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CODEX ERRATA

DISCLAIMER:
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they have done so purely for the love of the game.

This ruleset demands that its users own and refer to the Warhammer 40,000 rulebook and relevant
codices in the use of these rules.

All content within these pages is user-created and is derived, without permission, from Warhammer
40,000 intellectual property owned by Games Workshop Ltd.

This ruleset is completely unofficial and is in no way endorsed by Games Workshop Ltd.

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SPECIAL OPERATIONS: KILLZONE - ERRATA
Contents:

4. Introduction

5. Building a List

Codices:

6. Blood Angels

7. Black Templars

8. Chaos Daemons

9. Chaos Space Marines

10. Daemonhunters

11. Dark Angels

12. Dark Eldar

13. Eldar

14. Imperial Guard

15. Necrons

16. Orks

17. Space Marines

18. Space Wolves

19. Tau Empire

20. Tyranids

21. Witch Hunters


SPECIAL OPERATIONS: KILLZONE - ERRATA
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.

USING THIS BOOK


This book is the companions guide to the core rules alterations found in the Special Operations: Killzone
Rulebook. This book is intended to be a living document that outlines and adapts the varied Warhammer
40,000 codices for play in a Killzone dynamic. This book cannot be used without a copy of the appropriate
codex from which you wish to build your Special Operations Group.

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SPECIAL OPERATIONS: KILLZONE - ERRATA
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 this book in conjunction with the Codex for may be a Heavy ‘type’ weapons upgrade. Special
his/her army of choice. A Special Operation Group ranged weapons upgrades are those that can
generally contains one or two Teams. Again, we only be taken in a limited number. Ranged
leave the decision regarding the number of Teams weapons upgrades that all models in a squad
up the players on 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 preceding restrictions can be lifted by
purchasing the appropriate ‘theme’ upgrade listed
So, for example, if you take one tactical and one 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 models of your points on themed models.
with:
-2+ armor saves. Death From Above: This theme allows you to
-3 wounds. take as many Jump Infantry models in your team
-3+ invulnerable saves. as you desire. You may select this theme for 10
-Jump Infantry designation. points, and are required to spend at least 75% of
-Bike, Jetbike, or Cavalry your points on themed models.
designation.
Swift As The Wind: This theme allows you to
Team Leader: Pick one model from your team to take as many models that are Bikes, Jetbikes, or
be the Team Leader, preferably the model with Cavalry/Beasts in your team as you desire. You
the highest Ld value. The Team Leader may not may select this theme for 10 points, and are
be equipped with a heavy weapon. All models required to spend at least 75% of your points on
within 6 inches may test on his Ld. This model themed models.
gains +1 Wound if he only has one in his base
statistic; if the model has more than one Wound Behemoths: This theme allows you to take as
already, he gains +1 Attack instead. many models that have 3 wounds in your team as
you desire. You may select this theme for 15
Unique Models: Models listed as Unique in their points, and are required to spend at least 50% of
unit composition may not be used. your points on themed models.

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SPECIAL OPERATIONS: KILLZONE - ERRATA

CODEX: BLOOD ANGELS


Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).

Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches
Area Effect Rule in the basic Special Operations: Killzone rulebook.

No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.

There are no free weapons upgrades for tactical squads; these weapons must be purchased from the
following points list.

Special Weapons: Heavy Weapons:


Flamer...............3 points Heavy Bolter...................5 points
Melta gun..........5 points Missile Launcher.............10 points
Plasma gun......10 points Multi-Melta......................10 points
Plasma Cannon..............15 points
Lascannon......................25 points

Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

0-1 Chaplain
Marine Biker
0-3 Priest 0-1 Sergeant

Sternguard Vanguard Veterans


0-1 Sternguard Sergeant 0-1 Vanguard Sergeant

Sanguinary Guard 0-2 Devestators (must take a heavy weapon)


0-1 Devestator Sergeant
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

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CODEX: BLACK TEMPLARS
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).

Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect Rule in the basic
Special Operations: Killzone rulebook.

No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.

Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone
rulebook for these upgrades.

Assault Cannons: Use the rules and points values from the 5th edition Codex: Space Marines.

Storm Shields: Use the rules and points values from the 5th edition Codex: Space Marines.

