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DisclaimerThis is a not-for-prot fan-made rules supplement for warhammer 40,000 by Game workshop plc.
this ruleset demands that its users own and refer to the Warhammer 40,000 ruilebook and relevant Codices in the
use of these rules.
none of the authors, distributors or creators envolved in the making of this are making any money, they did it for the
love of the game.
all content within these pages os user-created and is derived, without permission, from Warhammer 40,000
intellectual property owned by Games workshop Ltd.
This Rule set is completely unofcial and in no way endorsed by Games Workshop Limited.
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No challenge to their status intended. All Rights Reserved to their respective owners.
This is NOT a
Product
KILLZONE
Special Operations:
Draft Documentation
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Using this book
Codices:Blood angelsBlack TemplarsChaos Demons
Chaos Space MarinesDaemonhuntersDark AngelsDark EldarEldar
Imperial GuardNecronsOrksSpace MarinesSpace WolvesTau EmpireTyranidsWitch Hunters
ContentsKILLZONE
Special Operations:
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Using This BookThis Book is the companion guide to the core rules alterations found in the man Special Operations Killzome book.
This is intended to be a living document, which outlines which units in the Games Workshop Warhammer 40,000
Codices can be used within the Killzone ruleset.
This book cannot be used without a copy of the codex you wish to build your Killzone Special Operations Group for.
You should use the Army entry in conjunction with the Codex to select, arm and assemble your Special Operation:
Killzone forces. A little basic math skill will be required to gure out some individual points costs.
This can usually be accomplished by dividing the Codex Entry Points Value by the number of troops in the Unit.
However in some cases a little more creativity will be required.
For example a Marine Tactical squad sergeants cost is determined by subtracting the cost of the 4
standard marines from the squads base cost. So the cost for the Marine sergeant is 26 points. (90-64=26)
Each team has a 175-250 point limit and can contain anywhere between 5 to 20 models in total.
It is important to note that teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support
unit selections in their codex. No HQ units are allowed.
Also, here is no minimum number of models to unlock special or heavy weapons options. For example you could
take 2 Tactical Squad members and arm one with a Multi Melta and the other with a amer.
You may only take one squad leader upgrade for each unit choice taken and only after you take one
member from the squad entry. You may not take a second squad leader choice for a unit type more than
once.
Team Restrictions:A team may contain no more than 4 special ranged weapons upgrades; only two may be a heavy weapon
upgrade. (Special Ranged weapons upgrades are the ones that can only be taken in a limited number.
Ranged weapons upgrades that all models in a squad may take do not count toward this limit.
For example Marine Scouts can upgrade every model to carry a sniper rie or shotgun; these upgrades are not
limited by this rule. (Pistol upgrades do not fall under these restrictions.)
No vehicles are allowed with the exception of a single Walker per team and only if they have an armorrating of 33 or less. Armor rating is determined by adding the 3 armor values (FA/SA/RA) for your vehicle together.
A team member may not have more than 3 wounds.
A team may contain no more than two models with 2+ armor saves.
A team may contain no more than two models with 3+ invulnerable saves.
A team may contain no more than two models with Jump Packs.
A team may contain no more than two bike, jetbike or cavalry models.
A team member may not have a toughness statistic greater than ve.
Models listed as Unique in their unit composition may not be used.
A few of the proceeding restrictions can be lifted by purchasing the appropriate Theme upgrade listed
In the Special Operations: Killzone core rulebook.
Team Leader: Pick one model from your team to be the team leader, preferably the model with the highest
leadership. All models within 6 inches may test on his leadership. This model gains +1 wound if he only has one in
his base stats; if the model has more than one wound already it gains +1 attack instead.
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
0-1 Chaplain
0-3 Priest
Sternguard
0-1 Sternguard sergeant
Sanguinary guard
Terminators
0-1 Terminator sergeant
Assault Terminators
0-1 Assault Terminator Sergeant
Tactical marines
0-1 tactical sergeant
Assault marines
0-1 Assault sergeant
Death company
Scouts
0-1 Scout sergeant
Blood Angels CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2Tactical Squad members and arm one with a Multi Melta and the other with a amer.
