Friday, August 13, 2010

Killzone: Inquisition Errata/FAQ


I am certain I have missed something, so please feel free to bring up any issues that I may have missed.

An Inquisition Team may contain one Psyker.

Inquisitorial Retinues: to gain the benefits 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 of any kind.

Your team may only include one Officio Assassin.

Your team may include one Death Cult Assassin.

No Allies: at the scale that Killzone represents the operatives of the Inquisition are enough to complete their own tasks.

Grey Knights

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.

Adeptus Sororitus

Here are the rules for faith points and their acts of faith. (these may change but it is a start.)

ACTS OF FAITH

Rules

  • 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 combination's of several different Acts.
  • Acts of Faith remain in play until the Sister Superior uses 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.

ACTS

HAND OF THE EMPEROR
Praying to the Emperor to channel His wrath through their bodies, the Sisters strike down their foes with preternatural strength.
Cost: 3 Faith Points
Effect: Each model within 4 inches adds +2 to its Strength, but will strike at Initiative 1.

DIVINE GUIDANCE
Guided by the will of the Emperor Himself, the shots and blows of the faithful shatter their enemies’ armor with contemptuous ease.
Cost: 3 Faith Points
Effect: Each model within 4 inches gain the following benefits: when shooting, any rolls which cause a wound on the roll of a 6 count as AP1. In an assault, any rolls which cause a wound on the roll of a 6 count as being made by a power weapon.

THE PASSION
The faithful leap and weave through the chaos of melee, striking at their foes with a speed born of their holy fervor.
Cost: 2 Faith Points
Effect: Each model within 4 inches adds 2 to its Initiative. May not be used in the same phase as Hand of the Emperor, and does not override weapons that always strike last or at Initiative 1, neither does it change the effect of any type of grenade.

LIGHT OF THE EMPEROR
The Sisters are filled with the knowledge that the only thing they need fear is failing the Emperor of Mankind. Armed with such faith, the enemy holds no terror for them.
Cost: 2 Faith Points
Effect: Each model within 4 inches becomes Fearless, which means that it will automatically pass any leadership tests it is required to make.

SPIRIT OF THE MARTYR
The Sisters’ prayers steel their bodies against the weapons of the enemy. They will die when the Emperor is ready to accept their souls, and not a moment before.
Cost: 3 Faith Points
Effect: Each model within 4 inches gains a 4+ Invulnerable save.

(Many thanks to Bestia from the Imperial Truth for the help with these.)

Thursday, August 12, 2010

Killzone basic rules PDF: playtest version 1


I have combined all the basic rules into a PDF for download. This should make it easier to find the pertinent changes to try the rules out. Keep in mind that this is still a work in progress project.



Playtest Scenario

For the initial playtests, I suggest using the following scenario: place 5 objectives on the table, one in the center of the table and one centered in each table quarter.

Deploy your Teams within 8 inches of your table edge. Infiltrators may not be deployed within 12 inches of an enemy model or within 4 inches of an objective.

Ending the Scenario

The player controlling the 3 or more uncontested objectives after turn 5 five ends the game. Gaining a 20 Mission Point advantage.

Or

Once a team is reduced to 25% (rounding up) of its starting model count it must take a leadership test at the beginning of each of its turns, if it passes it continues to function as normal. The test is taken on the team leaders LD stat, if he is dead it is on the highest LD left in the team. If the team fails its leadership test the team routes and the game ends.(Even teams comprised completely of Fearless models will route, so must take the break tests when reduced to 25%)

Note: If you are using two teams in the group, then each group tests for leadership independently. In order for the game to end, both teams in the group must fail their leadership test.

Determining a Winner:

Killzone uses what are called Mission Points to determine which side wins. Just forcing your opponent to break and rout off the battlefield does not mean that you won. These can be gained by completing objectives, and killing your opponents models.

A model is worth half its value rounding up in Mission Points. Some scenarios change these parameters and any changes will be outlined in the mission briefing.

Wednesday, August 11, 2010

Killzone: new force design idea and a change to Scenario Objectives


Thanks to War009, I have come up with the following changes to the force building rules. This should allow you a little more freedom creating a theme for your teams.

These restrictions remain in place as written in the Team Building post.

A team may contain no more than two models with 2+ armor 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/beast models.

The proceeding restrictions can be lifted by purchasing the appropriate Theme upgrade listed below.

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 25 points.

Death From Above: This theme allows you to take as many models with Jump Packs in your team as you desire. You may select this theme for 25 points.

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 25 points.

Due to the increased speed that forces may take with these themes I feel that a change in when scenario objectives can end the game is paramount. I will address these in the currently posted Scenarios and the others that will be posted soon.

Objectives held uncontested after turn 5, may trigger the end of the game at the beginning of the controlling players turn.

It is a small change but it will help balance things for the mostly foot themed forces.