Holy Rage: If a team member dies to shooting, all Black Templars within 6 inches must make a Ld test at
the end of the shooting phase; if they pass, they move 3 inches toward the closest enemy.

Only a Black Templar Space Marine may be a Team Leader (Noenates need guidance).

Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

Sword Brethren Terminator Squad Crusader Squad

Sword Brethren Terminator Assault Squad


Black Templar Assault Squad
Sword Brethren Squad
Black Templar Bike Squadron
Techmarine
0-4 Servitors

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CODEX: CHAOS DAEMONS
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and
Heavy Support unit selections in their codex.

Daemonic Assault: Daemons Always deploy on the tabletop unless the


Mission explicitly allows Deep Strike.

Daemonic Rivalry: To represent this game mechanism, Deamons cannot go


within 2 inches of another Power or Furies, except if that model is locked in
close combat; it is, therefore, still possible to Reactive Assault or create multiple
combats.

Daemonic Gifts: These are not psychic powers and are used as normal -just
to clarify.

Screamers of Tzeentch move as Jetbikes, but don’t count toward the Jetbike
limit.

Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

Bloodletters Seekers Plaguebearers

Hounds Screamers Nurglings

Bloodcrushers Fiends Beasts

Daemonettes Horrors Furies

Flamers
SPECIAL OPERATIONS: KILLZONE - ERRATA

CODEX: CHAOS SPACE MARINES


Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex.

Chaos Space Marines may take a Thousand Sons Aspiring Sorcerer as a Psyker, as long as the Team
contains at least one Rubric Marine. Rubric Marines within 6 inches of a Sorcerer act under command.

Squad upgrade Icons use the standard 6 inch Area Effect rule for Killzone. A model may only be affected
by one Icon at a time -which should invariably be the closest Icon. Cult Marines gain no bonus from
Icons.

Possessed roll individually for the Daemonkin ability before deployment.

Lesser Daemons start on the table unless the Mission explicitly allows Deepstriking; if so, the Summoned
Lesser Daemon must begin the game in reserve.

Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

Chosen Chaos Bikers


0-1 Aspiring Champion 0-1 Biker Champion

Chaos Terminators Chaos Raptors


0-1 Aspiring Champion
Possessed
0-1 Aspiring Champion Chaos Spawn

Chaos Space Marines Chaos Havocs


0-1 Aspiring Champion 0-1 Aspiring Champion

Plague Marines Obliterator Cult


0-1 Plague Champion
Summoned Lesser Daemons
Noise Marines
0-1 Noise Champion

Khorne Berzerkers
0-1 Skull Champion

Thousand Sons
0-1 Aspiring Sorcerer

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CODEX: DAEMONHUNTERS
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options .

An Inquisition Team may contain one Psyker. You may choose to have your one Psyker be a Grey Knight
Brother Captain Terminator. Standard Grey Knight Terminators are not considered Psykers and do not
have powers.

Inquisitorial Retinues: to gain the benefits from a retinue, an Inquisitor must be within 4 inches of the
appropriate member of the retinue; apart from that, the members of the retinue work as written in the
codex.

No Allies: at the scale represented in Killzone, the operatives of the Inquisition are sufficient to complete
their own tasks -they prefer to, in fact.

Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone
rulebook for these upgrades.

No Orbital Bombardments of any kind.

Only one Officio Assassin may operate in any Team.


Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

Ordo Malleus Inquisitor: Callidus


-may be accompanied by a retinue of 0-6 -the Polymorphine rule operates as follows:
henchmen, selected from the DH codex. The Callidus is not placed on the field at the start
of battle. Instead, the controlling player places
-may be a Psyker. one additional Troop model from their army’s
options. This model must be recorded and/or
-is permitted to chose wargear from the list as marked in some clear manner in order to identify
usual, excepting the Targeter and Auspex the appropriate Callidus agent. The model
mentioned above. functions as a normal Troop model (and may
move and shoot with the correct profile) until
revealed.
0-3 Death Cult Assassins
-Jump Back: a Callidus may always disengage
0-1 Officio Assassinorum Operative: from combat.