There are no free weapons upgrades for Tactical squads. These weapons must be purchased from the following
points list.
Special Weapons:
Flamer..3pts
Melta gun.5pts
Plasma gun...10pts
Heavy Weapons:
Heavy Bolter5ptsMissile Launcher10pts
Multi-melta10pts
Plasma Cannon..15pts
Lascannon.25pts
Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules.
No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.
Marine Biker
0-1 Biker seargeant
Vanguard vets
0-1 Vanguard seargeant
0-2 Devastators (Must take a heavy weapon)
0-1 devastator sergeant
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Sword Brethren Terminator Squad
Sword Brethren Terminator Assault Squad
Sword Brethren Squad
Techmarine0 - 4 Servitors
Black Templars CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
Any upgrade items that affect the whole unit use the Area Effect Rule in the Basic Killzone rules.
No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.
The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions.
Assault Cannons: Use the rules and points values from the 5th ed Codex Space Marine.
Storm Shields: Use the rules and points values from the 5th ed Codex Space Marine.
Black Templar teams may purchase one of the Vows listed in the Emperors Champion entry of the HQ section at half
the points cost rounding up. Even though the Champion is not on the eld of battle the Templars have already taken
their vows.
Holy Rage: If a team member dies to shooting, all Black Templars with in 6 inches must make a LD test at the end of
the shooting phase, if they pass, they move 3 inches towards the closest enemy
Only a Black Templar Space Marine may be a team leader. Noenates need leadership
Crusader Squad
Black Templars Assault Squad
Black Templars Bike squadron
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Bloodletters
Hounds
Bloodcrushers
Daemonettes
Seekers
Fiends
Horrors
Flamers
Screamers
Plaguebearers
Nurglings
Beasts
Furies
Chaos Demons CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
Daemonic Assault: Daemons always deploy on the tabletop unless the scenario allows Deep Strike.
Daemonic Rivalry: To represent this, Daemons cannot go within 2 of a Daemon of another Power or Furies, except
if that model is locked in combat. (Therefore it is still possible to Reactive Assault or create multiple combats.)
Daemonic Gifts: Are not psychic powers and are used as normal. Just to clarify.
Instrument of Chaos: Will be resolved when we decide what to do with Combat Resolution.
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Available Army ListTeams purchase individual models from their codex only
using the selected unit 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 Marines0-1 Noise Champion
Chaos Space Marines CodexRules Changes:
Chaos Space Marines may take a Thousand Sons Aspiring Sorcerer as a Psyker, as long as the team contains at
least one Rubric Marine.
Rubric Marines within 6 inches of a Sorcerer act under command.
Squad upgrade Icons use the Area Effect rules, a model may only be affected by one icon at a time; so no stacking.
Cult Marines gain no bonus from Icons.
Possessed roll individually for their Daemonkin ability before deployment.
Lesser Daemons start on the table unless the scenario allows deepstriking, if it does they must be held in reserve.
Khorne Berzerkers
0-1 Skull Champion
Thousand Sons
0-1 Aspiring Sorceror
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
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Ordo Malleus Inquisitor
May be accompanied by retinue of 0-6 henchmen
chosen from the DH codex
May be a Psyker
Is permitted to choose wargear from the list as usual,
with the following exceptions-
The Auspex and Targeter entries are ignored; if you
want these upgrades use the Killzone versions.
Grey Knight terminators
0-3 Death cult Assassins
0-1 Ofcio Assassinorum operative
Chosen from the DH codex with the following changes-
Vindicare
The Marksman rule is replaced by the rule Through
and through
Through and through the vindicare is capable of
shooting two target simultaneously. If the vidicare can
draw a straight trajectory through two in range enemy
models (option- without intervening cover?) then bothmodels take a wound on a successful roll tohit.
Culexus
as written
Daemonhunters CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2Tactical Squad members and arm one with a Multi Melta and the other with a amer.
An Inquisition Team may contain one Psyker.
