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KillZone - Rules

KillZone - Rules

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Published by: Karol Zigmunth Klimecki on Apr 26, 2011
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DISCLAIMER: This is a not-for-profit rules supplement for Warhammer 40,000 by Games Workshop plc. None of the authors, distributors, contributors, editors, or commentators have participated in this project for money; 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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This is NOT a Games Workshop Product

Contents: 3. Introduction Rules Additions and Changes for Killzone Games General Game Changes Area Terrain Army of Heroes No Deep Striking Pinning 4. The Turn Priority Overwatch Movement Phase Moving in Terrain Running Shooting Phase Killzone Grenades Assault Phase Who Can Fight Assault Moves Through Cover Reactive Assault Consolidation Playing a Killzone Battle The Basics Pick a Game Size Killzone Missions Secondary Objective Cards Fate Cards Play the Game Ending the Game Determining a Winner Building a List Team Structure Team Leader Unique Models Special Weapons 3 Wound Models Toughness Cap Vehicles Themes Armored Might Death From Above Swift as the Wind Behemoths Optional Upgrades Special Issue Wargear Wargear Upgrades Skills Upgrades Cards: Secondary Objectives - Fate



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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 virusravaged worlds; grand heroes set themselves on a stage no smaller than the galaxy itself. But there are times when the Universe turns on a much smaller stage. The blade in the dark… the forlorn last stand of a motivated, desperate few… the efficient, brutal business behind the closed doors of a darkened Strategium… the hushed footfalls of a stealth team as stifled, fleeting protests mark the only trace of its presence… To be a man in such times is to be one amongst uncounted billions, but there are moments when the quiet actions of just one man can recalibrate the entire merciless Universe. This is the story of those deeds. Special Operations: Killzone is a set of fan-designed rules created with the intent of enabling players to run skirmish games within the Warhammer 40,000 Universe. Killzone is intended as a supplemental way to play the game, which was inspired by the suggestive Kill Teams game mechanism offered in the third and forth edition of Warhammer 40,000, and in the most recent Battle Missions supplement. Killzone hopes to explore and to refine those suggestions and make them more generally playable. To use these rules, you must own and refer to your copy of the Warhammer 40,00 rulebook and the relevant Codices. Players will choose an elite team and undertake vital actions set against the stage of wider conflict. This ruleset aims to enable cinematic play in the style of tier-one assets of a universe at war.

Rules Additions and Changes for Killzone Games
General Game Changes
Area Terrain: Any forest or jungle area terrain will block LOS to a target if there are four or more inches of area terrain between the target and the shooting model. Army of Heroes: Each model in Killzone acts on its own; the models are, for all intents, a unit of one. Note: All models in Killzone count as scoring units and may claim objectives. Area Effect: There are many items in 40k that are carried by one model and affect the whole unit that they are part of or attached to. These items don't work properly in Killzone without some tweaking. These items will have an area effect (AE) in games of Killzone. Any friendly model within 6 inches of a model carrying one of these items gains the benefits from the item. Unless otherwise specified, any AE extends 6 inches from the relevant model. No Deepstriking: No model may teleport or deepstrike in Killzone, unless the scenario specifically allows it. Pinning: If a model takes a wound from a weapon that causes a pinning test, then all models within 6" must make a pinning test.

“Don’t be absurd, Sergeant Pennfold. Those Chaos maggots couldn’t hit the fat side of a Squiggoth from this dista--” -last recorded words of Colonel Emillion Grist 451st Nunzian Continentals