Vindicare -a Word in Your Ear: remains the same, excepting


The Marksman rule is replaced by the following: the substitution of the word “model” for “unit.”
Through and Through: the Vindicare is capable of
shooting two targets simultaneously. If the
Vindicare can draw a straight trajectory through
two in-range enemy models, then both models Grey Knight Terminators
take a wound on a successful roll to hit. He need
only draw LOS to the first target. Grey Knights

Culexus Inquisitorial Storm Troopers


as written
Grey Knight Purgation Squad
Eversor Temple Assassin
as written

10
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: DARK ANGELS
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).

Any upgrade item that affects an entire unit will use the standard 6 inches Area Effect Rule in the basic
Special Operations: Killzone rulebook.

No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.

Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone
rulebook for these upgrades.

Assault Cannons: Use the rules and points values from the 5th edition Codex: Space Marines.

Storm Shields: Use the rules and points values from the 5th edition Codex: Space Marines.

Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

Deathwing Terminator Squad Assault Squad


0-1 Deathwing Sergeant 0-1 Assault Sergeant

Company Veterans Squad Ravenwing Attack Squadron


0-1 Veteran Sergeant 0-1 Ravenwing Sergeant

Scout Squad Ravenwing Support Squadron


0-1 Scout Sergeant (if a Ravenwing Attack Squadron is chosen, the
foce may also include up to one Ravenwing Land
Tactical Squad Speeder)
0-1 Tactical Sergeant
Devestator Squad
0-1 Devestator Sergeant

11
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CODEX: DARK ELDAR


Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.

Power From Pain: Applies to individual models; however, only one Pain Token may be gained per
phase. The team leader may share/give his tokens to models within 6 inches.

Stunclaw: Can be used on any model. Think of it as a way to 'move' where a combat takes place.

Beastmasters: Razorwings, Khymerae, and Clawed Fiends within 6 inches of a Beastmaster may use
his Leadership.

Klaivex: Onslaught has an Area of Effect, but only affects Incubi.

Harlequin: All Harlequins move a base 7 inches and may run 14 inches; a Harlequin is never hindered by
Difficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.

Phantasm Grenade Launcher: If multiple models charge into the same combat and one of them has a
PGL, all those models benefit from it.

Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

Incubi Warriors
0-1 Klaivex 0-1 Sybarite

Grotesques Wyches
0-1 Aberration 0-1 Hekatrix

Wracks
0-1 Acothyst Hellions
0-1 Helliarch
Mandrakes
0-1 Nightfiend Scourges
0-1 Solarite
Harlequins
0-1 Shadowseer Beastmasters
0-1 Troupe Master 0-5 Khymerae
0-1 Death Jester 0-1 Clawed Fiend
0-2 Razorwings
Trueborn
0-1 Dracon Reavers
0-1 Arena Champion
Bloodbrides
0-1 Syren

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SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: ELDAR
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.

Eldar Teams may take a single Warlock Psyker.

Plasma Grenades: all Eldar may take Plasma Grenades at a cost of two points. They may be thrown just
like other grenades and have the following statistical profile: S4 AP4, small blast.

Exarch Powers: Powers that affect the Exarch’s squad use the standard 6 inch Area of Effect. All models
from the Exarch’s Aspect within the Are of Effect gain the bonuses from those powers.

Weapons Platforms: Place both of the gun crew in bast contact with the weapon; the three together now
count as a single two-wound model.

Harlequin: All Harlequins move a base 7 inches and may run 14 inches; a Harlequin is never hindered by
Difficult Terrain. Veil of Tears has the standard 6 inch Area of Effect on Harlequins.

Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

0-1 Warlock Dire Avengers Swooping Hawks (note:


0-1 Exarch Skyleap is forbidden in a game
Striking Scorpions without Reserves)
0-1 Exarch Rangers 0-1 Exarch

Fire Dragons Guardians


0-1 Exarch
Guardian Jetbikes Support Weapon Battery
Howling Banshees
0-1 Exarch Shining Spears Dark Reapers
0-1 Exarch 0-1 Exarch
Harlequin Troupe
0-1 Shadowseer Warp Spiders 0-1 War Walker
0-1 Troupe Master 0-1 Exarch
0-1 Death Jester

13
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: IMPERIAL GUARD
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.