You may choose to have your one Psyker be a Grey Knight Brother Captain Terminator.
Standard Grey Knight Terminators are not considered Psykers and have no powers
Inquisitorial Retinues: to gain the benets from the retinue they must be within 4 inches of the Inquisitor. They work
as written in the codex as long as this requirement is met.
The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions.
No Orbital Bombardments or Barrages of any kind.
Your team may only include one Ofcio Assassin.
No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own
tasks.
Callidus
The polymorphine rule has changed for killzone -
Polymorphine -
the callidus assassin has amazing powers of disguise,
the callidus player will not place the calidus on the
eld at the start of battle, rather they will place one
additional Troop model from thier armys choices. This
model will be marked under the base (or otherwise
clearly noted) so as to identify it as a disguised
Callidus. the model functions as a normal troop model
until revealed as a callidus and may move and shoot
with the correct prole.
The callidus may be revealed at the start of the
controlling players turn, the callidus is also revealed
when engaed in hand to hand combat or in the case oftaking a wound.
Jump back-
A callidus can always disengage from combat
Word in your ear
remains the same in fucntion, but substitute model for
unit
Eversor temple assassin
As Written
Grey knights
Inquisitorial stormtroopers
Grey knight purgation squad
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Available Army List
Deathwing Terminator Squad
0-1 Deathwing sgt
Company Veterans Squad
0-1 Veteran sgt
Scout Squad
0-1 Scout sgt
Tactical Squad
0-1 Tactical sgt
Assault Squad
0-1 Assault sgt
Ravenwing attack squadron
0-1 Ravenwing sgt
Ravenwing Suppoer Squadron(If a Ravenwing attack squadron is taken, the force may
include up to one ravenwing land speeder)
Devastator Squad
0-1 Devastator sgt
Dark Angels CodexRules Changes:
Teams purchase individual models from their codex only using the selected unit entries listed below.
For example a Marine Tactical squad sergeants cost is determined by subtracting the cost of the 4 standard marines
from the squads base cost. So the cost for the Marine sergeant is 26 points. (90-64=26) ((not sure for prosecution
reasons if we should reproduce points costs))
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
Any upgrade items that affect the whole unit use the Area Effect Rule in the Basic Killzone rules.
No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.
The Auspex and Targeter entries are ignored; if you want these upgrades use the Killzone versions.
Assault Cannons: Use the rules and points values from the 5th ed Codex Space Marine.
Dark angels use the Storm shield rules from 5th ed Codex Space Marine.
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Incubi
0-1 Incubi Master
Grotesques
Mandrakes
Wyches
0-1 Wych Succubus
Warp Beasts
0-1 Beastmaster
Dark Eldar CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2Tactical Squad members and arm one with a Multi Melta and the other with a amer.
Incubi: Incubi may be used in Killzone, counting as Elites. You may upgrade one Incubus to a Master.
Mandrakes: Replace the Hidden Deployment rule with the Inltrate, Scout and Stealth special rules.
Raider Squads: Ignore this entry.
Combat Drugs: Roll seperately for each model with Combat Drugs. Dispensers work as normal.
Warp Beasts: Warp Beasts lose the 0-1 rule, may be taken without Wyches, and simply count as Fearless Beasts.
Ignore the Beastmaster rules.
Plasma Grenades: Act as offensive grenades.
Goblet of Spite: Has an area of effect of 6.
Warriors
0-1 Sybarite
Reavers
0-1 Reaver Succubus
Hellions
0-1 Hellion Succubus
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Available Army ListTeams purchase individual models from their codex only
using the selected unit 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 Death Jester
0-1 Troupe Master0-1 Shadowseer
Dire Avengers
0-1 Exarch
Rangers
Guardians
Guardian Jetbikes
Shining Spears0-1 Exarch
Warp Spiders
0-1 Exarch
Eldar CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
Eldar teams may take a single Warlock Psyker.
Plasma Grenades: all elder models may take plasma grenades at a cost of two points. They may be thrown just like
other grenades and have the following stats: Strength 4 AP4 small blast.
