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Warhammer 40,000: Kill Team – Octarius

Warhammer 40,000: Kill Team – Octarius Rulebook

Table of Contents

Table of Contents

  • Core Rules
  • Battle Structure
  • Actions
  • Wounds and Damage
  • Controlling Objective Markers and Tokens
  • Line of Sight
  • Killzones and Terrain
  • Ways to Play
  • Open Play
  • Matched Play
  • Spec Ops Narrative Play
  • Octarius
  • Appendix: Critical Hit Rules, Special Rules and Abilities
  • Veteran Guardsman Kill Team
  • Kommando Kill Team

Core Rules

Tools of War. In order to play a battle of Warhammer 40,000: Kill Team, each player will need a collection of Citadel miniatures. They will also need their miniatures' accompanying rules, known as a faction army list. You will also need a set of combat gauges, a killzone and some dice. You may also find it helpful to have tokens to use when your miniatures have acted, taken wounds or performed certain special actions during the game.

Operatives and Kill Teams. The Citadel miniatures that a player uses in Kill Team are known as operatives. Your operatives are your 'friendly' operatives; your opponent's are 'enemy' operatives. When you select your operatives for a battle, you are not selecting individuals, but rather a specialist squad that works together — your Kill Team. A list of the Kill Teams available to you can be found in your faction's army list. Once you have selected your way to play, its mission sequence will tell you when you must select a Kill Team for a battle. Some Kill Teams specify the exact configuration of operatives; others let you select your own configuration (with restrictions).

Distances. Kill Team measures distances using a collection of combat gauges: the triangle is 1", the circle is 2", the square is 3", and the pentagon is 6". Players can use a tape measure instead if they wish. Distances can be measured out in different increments, so long as the total does not exceed the specified distance — a distance of 3" can be measured as one 3" gauge, one 6" gauge (using less of it), or a 1"+2" combination, and so on. When measuring distances to and from operatives, measure from the closest part of their bases, not the miniature. If a rule states something must be 'within' a certain range, it is in range if the closest part of its base is no more than that distance; 'wholly within' means every part of its base is no more than that distance. An operative is always within and wholly within range of itself.

Killzones. A killzone is the playing area in which your operatives wage war — typically a 30" by 22" area, the size of a kill team gameboard. A killzone also contains terrain features that add tactical depth.

Dice. Kill Team uses six-sided dice (D6). A D3 is a D6 halved, rounding fractions up. Many rules require a certain result to succeed, such as "3+", meaning a roll of 3, 4, 5 or 6 succeeds. A dice can sometimes be re-rolled, but never more than once, and you cannot select the original result even if the new one is worse. A "roll-off" has both players roll one D6; whoever scores highest wins (re-roll ties). Modifiers to a dice result are cumulative and can push the result above or below the die's normal minimum/maximum.

Datacards. Each operative has its own datacard stating its key characteristics and the weapons it is equipped with, and detailing anything unique it can do:

  • Operative Type — the type of the operative.
  • Physical Profile — Movement (M): the speed at which it moves, as a distance. Action Point Limit (APL): the number of action points it generates when activated, used to perform actions. Group Activation (GA): most operatives activate individually, but some must be activated in a group of this size. Defence (Df): how many attacks it can defend each time it is attacked with a ranged weapon. Save (Sv): how likely it is to avert a ranged attack, as the D6 result required (lower is better). Wounds (W): how many wounds it can lose before being incapacitated.
  • Ranged Weapons Profile — Name; Attacks (A): number of attack dice rolled; Ballistic Skill (BS): D6 result required to hit (lower is better); Damage (Dmg): Normal Damage then Critical Damage; Special Rules (SR): rules that apply when attacking with this weapon (rules marked with a * are explained on the operative's own datacard); Critical Hit Rules (!): additional effects on critical hits.
  • Melee Weapon Profiles — as above but with Weapon Skill (WS) in place of Ballistic Skill, used when fighting in combat.
  • Abilities — an operative gains no benefit from the same ability granted by two different operatives; it only applies once.
  • Unique Actions — actions on the operative's own datacard that only it can perform, in addition to the universal actions available to all operatives.
  • Keywords — help identify the operative; some rules only affect operatives with a given keyword, shown in bold capitals. Some keywords are orange with a skull symbol (e.g. KOMMANDO) — these are faction keywords, used when building a roster. Some operatives have selectable keywords in angle brackets (e.g. <CHAPTER>) that you choose when adding the operative to your roster, replacing every instance of the bracketed keyword on its datacard.