Psyker Battle Squad: You may only take 1 Sanctioned Psyker. Soulstorm requires LOS and is now S
D3+1. Overseers are not required, and the Ultimate Sanction rule is ignored unless a Commissar is within
6 inches.

Orders: Each Platoon Commander can issue two orders per turn; Sergeants take a Ld test to activate an
order. All models within the standard 6 inch Area of Effect receive the orders. If a voxcaster is within the 6
inch Area of Effect for the Commander, Sergeants may re-roll failed orders.

First Rank, Fire. Second Rank, Fire: all models with a Lasgun add 1 to their rate of fire. This order
must be given at the beginning of your own Shooting phase.

Incoming: all models in the standard 6 inch Area of Effect may go to ground and receive a +2 bonus
to their cover save. Any model that does so will be pinned for his next turn. This order may be given
at any point during the opponent’s Shooting phase.

Move. Move. Move: is replaced by Up and at ‘em!: all models in the standard 6 inch Area of effect
gain the Fleet USR; this order must be given at the beginning of the Shooting phase.

Commissar: All models in the Commissar’s Area of Effect use his Ld. If a model fails this Ld test, he is
executed by the Commissar and removed from play. For the rest of that phase, all models with the
Commissar’s Area of Effect are Fearless.

With regard to a Rout test, the Commissar will execute the model with the highest Ld score in his Area of
Effect. In case of a tie, he will execute the model closest (there are no saves for this punishment). The
test is then re-rolled.

Veterans: Doctrines are take as normal fro 3 points per model. Veterans in the same Team must take the
same doctrine.

Penal Legion: every Legionnaire rolls individually for his skill at the start of the game/campaign.

Heavy Weapons Teams: any Imperial Guard Team may take a total of 2 Heavy Weapons Teams.

Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.
Ogryn Squad Infantry Squads
0-1 Bone Head 1 Sergeant per 10 Guardsmen
0-1 Commissar per 10 Guardsmen (round up)
Ratling Squad 0-2 Heavy Weapons Teams

0-1 Sanctioned Psyker (see above) Conscripts


0-1 Custodian
Storm Trooper Squad
0-1 Storm Trooper Sergeant Penal Legion

Infantry Platoon Command Squad 0-1 Scout or Armoured Sentinel


0-1 Platoon Commander (only if an
infantry Sergeant is chosen) Rough Rider Squad
0-1 Rough Rider Sergeant

14
SPECIAL OPERATIONS: KILLZONE - ERRATA

CODEX: NECRONS
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.

Necron Teams ignore Phase Out in Killzone games.

Wraiths and Scarabs move as Jetbikes, but don’t count toward the Jetbike limit.

All Necrons that are able to make a We’ll Be Back roll may do so, as long as there is another model with
the Necron rule within 6 inches.

We’ll Be Back and Feel No Pain: If a model has both We’ll Be Back and Fell No Pain, he may only take
the Feel No Pain roll; he does not get a second We’ll Be Back roll. Should he later lose access to Feel No
Pain (by moving out of the radius of the model generating the rule, for example), he may revert once
more to We’ll Be Back.

Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.

Pariahs Warriors Wraiths

Immortals Destroyers

Flayed Ones Scarab Swarms

15
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: ORKS
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.

Waaagh!: Ignore the second paragraph in the Waaagh! rule (Codex: Orks, p.31).

Mob Rule!: any model testing Ld will gain an additional +1 for each Ork model within 4 inches (to a
maximum of 10).

Tankbustas: assign a controller for each bomb squig. If the controller dies, another Tankbusta within 2
inches of the squig may take control.

Lootas: each Loota rolls individually for the number of shots when firing.

Meks: a squad of Burnas and/or Lootas may select Mek upgrades as stated in the codex (ie: up to 3 per
squad); however, any Kustom Mega Blasta upgrade, or other weapon upgrade, count toward Special
Weapons restrictions (ie: no more than 5 per Team -p.8 rulebook).

Stormboyz: Rokkit Packs count as Jump Packs, and still grant the extra D6-inches of movement (Codex:
Orks p.47). Replace the sentence that begins, “On the roll...” with the following: Models with Rokkit Packs
must re-roll successful dangerous terrain tests taken during the Movement phase.

Gretchin: ignore the squig hound.