The Turn
Priority: Each player rolls a d6 at the beginning of each turn to see who has Priority for that turn. The winner of the die roll may choose to go first or second in the current game turn. If the die roll is a tie, Priority goes to the person who went second in the previous turn. Overwatch: Any model that is armed with an appropriate weapon may choose to go into Overwatch in its movement phase. This will be the only action the model may do in its turn. You should mark the model to remind you that it is in Overwatch, and to delineate its 180 degree fire arc. Appropriate weapons for purposes of Overwatch: -have a range of at least 24 inches and -have either 2 or more shots or have the Sniper ability (excluding Rapid Fire weapons, which may not use Overwatch). -have a randomly generated number of shots; however, if a 1 is rolled for shots that turn, the model suffers an additional -1 “to hit” roll. The first enemy model that moves within the designated 180 degree fire arc and within range of a model on Overwatch may be shot at. A model on Overwatch may make a normal shooting attack. If shooting at a target over 12 inches, the model suffers a -1 to all its rolls to hit. Models armed with Sniper weapons instead suffer the -1 penalty at 12 inches or less. If more than one model on Overwatch has range and LOS, you may elect to hold back some fire for future enemy movement; however, at least one model on Overwatch must fire. Once the model has shot on Overwatch, remove its marker; it may make no further shooting attacks until its following turn. You may find an odd situation in which a model could remain on Overwatch through two sequential enemy movements phases on account of alternating priority between game turns. If this happens, the Overwatch model may shoot in the second enemy movement phase, provided that there is a viable target and that he has not already taken himself out of Overwatch by shooting in the previous turn. After priority has been decided, the controlling player signals that his model intends to remain in Overwatch through this subsequent turn by leaving the Overwatch marker in place. If a model opts to continue in Overwatch, he treats the entire turn as if he elected to engage Overwatch in his own player turn as normal; he cannot, therefore, perform any action in his player turn. If the marker is removed, the model may treat his player turn as normal. The Overwatch marker must be removed before the enemy models have moved in order to do so. For example: a model goes into Overwatch in the first half of game turn A. He does not shoot during the enemy movement phase of turn A, so his Overwatch status has not been negated. The enemy wins priority for game turn B and decides to go first. The player controlling the model in Overwatch must decide immediately to either leave or remove the Overwatch counter. If the counter remains, the model may shoot in the enemy movement phase of turn B (if a viable target presents itself), but doing so will be the sum of his actions for that turn.

Movement Phase

Moving in Terrain: To simplify the mechanism and help keep the game flowing, disregard the 5th edition rules for moving through difficult terrain and replace them with the following: any model that wishes to move in difficult terrain moves at a reduced rate of 4 inches. Models with the USR Move Through Cover ignore terrain movement penalties. Running: Disregard the 5th edition rules for running and replace them with the following: any model may choose to make a run move in its movement phase; the model doubles its movement rate for a run move. A model that has run may not shoot. In addition, a model that has run may not assault unless it has the Fleet USR. Jump Infantry may run after using their special jump move; they may move 6 or 4 inches after a jump move, depending on the terrain through which they move.


Shooting Phase
Killzone: Any time a weapon fires more than one shot, the shooting player picks a primary target and may choose to have the hits allocated to other enemy models within its Killzone. All models within 4 inches of the primary target model are in the Killzone and are eligible secondary targets. The shooting player must announce if he is going to implement a Killzone before any dice are rolled. The first hit is always against the primary target, any subsequent hits are allocated by the owning player to the secondary targets within the Killzone. Grenades: Any model armed with grenades may throw one as a shooting attack with a range in inches that is double their strength statistic. Grenades all count as Assault 1 weapons. Defensive grenades are S4 AP- and use the small blast template; they scatter if they miss. Assault grenades are S4 AP- and use the small blast template; they scatter if they miss. Anti-armor grenades are S6 AP3 and have no blast; they do not scatter if they miss.

Assault Phase

Who Can Fight: Models must be in base contact to fight in an assault; ignore the standard 2 inch rule. Assault Moves Through Cover: Infantry models move 4 inches and Beast/Cavalry move 8 inches. Reactive Assault: When a model is assaulted, after all assault moves are completed, any friendly models within 4 inches of an assaulting enemy model may choose to counter assault in aid of their comrade. To do so, they must pass a Leadership test. If they succeed, they move 4 inches into base contact with an assaulting enemy model; they do not gain the +1 attack for assaulting unless they have the Counter Attack USR. This move is unaffected by difficult terrain but does not ignore dangerous terrain checks if applicable. In the event that a model is in range of more than one assault, they can choose to react to any one they wish, but you must declare which models will try to react to which assaults before you make any of the Leadership checks. Any models that are operating in a special fire mode (like overwatch) may not reactive assault; they are too busy shooting to notice. Consolidation: Do not roll for consolidation moves; consolidating models may move up to 4 inches, which is not modified by terrain.


Playing a Killzone Battle
The manner and direction of gameplay you ultimately select, quite obviously, depends on you; however, we can recommend two basic methods to the Killzone experience: -The first is through the use of spontaneous encounters, which will create a story of its own as you play the game. -The second is a well thought-out narrative campaign, with predetermined scenarios and objectives driving a series of games along the course of the story. In either instance, you will certainly find the compendium to this ruleset, Special Operations: Killzone - Missions, extremely useful. Secondary Objective Cards: If you chose to use secondary objectives in your game, each player selects one card for every Team in his Special Operations Group immediately after deployment but before the beginning of play. You must keep very close record of your secondary objective on a sheet of paper. Unless otherwise stated, these cards are kept secret and are only revealed at the end of the game. Fate Cards: These cards are designed to add a dynamic and cinematic element to a Killzone game at an appropriately significant moment. If you decide to use the fate cards in your game, each player selects a single Fate card for every Team in his SOG immediately after deployment but before the beginning of play. These cards can be played to influence various events in the game -and we recommend you do so with an appropriate cinematic finesse. A more detailed discussion of Secondary Objective Cards and Fate Cards can be found on page 12. Play the Game: This is, after all, what we’re here for.