Engagement Range. Engagement Range is the zone of threat operatives present to their enemies. It is mutual: operatives are within each other's Engagement Range if one of them is Visible to and within 1" of the other.

Modifying Characteristics. All modifiers to a characteristic are cumulative. For a D6-target characteristic (Save, Ballistic Skill, Weapon Skill), "improve" or "worsen" is specified explicitly, since a lower result is better — e.g. a Ballistic Skill of 4+ worsened by 1 becomes 5+. If an operative's APL is modified, it lasts until the end of its current or next activation (whichever comes first), and the total modification can never exceed -1 or +1 from normal, regardless of how many separate modifiers apply.

New Core Rule: the Movement characteristic cannot be modified to less than 2", even if the operative is injured.

Fire Teams. Many kill teams presented in Kill Team: Compendium require you to select your kill team from one or two fire teams — a collection of operatives and selection requirements. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams offer a LEADER operative option; you can only include one LEADER operative in a kill team, and in matched play you must include one. Each fire team has one or more archetypes, and your kill team's overall archetype(s) is the archetype(s) of its fire teams.

Battle Structure

A battle of Kill Team consists of four Turning Points, each made up of three phases that must be completed in order and in full: the Initiative phase, the Strategy phase and the Firefight phase. Once all three phases are complete, the next Turning Point begins, repeating until the battle ends at the end of the fourth Turning Point.

1. Initiative Phase

  1. Ready Operatives. Each player readies all friendly operatives in the killzone by flipping their order token to show an operative as ready.
  2. Determine Initiative. The players determine who has the initiative for the Turning Point. In the first Turning Point, initiative is set by the mission sequence of the way to play. In later Turning Points, the players roll off and the winner decides who has the initiative — but if the roll-off ties, the player who did not have initiative last Turning Point has it this time. Having the initiative gives a player influence over the order of certain aspects of the battle, such as who activates first, and breaks ties between simultaneous rules.

2. Strategy Phase

  1. Generate Command Points. Each player generates 1 Command Point (CP) and adds it to their pool. CPs remain until spent. CPs are spent on Strategic Ploys, used in the Strategy phase (found in your faction's army list), or on Tactical Ploys, minor benefits used when specified — other than Command Re-roll below, each Tactical Ploy can be used no more than once per Turning Point per player.

    COMMAND RE-ROLL — 1CP Tactical Ploy. Use after rolling one of your attack dice or defence dice. You can re-roll that dice. (Available to all factions.)

  2. Play Strategic Ploys. Starting with the player who has initiative, each player alternates either using a Strategic Ploy or passing, until both have passed in succession. Using a Strategic Ploy costs its CP first; each Strategic Ploy can be used once per Strategy phase per player.

  3. Target Reveal. Starting with the player who has initiative, the players alternate revealing Tac Ops that may be revealed in this Turning Point, or passing, until both have passed in succession. Tac Ops are secret objectives available in certain ways to play.

3. Firefight Phase

  1. Perform Actions. The player with initiative activates first, selecting one ready friendly operative to activate; then their opponent does the same; and so on until every operative in the killzone has been activated. An operative with a Group Activation greater than 1 must be activated in a group of operatives of the same type, up to that number (or until none remain).

    Each time a player activates a ready operative, they determine whether it has the Engage or Conceal order (fixed by pre-battle set-up in the first Turning Point; chosen freely thereafter). A Conceal operative is often not a valid shooting target, but cannot perform various actions; an Engage operative can perform more actions but is more vulnerable to ranged attacks. Place the order token, then the operative generates action points equal to its APL, used to perform actions. When it has no more action points (or nothing else to do), its activation ends and its order token flips to the activated side.

    New Core Rule: regardless of any rule that allows activating operatives in succession, you can never activate more than two operatives in the same Turning Point before your opponent has had a turn to activate a ready operative or perform Overwatch.

    Each action has a cost in action points (e.g. 1AP), subtracted from the operative's pool when performed; if it cannot afford an action it must choose a different one. The controlling player need not declare all actions up front — they can act and see the result before choosing the next action. Unless stated otherwise, an operative cannot perform the same action twice in one activation.