Flash Gitz: roll AP individually when firing.

Available Army List: Team purchase individual models from their codex using only the selected entries
Nobz Lootas Stormboyz
0-1 Painboy 0-3 Mek 0-1 Nob

Meganobz Kommandos Warbikers


0-1 Nob 0-1 Warbiker Nob
Burna Boyz
0-3 Mek Ork Boyz and ‘Ard Boyz
0-1 Nob 0-1 Killa Kan
Tankbustas
0-1 Nob Gretchin Flash Gitz
0-1 Slaver per 10

16
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: SPACE MARINES
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).

Any upgrade item that affects an entire unit (for example, the Wolf Banner) will use the standard 6 inches
Area Effect Rule in the basic Special Operations: Killzone rulebook.

No model may Deepstrike or Teleport unless the specific Mission explicitly allows an exception.

There are no free weapons upgrades for tactical squads; these weapons must be purchased from the
following points list.

Special Weapons: Heavy Weapons:


Flamer...............3 points Heavy Bolter...................5 points
Melta gun..........5 points Missile Launcher.............10 points
Plasma gun......10 points Multi-Melta......................10 points
Plasma Cannon..............15 points
Lascannon......................25 points

Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.

Terminator Squad Space Marine Assault Squad


0-1 Terminator Sergeant 0-1 Assault Marine Sergeant

Assault Terminator Squad Vanguard Veteran Squad


0-1 Terminator Sergeant 0-1 Vanguard Veteran Sergeant

Sternguard Veteran Sergeant Space Marine Bike Squad


0-1 Sternguard Veteran Sergeant 0-1 Space Marine Bike Sergeant

Techmarine Attack Bike Squad


0-1 Servitor per Techmarine
Scout Bike Squad
0-1 Scout Bike Sergeant
Tactical Marine Squad
0-1 Tactical Sergeant Devestator Squad
0-1 Devestator Sergeant
Scout Squad
0-1 Scout Sergeant Thunderfire Cannon

17
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: SPACE WOLVES
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast


Attack, and Heavy Support unit selections in their codex. There
is no minimum number of models required to unlock special or
heavy weapons options (For example, you could choose 2
tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).

Any upgrade item that affects an entire unit (for example, the
Wolf Banner) will use the standard 6 inches Area Effect Rule in
the basic Special Operations: Killzone rulebook.

Blood Claws, Sky Claws, and Swift Claws within 6 inches of the
Team Leader may ignore the Headstrong rule.

There are no free weapons upgrades for Grey Hunters and


Blood Claws; these weapons must be purchased from the
following points list.

Special Weapons:
Flamer...............3 points
Melta gun..........5 points
Plasma gun......10 points

Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.

Iron Priest Blood Claws Sky Claws

Lone Wolf Grey Hunters Swift Claw Bikers

Wolf Guard Fenrisian Wolves Thunderwolf Cavalry

Wolf Scouts Long Fangs

18
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: TAU EMPIRE
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (with the noted exception of Sniper Drones, see below).

Drone Controller: Drone must remain within 2 inches of the model controlling them. They count as
wargear.

Kroot Shaper: if a Team includes a Kroot Shaper, then any Kroot Carnivore may purchase a 6+ save for
1 point.

Markerlights: A model with a Markerlight may lay a counter on a target model, this marker may be used
by up to 2 friendly team members within 6 inches of the model with the Markerlight. Declare which
models will shoot the target then remove the counter. The model tagged with the Markerlight loses any
cover save that it may have.

Sniper Drones: you must first purchase a Spotter in order to select a Sniper Drone. Each Spotter may
have up to three Drones.

Spotter...............20 points
Sniper Drone.....20 points

Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.

XV8 Crisis Team Pathfinder Team


0-1 XV8 Shas ‘Vre (no requirement/no option for Devilfish)
0-1 Pathfinder Shas ‘Ui
Stealth Team
0-1 Stealth Team Shas ‘Vre Vespid Stingwings
0-1 Vespid Strain Leader

Fire Warrior Team XV86 Broadside Team


0-1 Fire Warrior Shas ‘Ui 0-1 XV86 Shas ‘Vre

Kroot Carnivore Squad Sniper Drone Team


0-1 Shaper

Gun Drone Squadron

19
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: TYRANIDS
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options.