The Basics

Pick a Game Size: You should prearrange the size and scope of the game by considering how many Teams you would like to use in your Special Operations Group and by determining a viable points limit. In our play-testing, we have implicitly settled on 225-250 point Teams as standard, but have stretched this limit to include multiple Teams within each Special Operations Group. We encourage you to expand or to restrict your forces with the same irreverent spirit that inspired Killzone from the beginning. Killzone Missions: The supplemental booklet to this ruleset will be extremely helpful in the creation of a rich a cinematic game -whether you chose a single Mission or link several together into a grand narrative. The booklet includes 18 Missions in total that can be threaded together by mutual agreement; however the booklet also includes a mechanism by which you can randomly generate a path through the Mission with a simple dice roll. Of course, you may also simply decide a Mission through simple, mutual agreement.

++Inquisition Priority Lambda - approved ++Vox Array 58 55954 554545 01 Deep Space ++Begin Intercept Transcription... [static] ...ear me? [pause static] ...poral Skives, 38 Placis Mechanized. I don’t have much... [loud banging - static] ...Placis is gone! Does anyone copy? The Tyranids are here. If you can hear this, you need to get out. Get everyone out of the system. We didn’t stand a chance. The 38th held; we kept them out of the Spaceport for the civvies, but the ‘Nids nailed the evac before it left atmo. We had to get the word out. I’ve only got three Teams left, and we’re working the last standing relay. All the ast-astropaths are dead, ripped their faces out or something. We are negative evac. [sound of explosion in distance, static] ...doing what we can to hurt them... ++End Intercept Transcription ++


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

“-gotta say, we wasn’t finking about holdin’ til the fleet came. We wasn’t finking about much beyond the mud and the feth and the whereabouts of our next set of ration bars. Greenies don’t like our food, see. So it was all just out there... waiting. Only problem was, there was this couple of thousand Orks and, to them, WE was the food.” -Veteran Guardsman Pullo, 31st Hadeshive

Your Team earns Mission Points for each enemy that is violently removed from play. You do not earn Mission Points for models that flee, rout, or are otherwise removed from the table –only the ones your Team kills. A few Missions might change these parameters to suit a specific mission goal, and any changes will be outlined in the briefing.

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. Again, we leave the decision regarding the number of Teams up the players on the day. Team Structure: Each Team has a 175-250 points limit and can contain anywhere between 5 to 20 models in total. Teams purchase individual models from the Elite, Troops, Fast Attack, and Heavy Support unit selections in their codex. A little basic mathematical skill will be required to figure out some individual points costs For example, the cost of a tactical marine sergeant can be determined by subtracting the cost of the 4 standard marines (16 points each x 4 = 64) from the squad’s base cost (90). So the cost for the Marine Sergeant is 26 points (90 – 64 = 26). 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. So, for example, if you take one tactical and one assault marine, you could then take an assault sergeant and a tactical sergeant; once these are chosen, you may take no further tactical or assault sergeants in your Team. A team may contain no more than two: -models with 2+ armor saves. -models with 3 wounds. -models with 3+ invulnerable saves. -models with Jump Infantry designation. -models with Bike, Jetbike, or Cavalry designation. 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. Unique Models: Models listed as Unique in their unit composition may not be used. Special Weapons: A Team may contain no more than 5 special ranged weapons upgrades; only 2 may be a Heavy ‘type’ weapons upgrade. Special ranged weapons upgrades are those 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 rifle or shotgun; these upgrades are not limited by this rule. Pistol upgrades do not fall under these restrictions. 3 Wound Models: No model may have more than 3 wounds in Killzone. Toughness Cap: 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.


A few of the proceeding restrictions can be lifted by purchasing the appropriate ‘theme’ upgrade listed below. A team may only select one theme. Armored Might: This theme allows you to take as many models with 2+ Armor saves in your team as you desire. You may select this theme for 10 points, and are required to spend at least 75% of your points on themed models. Death From Above: This theme allows you to take as many Jump Infantry models in your team as you desire. You may select this theme for 10 points, and are required to spend at least 75% of your points on themed models. Swift As The Wind: This theme allows you to take as many models that are Bikes, Jetbikes, or Cavalry/Beasts in your team as you desire. You may select this theme for 10 points, and are required to spend at least 75% of your points on themed models. Behemoths: This theme allows you to take as many models that have 3 wounds in your team as you desire. You may select this theme for 15 points, and are required to spend at least 50% of your points on themed models.