Thoughts, questions, comments?

Tuesday, August 10, 2010

Non-Codex Marines in Killzone



I am wondering if the non-Codex chapters of Space Marines should have more freedom to show their unique style in Killzone. I have been really focused on trying to keep the scenarios and teams balanced, that I may be handicapping the flavor of the non-codex chapters.

I have to thank AbusePuppy for bringing this up in the Space Marine Errata comments.

If you look at the Killzone force building guidelines you will see the following restrictions.

A team may contain no more than two models with 2+ armor 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.

These are the three restrictions I am debating making mutable for the different non-codex Chapters.

Blood Angels may forgo the option to take two bikes; this will allow them to take two more Jump Pack equipped models. Increasing them to a total of four Jump Pack models.

Space Wolves may forgo the option to take two Jump Packs; this will allow them to take one additional Bike/Cavalry models and one additional 2+ armor save model. Giving them a total of three in both categories.

Dark Angels may forgo the option to take two Jump Packs; this will allow them to take either two additional 2+ armor saves or two additional bike models. It will allow the force to feel more Deathwing or Ravenwing like depending on the choice made.

I am open to suggestions on Black Templars should we follow this route to fruition.

So these are my initial ideas, what do you guys think? Good idea or Bad?

Sunday, August 8, 2010

Killzone Errata: Tyranids



This errata is surprisingly short, I am sure I missed something.

These are the initial changes to the three 5th edition Tyranid list for Killzone.

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 benefit from with their Bounding Leap special rule.)

The Lictor and Ygmarl Genestealers have following changes.

If the scenario does not allow reserves replace these units special deployment rules with scout and infiltrate. If the scenario does allow reserves they use their normal rules.

If I missed anything you can think of, please let me know.

Also here is an FYI for you guys, I have posted pictures of my Space Wolf Spec Ops Group over on the Space Wolves Grey blog. So why don't you head on over an let me know what you think!

Cheers,
Jim

Friday, August 6, 2010

Killzone: Psykers are in, for now


After much consideration my initial ruling of no psykers really hurts the Inquisition forces. So I have decided to allow the few psykers that can be taken outside of the HQ force organization slot.

One model in the whole Special Operations Group may be a psyker, so even if you are using two teams only one member may be a psyker.

If the psyker comes from a squad entry the only the squad leader counts as a psyker and may cast psychic powers. Any other member of the squad counts as a normal non psyker model. For example a Grey Knight terminator squads Brother Captain would be a psyker and be able to cast powers; any other Grey Knight terminators taken could not.

I will be covering the specifics of the Imperial Guard Psychic Battle squad in the IG errata.

I have done this with reservations so if you find psykers to be too powerful let me know and I'll work something out.

Thursday, August 5, 2010

Killzone Errata: Codex Space Marines, Space Wolves and Blood Angels


These are the initial changes to the three 5th edition Marine lists.

Teams purchase individual models from the Elite, Troops, Fast Attack and Heavy Support unit selections in their codex. A little basic math skill will be required to figure out some individual points costs.

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)

There is no minimum number of models to unlock special or heavy weapons options. For example you could take 2 tactical marines and arm one with a melta gun and the other with a missile launcher.

There are no free weapons upgrades for Tactical squads, Grey Hunter and Blood Claw packs. These weapons must be purchased from the following points list.

Special Weapons:
Flamer…………..3pts
Melta gun……….5pts
Plasma gun……...10pts

Heavy Weapons:
Heavy Bolter…………5pts
Missile Launcher……10pts
Multi-melta…………10pts
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.

There may be other issues that crop up, but this is a good starting point. I am sure that I will add to this in the future.

Spec Ops Killzone: Rules Archive

This will be the archive for all the Special Operations Killzone rules posts. I will update it whenever I make a post about the Killzone 40k Skirmish rules. There is a link to this post on the left sidebar of the blog under the GiF Rules Archive heading, it should make this post easy to find. Click on the pic below for the current PDF's 12-09-11


These are the old rules PDF's:


Killzone Rules

Killzone Errata

Killzone Missions

Here is all the background work for the rules.

The Ideas for 40k Skirmish

Basic Rules Changes

Building your Force for Killzone

Playing the game

Scenario I: Encounter

Scenario II: Sentry Grid

Killzone new things to add

Modeling a Killzone Team

Killzone Errata: Codex Space Marines, Space Wolves and Blood Angels

Killzone: Psykers are in, for now

Killzone: Tyranid Errata

Killzone: Inquisition Errata

Killzone: new force building ideas

Killzone: Dark Angels/Black Templars Errata

Wednesday, August 4, 2010

Killzone: Modeling your 40k skirmish units

Here is the RT era Ogryn I use in my IG Team.


With all these posts about skirmish gaming 40k with Killzone or Kill Team, I would be remiss if I did not cover the topic of modeling your units.