Harlequins: due to the change in the movement rules, I have decided that they need a perk from their ip belts.
Harlequins move 7 inches in a normal move, may run 14 inches and are never hindered by difcult terrain.
Exarch Powers: Powers that affect the Exarchs squad use the Area Effect rules. All models from the Exarchs Aspectwithin the area of effect gain the bonuses from the powers.
Weapons Platforms: Place both of the gun crew in base contact with the weapon: the weapon and team count as a
two wound model.
Swooping Hawks (no Skyleap since no Reserves)
0-1 Exarch
Support Weapon Battery
Dark Reapers
0-1 Exarch
0-1 War Walker
They were skilled...forMon-keigh.
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Ogryn Squad
0-1 Bone ead
Ratling Squad
0-1 Sanctioned Psyker.
Soulstorm is changed to ST D3 +1, requires LOS
Ignore the Overseer and the Ultimate Sanction rule.
Storm Trooper Squad
0-1 Stormtrooper sergeant
Infantry Platoon command squad
0-1 Platoon commander if a infantry sergeant is chosen
Imperial Guard CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
Psyker battle squad: Only 1 sanctioned Psyker may be taken.Soulstorm is adjusted to be ST D3 +1, requires LOS
Overseers are not required and the ultimate sanction rule is ignored unless there is a Commissar within 6
Orders: Each Platoon commander can issue 2 orders per turn; Orders are taken as Leadership tests on the
Sergeants.
All models in AOE are affected, if a voxcaster is in AOE of commander and sergeant reroll failed orders.
First Rank re 2nd rank re All models with lasguns add 1 to their ROF
This order must be given at the beginning of your own shooting phase
Incoming: All models in AOE may go to go to ground and get a +2 to their coversave, becoming pinned for next
turn. This order can be given at any point during the opponents shooting phase
Move Move Move order is replaced by up and at em:
Up and at Em!: All models in AOE gain eet; This order must be given at the beginning of the shooting phase.
Commissar: All models in AOE of the commissar can use his leadership.
Should a model fail a leadership test it is executed by the commissar and removed from play,
For the rest of the phase all models in AOE of the commissar count as fearless (they are more afraid of the commissar
than the enemy).
For purposes of Rout tests if the team fails, the commissar will Execute the team member with the highest LD score
withing 6 of him. if there are multiple with the same score, he will execute the closest model. (no saves, remove
model from play) the Test is then rerolled
Veterans: Doctrines are taken as normal for 3 points per model. Veterans in the same team must take the same
doctrine.
Penal legion: Ever legionnaire rolls individually for his skill at the start of the game/campaign
Heavy Weapons team: Imperial Guard special operations teams may take a total of 2 heavy weapons teams.
Infantry squads
1 Infantry sergeant for every 10 guardsmen
(rounded up)0-1 Commissar for every 10 guardsmen
(rounded up)
0-2 Heavy Weapons teams
Conscripts
0-1 Custodian
Veterans
0-1 Veteran Sergeant
Penal legion
0-1 Scout Sentinel or Armoured Sentinel
Rough Rider Squad
0-1 Rough Rider sergeant
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Pariahs
Immortals
Flayed Ones
Warriors
Wraiths
Destroyers
Scarab Swarms
Heavy Destroyers
Necrons CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
Necron teams ignore the Phase out rules in Killzone.
Wraiths and Scarabs move as jetbikes, but dont count toward the jetbike limit.
All Necrons that are able to make a Well Be Back roll may do so as long as there is another team member of any type
with the Necron rule within 6 inches.
Teams purchase individual models from their codex only using the selected unit entries listed below.
Well Be Back and Feel No Pain: If a model has both Well Be Back and Feel No Pain, then they may only take
the Feel No Pain roll; they do not also get Well Be Back. Should they later lose access to Feel No Pain (such as by
moving outside of a radius generated by another model), they then of course revert back to using Well Be Back.
Johnson, dont you think using all ofthe meltabombs for the trap is a bit
excessive?
Didnt you see what that...thing did toChambers?
...right. Should we add the frags, too?