Optional Upgrades
The following Special Issue, Wargear, and Skills Upgrades are an optional element to the game; however, we strongly encourage their use, as they will invariably contribute both to the flavor and uniqueness of your Teams, and to the characterful, cinematic narrative of the game itself (particularly as the game forgoes a standard HQ choice, these options are a tremendous way to bring personality to your Team). Some upgrades are listed with two points values. The points are determined according to the base statistic being enhanced. The first value applies to any stat that is 3 or less; the second applies to stats of 4 or greater. The statistic will be indicated in parenthesis before the point costs. For example, let’s look at the Targeter. It has a 3/5 points value, so an Imperial Guardsman with a BS 3 will pay 3 points for the upgrade, while a Space Marine will pay 5 points.

Special Issue Upgrades

Any of the following options may be taken once per Team. 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’s carrying a Heavy weapon.

Medipack (T): 8/10 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. Refractor Field: 10 points A Team Leader may take a refractor field and gain a 5+ invulnerable save.


Wargear Upgrades
Any team member may take the following wargear upgrades: Assault Grenades: 1 point 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. Close Combat Accessories (S): 1/3 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. 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 weapon’s basic statistics, and may not stack Penetrator Rounds with other special ammunition. Models with a special ranged or Heavy Weapon may not take penetrator rounds. 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 weapon’s maximum range if he has moved. Targeter (BS): 3/5 points A team member with a targeter adds +1 to all of his rolls to hit when shooting, provided that the team member hasn’t moved in his turn.

Skills Upgrades

Any team member may take one of the following skills upgrades: Blade Master (WS): 8/10 points A team member with this ability gains +1 Attack and all the model’s attacks become Rending. The model may not be armed with a special close combat weapon. Brawler (WS): 3/5 points A team member with this ability gains +1 to all his rolls to wound in close combat. Crack Shot: 5 points A team member with this ability may re-roll any failed to hit or to wound rolls. The player must choose which will be re-rolled at the beginning of the shooting phase. Hard to Kill (T): 8/10 points The team member gains the Feel No Pain USR. Lightning Reflexes: 25 points A team member with this ability gains a 4+ 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: 10 points A model with this skill upgrade enjoys the Hit and Run USR. Resilient (T): 3/5 points The team member gains +1 to its Toughness. Skilled Rider: 5 points Any bike-mounted model may purchase this skill.

These cards are designed to add a supplemental bit of fun to your Killzone experience. They are optional, and they are negotiable. We have provided six examples of each card in the following pages, but you are free to explore other options. To that end, we have taken a liberty of including blank cards at the end of this booklet so that you may create your own Secondary Missions and/or Fate cards to suit your specific games, and campaigns. Enjoy.
We presume that players using these cards will do so in good faith and not try to exploit any ambiguities. Secondary Objective Cards: The Secondary Objective cards are designed to add a new wrinkle to your Killzone game, to stretch your resources, and to force you to reconsider strategic options that might otherwise remain untapped. Secondary Objective Cards are also designed to upturn the results of the game. As such, these cards remain concealed during gameplay in order to mimic the covert and the clandestine nature of your Special Operations Group. In our playtesting, we have found that Killzone does not always endear itself to naked aggression, and we’ve added these cards to reward the shrewd and the resourceful. It can be quite pleasing to reveal your true objective at the end of a game and to trump an enemy commander that has otherwise been giving your Team the business. We recommend adding Secondary Objective cards to your game once you are familiar with the basics and already worked through several Missions. Each player selects one card for every Team in his Special Operations Group immediately after deployment but before the beginning of play. We find that Secondary Objectives work best when you keep very close record of your objective on a sheet of paper -your Team Roster ideally- as this will invariably limit or eliminate potential misunderstandings (also, see above: good faith). Fate Cards: These cards are designed to add a statistically improbable, but appropriately cinematic, element to a Killzone game. They are not necessarily balanced, and are deliberately designed to offer your Team a boon in the grand, heroic Hollywood tradition. If you decide to use the Fate cards in your game, each player selects a single card for every Team in his Special Operations Group immediately after deployment but before the beginning of play. Most Fate cards have some element of restriction as to when that card can be revealed. Pay close attention, as these often mimic the fickle nature of Fate. These cards will invariably influence crucial events in the game -and we recommend you do so with an appropriate dramatic finesse.