    Overwatch. When it is your turn to activate an operative but you have none left ready, and your opponent still has operatives left to activate, you can select a friendly operative with an Engage order that has already activated this phase to perform a single Overwatch action. Each operative can perform one Overwatch action per Turning Point. Once your opponent has activated all their operatives, the Firefight phase ends.

Actions

Actions are categorised as: Universal actions, performable by any operative (detailed below); Unique actions, on an operative's own datacard, performable only by it; Mission actions, specific to the mission being played; and Free actions, performable only when another rule grants them — a free action still counts as having been performed for all rules purposes (so it cannot then be performed again that activation), but costs no additional AP and must still meet its own requirements.

Normal Move — 1AP. Move up to the operative's Movement characteristic, in straight-line increments (a partial increment still counts as a full one). It must finish in a location it can be placed; it cannot move over the killzone edge or through another operative's base, and cannot move within Engagement Range of an enemy operative unless a friendly operative is already within that enemy's Engagement Range, in which case it cannot finish within that enemy's Engagement Range. An operative cannot move through terrain features — it must traverse, climb, jump or drop. Cannot be performed within Engagement Range of an enemy operative, nor in the same activation as Fall Back or Charge.

Fly. Whenever an operative with the FLY keyword makes any move, it can move around, across and over other operatives (and their bases) as if they weren't there, but must still finish the move following all of that move's other requirements, and cannot finish on top of another operative.

Charge — 1AP. As a Normal Move, but the operative can move up to its Movement plus 1", and must finish within Engagement Range of an enemy operative (if it cannot, choose a different action instead; the AP is refunded). If no other friendly operative is already within that enemy's Engagement Range, it must finish within that specific enemy's Engagement Range. Cannot be performed with a Conceal order or already within Engagement Range of an enemy, nor in the same activation as Normal Move, Dash or Fall Back.

Fall Back — 2AP. As a Normal Move, but only performable while within Engagement Range of an enemy operative, and the operative can move through enemy Engagement Range but cannot finish within it (if it cannot, choose a different action; the AP is refunded). Cannot be performed in the same activation as Normal Move or Charge.

Dash — 1AP. As a Normal Move, but limited to 3". Cannot be performed within Engagement Range of an enemy operative, nor in the same activation as Charge.

Pass — 1AP. No rules effect; used when the player wants to do nothing more with an operative that still has AP remaining. Unlike other actions, Pass can be performed more than once per activation.

Overwatch — 0AP. Make a shooting attack with one of the operative's ranged weapons, worsening its Ballistic Skill by 1 for that attack. Cannot be performed within Engagement Range of an enemy; only once per Turning Point, only with an Engage order, and only as described under Overwatch above.

Pick Up — 1AP. The operative must be within 1" of an objective marker or token it can pick up. Remove it from the killzone — the operative is now carrying it, and is always considered in control of it while carrying it. It can drop what it is carrying at any point in its activation at no extra AP cost (placed within 1" of and Visible to the operative, or as close as possible if that's not possible), and must drop it before being removed from the killzone. Cannot be performed within Engagement Range of an enemy, if the operative does not control the marker/token, or if it is already carrying one.

Shoot — 1AP. Make a shooting attack with one of the operative's ranged weapons. Cannot be performed with a Conceal order or within Engagement Range of an enemy operative. The shooting sequence:

  1. Select Ranged Weapon — choose the weapon; collect attack dice equal to its Attacks characteristic.
  2. Select Valid Target — an enemy operative in Line of Sight with no friendly operatives within its Engagement Range. If there is no valid target, choose a different action instead (AP refunded).
  3. Roll Attack Dice — each result equalling or beating the weapon's Ballistic Skill is a successful hit and is retained (a 6 always succeeds, a 1 always fails). A retained 6 is a critical hit; any other retained success is a normal hit.
  4. Roll Defence Dice — the defender rolls dice equal to their Defence characteristic; each result equalling or beating their Save is a successful save and is retained (a 1 always fails). A retained 6 is a critical save; any other retained success is a normal save. If the target is in Cover, the defender may retain one save as a successful normal save without rolling it, before rolling the rest.
  5. Resolve Successful Saves — the defender discards attacker hits using their saves: a normal save discards one normal hit; two normal saves discard one critical hit; a critical save discards one normal or critical hit.
  6. Resolve Successful Hits — the attacker inflicts damage for each remaining hit (Normal Damage for a normal hit, Critical Damage for a critical hit), discarding each attack dice as it's resolved.
  7. Remove Incapacitated Operatives — removed only after the active operative has made all of its shooting attacks for that action (relevant when one action makes multiple attacks, e.g. Blast).