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Nobz
0-1 Painboy
Meganobz
Burna Boyz
0-1 mek
Tankbustas
0-1 nob
Lootas
0-1 mek
Kommandos
0-1 nob
Ork Boyz/Ard Boyz
0-1 Nob
Gretchin
1 Slaver/10 Gretchin
Orks CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
Waaagh!: Ignore the second paragraph in the Waaagh! rule (Codex: Orks p.31).
Mob Rule!: Replace the Mob Rule! entry on p.31 of Codex: Orks with Every Ork model within 4 inches of a testing
model boosts his LD by +1 to a maximum of 10.
Tankbusta Bombs: Count as Krak grenades when thrown.
Tankbustas - assign a controller for each bomb squig. If the controller dies, another Tankbusta within 2 of the bomb
squig may take control.
Lootas - Roll # of shots for each Loota individually when they re.
Stormboyz - Rokkit packs count as jump packs, and still grant the extra d6 movement noted in Codex: Orks p.47.
Replace the sentence that begins, On the roll... with Models with rokkit packs must reroll successful dangerous
terrain tests taken during the Movement phase.
Gretchin - ignore squig hound.
Flash Gitz - shoot individually, so roll AP individually when re.
Stormboyz0-1 Nob
Warbikers
0-1 Warbiker Nob
Deffkoptas
0-1 Killa kan
Flash gits
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Terminator Squad
0-1 Terminator Sargent
Assault Terminator Squad
0-1 Assault Terminator Sargent
Sternguard Veteran Squad
0-1 Sternguard Veteran Sargent
Techmarine
1 Servitor per Techmarine
Space Marine Assault Squad
0-1 Assault Marine Sargent
Space Marine Tactical Squad
0-1 Space Marine Sargent
Space Marine Scout Squad
0-1 Scout Sargent
Vanguard Veteran Squad
0-1 Vanguard Veteran Sargent
Space Marines CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
There are no free weapons upgrades for Tactical squads. These weapons must be purchased from the following
points list.
Special Weapons:
Flamer..3pts
Melta gun.5pts
Plasma gun...10pts
Heavy Weapons:Heavy Bolter5pts
Missile Launcher10pts
Multi-melta10pts
Plasma Cannon..15pts
Lascannon.25pts
Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules.
No model may Deepstrike or Teleport unless the Killzone scenario special rules allow them to.
Space Marine Bike Squad
0-1 Space Marine Bike Sargent
Attack bike Squad
Scout Bike Squad
0-1 Scout Bike Sargent
Devastator Squad
0-1 Devastator Sargent
Thunderre cannon
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Iron Priest
Lone Wolf
Wolf Guard
Wolf Scouts
Blood Claws
Grey Hunters
Fenrisian Wolf
Skyclaws
Swiftclaw Bikers
Thunderwolf Cavalry
Long Fangs
Space Wolves CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
Blood Claws, Skyclaws and Swiftclaws within 6 inches of the Team Leader may ignore their 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..3pts
Melta gun.5ptsPlasma gun...10pts
Any upgrade items that affect the whole unit like the Wolf Banner use the Area Effect Rule in the Basic Killzone rules.
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
XV8 Crisis Team
0-1 XV8 ShasVre
Stealth Team
0-1 Stealth Team ShasVre
Fire Warrior Team
0-1 Fire Warrior ShasUi
Kroot Carnivore Squad
0-1 Shaper
Gun Drone Squadron
Pathnder Team
(no requirement/no option for Devilsh)
0-1 Pathnder ShasUi
Vespid Stingwings
0-1 Vespid Strain Leader
XV88 Broadside Team
0-1 XV88 ShasVre
Sniper Drone Team
Tau Empire CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
Drone Controller: Drones must remain within 2 of the model controlling them. They count as wargear.
Kroot Shaper: If a Shaper is bought any Carnivore in the team may purchase a 6+ save for 1 point.
Markerlights: A Markerlight counter may be used by up to 3 team members before the counter expires. The same
effect is used for all squad members and they count as ring simultaneously. Declare which models will shoot the
target then remove the counter. So if you declare two models will shoot a Marked model and they fail to kill it, the
counter vanishes. All counters on that model are used up in one round.