There is an important sleeper agent within the enemy’s ranks, and you are keenly interested in keeping the Traitor alive for future activation. Secretly identify and record one enemy model other than the Team Leader. This model is the Traitor. If the Traitor survives the game you gain an extra 10 Mission Points; if this model dies during the game the enemy gains 5 Mission Points for having removed the viper in their ranks. If the Traitor leaves the table, is somehow captured, or is alive when his Team fails a break test to end the game, he counts as having survived.

Secretly identify and record one enemy model other than the Team Leader. This model is the Bannerman, and he is well known to your Team -he carries an important totem or token rightfully belonging to your army. You must kill the Bannerman and get to base contact with the corpse to reclaim and to carry the token (no penalty). If any model is killed while holding the trophy, the token remains in play and can be picked up by either side. Your Team earns an additional 5 Mission Points for killing the Bannerman, and 5 more if you end the game in possession of the token. If the Bannerman survives the game, or leaves under his own volition, you lose 5 Mission Points from your final tally.

REVERSE ENGINEERING Command has issued orders to recover a specific piece of enemy wargear for further study. Secretly identify and record one enemy model carrying non-standard equipment other than the Team Leader. This model must be either killed in Assault, or otherwise captured. If you do so, your Team earns an additional 10 Mission Points for returning with the wargear intact. If the model leaves the table, is alive when its Team fails a break test to end the game, or is killed in the Shooting or Movement phase the enemy gains 5 Mission point -as the wargear is destroyed or otherwise kept from your grimy clutches.

Even among an elite Special Operations Group, someone has to be the “new guy” –learning the ropes, getting in the way. Your job is to keep that rookie alive until he gets some experience under his belt. Secretly mark one model on your Special Operations Roster other than your Team Leader. This is the Rookie. If this model survives the game, add his Mission Points value to your total. If he survives and remains in base-to-base contact with another member of your team for the entire game, add twice his Mission Points value to your final tally – as he has learned invaluable lessons from a veteran member. If he is alive and his Team breaks, he counts as having survived.

Secretly mark one model on your Special Operations Roster other than your Team Leader. This model enjoys a profoundly personal grudge against the enemy Special Operations Group, and will stop at nothing to grind this vendetta under his heel. Keep close track of the Mission Points value for each enemy model killed by this individual. If this model kills twice his own value in Mission Points, he is awarded an additional 10 Mission Points. If he kills three times his own value in Mission Points, he is awarded an additional 15 Mission Points. The model does not have to survive the game to earn these points for his Team.

One of your Team members carries an absolutely essential parcel of information, and it must arrive in the hands of your superiors. Secretly mark one model on your Special Operations Roster other than your Team Leader. This is the Messenger. The Messenger must leave the table at the single point furthest from his deployment. You must measure and mark that point before the game begins next to his entry on your roster. Once he arrives at the edge, he is removed from play and may not contribute further to the game. If the model succeeds, your Team earns an additional 10 Mission Points; if he fails, your Team loses 5 Mission Points from the final tally.










The moment you play this card, one model’s close combat weapon gains the characteristic Poison (4+) for a single Assault phase. This card may be revealed during any Assault phase in the game.

The moment you play this card, one enemy model must re-roll any/all successful armor saves (including Invulnerable saves, but not including Feel No Pain rolls) for a single phase of that turn. This card may be revealed at any point in your own player turn.

The moment you play this card, one model benefits from the Fleet Universal Special Rule for one turn. You may reveal this card at any moment in your player turn: Movement, Shooting, or even Assault!

The moment you play this card, one model may re-roll any/all of its failed rolls to wound in a single enemy phase (Shooting or Assault). You may only re-roll any given result once –so this card may not be used to re-re-roll a failed result. This card may be revealed at any point in your opponent’s player turn; you may not play this card in your own player turn.

The moment you play this card, your Team (or any single member therein) may re-roll a Morale or Leadership Test. This card may be revealed at any necessary, worthwhile point in the game. The moment you play this card, one model may re-roll all failed armor saves for an entire phase. This includes Invulnerable saves. You may only re-roll any given result once –so this card may not be used to re-re-roll a failed result. This card remains active only for the one phase in which it is revealed; however, it may be revealed at any point in the game.

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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: Big Jim from Galaxy in Flames (galaxyinflames.blogspot.com) B. Smoove from A Gentleman’s Ones (agentelmansones.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/) Luke Licens Master Bryss Entropomancer War009 Marko

Contributors: 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/)

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