,
though the drones contribute to his total.
Markerlights: A unit with a Markerlight can use it
to target an enemy during the shooting phase. If
a successful hit is made, the unit with the
Markerlight can elect to either trigger a Seeker
Missile Strike (see below) or provide one of the
following effects to all Tau models and drones
within 6 inches of the shooting Markerlight model
for that shooting phase:
- re-roll misses
- re-roll Scatter Dice
- force the target to re-roll cover saves
- gain Acute Senses (+4 inches LoS range)
Any model may only benefit from the effect of one
Markerlight per shooting phase. Models with a
Drone Controller and their drones gain no benefit
from their own Markerlights unless they are using
a Networked Markerlight.
Markerlights may not be placed on Overwatch.
Seeker Missile Strike: A model equipped with a
Markerlight may purchase a Seeker Missile Strike
as wargear for 10 points. The seeker missile
strike may be triggered immediately upon scoring
a successful hit on a target with a Markerlight.
The Seeker Missile Strike is a shooting attack at
BS5 S8 AP5. This is a one use only item and may
only be purchased once per model.
Sniper Drone Team: Sniper Drones can only be
selected by the Sniper Drone Team Spotter. The
Spotter may purchase up to 3 Sniper Drones. All
other rules for Drones and Drone Controllers
apply.
Spotter 20 points
Sniper Drone 20 points
EMP Grenades: EMP Grenades can be thrown
like Anti-Armour Grenades (see Codex: Tau
Empire for effects).
Kroot Shaper: if a Team includes a Kroot Shaper,
any Kroot Carnivore, Kroot Hound, or Krootox
may purchase a 6+ Save for 1 point.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
XV8 Crisis Team
0-1 XV8 Shas Vre
Stealth Team
0-1 Stealth Team Shas Vre
Fire Warrior Team
0-1 Fire Warrior Shas Ui
Kroot Carnivore Squad
0-1 Shaper
Gun Drone Squadron
Pathfinder Team (may not take Devilfish)
0-1 Pathfinder Shas Ui
Vespid Stingwings
0-1 Vespid Strain Leader
XV88 Broadside Team
0-1 XV88 Shas Vre
Sniper Drone Team
23
CODEX: TYRANIDS
SPECIAL OPERATIONS: KILLZONE - MUSTER
24
Team Leader: any Tyranid team must be lead by
a Warrior or a Shrike unless that team is
comprised entirely of genestealers (including the
Broodlord).
A Tyranid team may have 0-1 Psyker: either a
Zoanthrope or a Broodlord.
Instinctive Behavior: please disregard this rule
for Killzone games.
Bounding Leap: to compensate for the absence
of this rule, Hormagaunts may move an additional
2 inches when running in clear terrain.
Lictor and Ymgarl Genestealers: gain Stealth,
Scout, and Infiltrate USRs, provided that the
mission does not allow Reserves. If a mission
explicitly allows Reserves these models do not
receive this bonus and must follow the Killzone
reserve guidelines for that mission.
Available Army List: a team may purchase
individual models from the codex using only the
selected entries listed below.
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
CONTRIBUTORS 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 Gentlemans Ones
(agentelmansones.blogspot.com/)
Skarvald the Troll-faced and
Frozencore Joe from Wolves for the Wolf God
(wolvesforthewolfgod.blogspot.com/)
Contributors:
Magilla Gurilla from Table Top War
(tabletopwar.net/)
Justin Morgan
Merlin Havlik
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/)
Tim from Tau of War
(tauofwar.blogspot.com)
as well as... Jefffar, Craig H,Ty T, Josh C, Troy W,
Angus S, Greg D, Travis F, Sam W, Luke L,
Master Bryss, Entropomancer, War009, and
Marko

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