Sniper Drones: In order to purchase a Sniper Drone you must rst buy a Spotter. Each Spotter can have up to 3
Drones. If you wish to purchase a fourth Drone, you must rst buy another Spotter.
Cost (Spotter): 20 points
Cost (Sniper Drone): 20 points
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
Lictors
Venomthrope
0-1 Zoanthrope
Pyrovore
Ymgarl Genestealers
Tyranid Warriors
Genestealers0-1 Broodlord
Termagaunts
Hormagaunts
Ripper Swarm
Tyranid Shrikes
Raveners
Sky-slasher Swarm
Gargoyles
Biovore
Tyranids CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
A Tyranid team may have one Psyker; either a Zoanthrope or Broodlord
Disregard the Instinctive Behavior rules for games of Killzone.
Horamgaunts may move an additional 2 inches when running in clear terrain. (This is to offset the extra advantage
they usually benet from with their Bounding Leap special rule.)
The Lictor and Ygmarl Genestealers have following changes.
If the scenario does not allow Deepstriking replace these units special deployment rules with stealth, scout and
inltrate. If the scenario does allow reserves they use their normal rules.
Sorry, false alarm base.Nothing to report here.
Last transmission from
patrol Alpha Bravo 3.
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Available Army ListTeams purchase individual models from their codex only
using the selected unit entries listed below.
0-1 Elite Inquisitor per rulebook
If a inquisitor is taken 0-6 henchmen can be taken per the
normal rules and costs
0-1 Ofcio assasin
0-3 Deathcult assasin
Celestians
0-1 Celestian superior if Celestians are taken
Sister repentia
0-1 Mistress if repentias are taken
arco agelants
battle sisters
0-1 Veteran sister
IST
0-1 IST sergeant
Sepharims0-1 Veteran sepharim
0-2 retributors must upgrade to an heavy weapon
0-1 retributor sergeant
0-1 pentinent engine
Witch Hunters CodexRules Changes:
Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their
codex.
There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2
Tactical Squad members and arm one with a Multi Melta and the other with a amer.
An Inquisition Team may contain one Psyker.
Inquisitorial Retinues: to gain the benets from the retinue they must be within 4 inches of the Inquisitor. They work as
written in the codex as long as this requirement is met.
The Auspex, Targeter and gradenes entries are ignored; if you want these upgrades use the Killzone versions.
No Orbital Bombardments or Barrages of any kind.
Your team may only include one Ofcio Assassin.
No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own
tasks.
No Unlocking (no need for a priest or an Inquisitor to take anything)
Acts of Faith* Only Veteran Sister Superiors may use Acts of Faith.
* Any Choice from a unit with the Adepta Sororitas special
rule is worth 1 Faith point
* Any Veteran Sister Superior is worth 2 faith points
* A model may activate one Act of Faith per turn.
* A model may not attempt to use the same Act of Faith
more than once per Game; although models may be
effected by combinations of several different Acts.
* Acts of Faith remain in play until the Sister Superioruses another Act of Faith, falls back or is killed.
* Acts of Faith are unaffected by special rules that work
on or against psychic powers, and models using them are
not counted as psykers.
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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 difcult, 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 youll get it your way but well certainly listen.
Contributors CreditsThe 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.
Big Jim at Galaxy in Flames http://galaxyinames.blogspot.com/
AJ/Bestia from the Imperial Truth podcast http://theimperialtruth.blogspot.com/
B.smoove from A Gentlemans Ones http://agentlemansones.blogspot.com/
Karitas from Excommunicate Traitors http://excommunicatetratoris.blogspot.com/
Menzies from the 512th Cadian http://cadian512.blogspot.com/
Sons of Taurus from his self-titled Blog http://sonsoftaurus.blogspot.com/
Counterfett from All things Fett http://counterfett.blogspot.com/
Geoff from the Independent Characters Podcast http://theindependentcharacters.com/blog/
Master Bryss
Entropomancer
War009
Marko