A Tyranid Team may have one Psyker: either a Zoanthrope or a Broodlord.

Disregard the Instinctive Behavior rule for Killzone games.

Hormagaunts may move an additional 2 inches when running in clear terrain (which is a functional
compensation for their usual Bounding Leap special rule).

Lictor and Ymgarl Genestealers gain Stealth, Scout, and Infiltrate USRs, provided that the Mission does
not allow Reserves or Deepstriking. If a Mission explicitly allows Reserves and/or Deepstriking, these
models act as normal.

Available Army List: Team purchase individual models from their codex only using the selected entries
listed below.

Lictors Tyranid Warriors Ripper Swarm

Venomthrope Genestealers Tyranid Shrikes


0-1 Broodlord
0-1 Zoanthrope Raveners
Termagaunts
Pyrovore Sky-Slasher Swarm
Hormagaunts
Ymgarl Genestealers Gargoyles

Biovore

20
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: WITCH HUNTERS
Rules Changes:

Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections
in their codex. There is no minimum number of models required to unlock special or heavy weapons
options (For example, you could choose 2 tactical squad marines and arm one with a Multi Melta and the
other with a Flamer).

An Inquisition Team may contain one Psyker.

You may choose to have your one Psyker be a Grey Knight Brother Captain Terminator. Standard Grey
Knight Terminators are not considered Psykers and do not have powers.

Inquisitorial Retinues: to gain the benefits from a retinue, an Inquisitor must be within 4 inches of the
appropriate member of the retinue; apart from that, the members of the retinue work as written in the
codex.

No Allies: at the scale represented in Killzone, the operatives of the Inquisition are sufficient to complete
their own tasks -they prefer to, in fact.

Acts of Faith: are described in detail on the following page.

Ignore the Auspex and Targeter entries and refer, instead, to the basic Special Operations: Killzone
rulebook for these upgrades.

No Orbital Bombardments of any kind.

Only one Officio Assassin may operate in any Team.

Available Army List: Team purchase individual models from their codex using only the selected entries
listed below.

0-1 Elite Inquisitor Seraphim


0-6 Henchmen 0-1 Veteran Sister

0-1 Officio Assassin 0-2 Retributors (must select a Heavy Weapon)


0-1 Retributor Sergeant
0-3 Deathcult Assassin
0-1 Penitent Engine
Celestians
0-1 Celestian Superior

Sisters Repentia
0-1 Mistress

Arco Flagellants

Battle Sisters
0-1 Veteran Sister

Inquisitorial Storm Troopers


0-1 IST Sergeant

21
SPECIAL OPERATIONS: KILLZONE - ERRATA
CODEX: WITCH HUNTERS

Acts of Faith: Acts:

-Only Veteran Sisters Superior may use Acts of Hand of the Emperor
Faith Cost: 3 faith points
Effect: Each model within 4 inches adds +2 to its
-Any choice from a unit with the Adepta Sororitas Strength, but will strike at Initiative 1.
special rule is worth 1 faith point.
Divine Guidance
-Any Veteran Sister is worth 2 faith points. Cost:3 faith points
Effect: Each model within 4 inches will gain the
-A model may activate one Act of Faith per turn. the following benefits: when shooting, any roll of 6
to wound counts as AP1; in assault, any roll of 6
-A model may not attempt to use the same Act of to wound counts as a power weapon.
Faith more than once per game, though models
may be affected by combinations of several The Passion
different Acts. Cost: 2 faith points
Effect: Each model within 4 inches adds 2 to its
-Acts of Faith remain in play until the Veteran Initiative. This Act may not be used in the same
Sister Superior uses another Act of Faith, falls phase s Hand of the Emperor, and neither
back, or is killed. overrides weapons that always strike last or at
Initiative 1, nor changes the effect for any type of
-Acts of Faith are unaffected by special rules that grenade.
work on, or against, psychic powers. A model
using Acts of Faith are not counted as a Psyker. Light of the Emperor
Cost: 2 faith points
Effect: Each model within 4 inches becomes
Fearless.

Spirit of the Martyr


Cost:3 faith points
Effect: Each model within 4 inches gains a 4+
Invulnerable Save.
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/)
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