You could very easily just use models from your existing 40k armies, and this is a fine way to get started. I think the true beauty of these small scale games is the opportunity to create unique models to use in the games. It can also be the perfect opportunity to pull out some old minis and put em on the table, like the Ogryn I showed above!

The modeling could be as simple as making each model have a different pose to really complex kit-bashing conversions with dynamic posing.

Giving life to the story element of these mini campaigns with these unique models can make the games that much more memorable!

Making each team member an individual will also help in keeping track of which models have special upgrades. Plus it also will aid in the story driven system even more as the model gains experience and gets more abilities as the campaign progresses.

It might be tough to create a unique force for some armies like Necrons and Nids. With a little creativity even those forces can have character.

So over the next few weeks I will be modeling two Spec Ops Groups for Killzone.

I have started the first for my Space Wolves, which I will be showing on the Space Wolves blog very soon.

For the Second force I have decided to model a Tyranid hunting group. The only two things I know will be going in is for sure are a Warrior with a Bonesword and Lashwhip as the leader and at least 3 or 4 Genestealers. Creating unique models in a Nid force does pose a few challenges which is why I have chosen it as my second force.

Edit for B.smoove, Ogryn "Rain Grenades"

Tuesday, August 3, 2010

Killzone: working on the errata and new things to add


I am currently working on the codex Space Marine, Space Wolf and Blood Angels Killzone errata/FAQ's. Man finding the issues for these errata/FAQ's is turning out to be quite a hefty task.

I would really appreciate any help you guys could give me in finding these issues in the other lists. Otherwise it is gonna be a long time before I will be able to get the playtest version of the rules up.

Any help with the following books would be great.

Daemons
Eldar
Daemon Hunters
Witch Hunters
Orks
Tau
Nids
Black Templars

Email the list of quirky things and any suggestions to me. (galaxynflamesblog@gmail.com)

Here are a few things to be added to the basic rules.

Psykers: No Psykers of any kind may be used in Killzone.

3 Wound Models: No model may have more than 3 wounds in Killzone.

Reactive Assault: When a model is assaulted any friendly models withing 3 inches may choose to counter assault to aid their comrade. To do this they must pass a leadership test, if they succeed they charge into combat, They do not gain the +1 attack for assaulting unless they have the Counter Attack USR.

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.

Area Effect: There are many items in 40k that are carried by one model and effect 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 in games of Killzone. Any friendly model within 6 inches of a model carrying one of these items gains the benefits from the item.

Things that may be added:

Rock and Roll: Any Infantry model that does not move may double their weapons rate of fire this turn, however they suffer a -1 to all their to hit rolls. For example a Marine armed with a bolter could fire twice at 24 inches or fire 4 times under 12 inches.

Defensive Fire: Any model that did not run, shoot or participate in an assault in it's player turn and is within 3 inches of an objective may use Defensive fire in its opponents player turn. If an enemy model moves within 6 inches of a model that can use defensive fire; the model may shoot at its enemy with a -1 to all its to hit rolls. You may only defensive fire one time, so if you are being overrun life stinks!

Plasma Pistols: I may universally lower the cost of Plasma Pistols to 10 points for BS4 or higher models and 5 points for a BS3 or lower models. (In my opinion PP's are way overpriced for a one shot a turn weapon that can kill its owner.)

Sons of Taurus gave this as an option for plasma pistols:

Plasma: instead of lowering cost, maybe just get rid of gets hot? The spec ops guys can be equipped with better gear


Which of the two options would you prefer, if you were choosing?

Monday, August 2, 2010

This week in the Killzone: playtesting, more rules and Podcast mentions


First up I would like to apologize for reigning the Scenario releases in. I needed to focus on looking at the oddities in the different armies created by killzone.

This week I will start coverage of each codex and the little quirks that need changing to operate properly in Killzone games.

I will be covering things other things like unit upgrades like Chaos Icons or Wolf Standards and their effects in KIllzone too. I will also be introducing you to the counter charge mechanic for your Killzone games.

I played about 8 games of Killzone this week, it has been a blast. We keep finding little things that need addressing so the playtesting is actually working.

I went down yesterday and played some Killzone with Carl and Geoff from the Independent Characters Podcast we had a lot of fun. Again we found a few issues that need resolving.

I Talked about Killzone along with progressing as a hobbyist on their podcast. It was a blast so go check it out!

Episode 09 - When Disco was King!

Also this week the 11th Company with Neil and Pat discussed small scale 40k games, with a good discussion of Killzone. To top it off 'Cheating' Steve even talks bout a game he played with against Pat using the Killzone rules.

Episode 28: Story Games, Exaggeration, and More Gamers Lounge

I am pleasantly surprised how well this project is being received. I really want to thank you all for the continued support!

Thanks
-Jim