Fight — 1AP. Fight in combat against an enemy operative within Engagement Range. Cannot be performed unless within Engagement Range of an enemy. The fight sequence:

  1. Select Valid Target — an enemy operative within Engagement Range. If none, choose a different action (AP refunded).

  2. Select Melee Weapons — attacker then defender each select one melee weapon and collect attack dice equal to its Attacks.

  3. Roll Attack Dice — both players roll simultaneously; results equalling or beating their weapon's Weapon Skill are successful hits (6 always hits, 1 always fails; a 6 is a critical hit).

  4. Resolve Successful Hits — starting with the attacker, players alternate resolving one hit at a time until one operative is incapacitated or a player has no hits left (their opponent then resolves all remaining hits). To resolve a hit: choose to strike (inflict Normal or Critical Damage) or parry (discard one of the opponent's normal hits, or — if the parrying dice is a critical hit — a normal or critical hit).

    Combat Support. Each time an operative fights, for every other friendly operative supporting it (within Engagement Range of the same enemy and not within Engagement Range of any other enemy), improve the Weapon Skill of its melee weapons by 1 for that combat.

Wounds and Damage

All operatives have a starting number of wounds measuring how much damage they can sustain before becoming incapacitated. Each time damage is inflicted, the operative loses wounds equal to that damage. At 0 or fewer wounds, it is incapacitated: removed from the killzone, its abilities no longer usable (removal is deferred to the end of the current shooting or fight sequence, as noted in those sequences above).

Some rules inflict mortal wounds — a powerful form of damage that ignores defence dice entirely; each mortal wound applies one point of damage directly.

An operative with fewer than half its wounds remaining is injured: subtract 1" from its Movement, and worsen the Ballistic Skill and Weapon Skill of its ranged and melee weapons by 1 each.

Controlling Objective Markers and Tokens

Friendly operatives control an objective marker or token if the total APL of friendly operatives within 2" of its centre is greater than that of enemy operatives within 2" of it. An operative carrying a marker or token (via Pick Up) is always in control of it. Unless otherwise specified, always measure to and from a marker's or token's centre. During an operative's activation, control is determined at the start and end of each individual action.

Line of Sight

For an intended target with an Engage order to be in the active operative's Line of Sight (LoS), it must be Visible and not Obscured. For a target with a Conceal order, it must additionally not be in Cover.

Visible. You must be able to draw an imaginary, unobstructed straight line 1mm wide (a Visibility line) from the head of the active operative's miniature to any part of the intended target's miniature (not its base). Bases and miniature parts that would otherwise block this line — e.g. when one operative is directly above or below another — are treated as invisible for this purpose. Some rules require selecting a Visible point on the killzone instead, using the same test.

Obscured. Regardless of order, if an Obscuring terrain feature blocks the view, the target may be unable to be seen. The target is Obscured if it is more than 1" from a point where a Cover line crosses an Obscuring terrain feature — unless the active operative is itself within 1" of that crossing point, in which case that part of the terrain is not treated as Obscuring for this purpose.

Cover. A target is in Cover if both are true: it is more than 2" from the active operative, and it is within 1" of a point where a Cover line crosses another operative's base (unless that operative isn't itself in the active operative's LoS) or a Cover-providing terrain feature. An Engage-order target in Cover gains a defensive benefit in the shooting sequence (the automatic retained save). To establish Cover lines, the active operative's controller draws imaginary 1mm-wide straight lines from every part of the active operative's base to every part of the target's base.

Killzones and Terrain

Terrain Traits. If a killzone uses a defined Killzone Environment, each terrain feature's parts and traits are pre-specified; for a killzone of your own devising, agree on each part's traits before the battle.

  • Heavy — provides Cover and is Obscuring.
  • Light — provides Cover unless otherwise specified (e.g. a Vantage Point).
  • Traversable — can be traversed.
  • Insignificant — too small to have any rules effect.
  • Scalable — applies to terrain features over 2" tall; each time an operative climbs it, a final incremental distance of less than 1" is ignored rather than rounded up to 1".
  • Barricades — set up before battle; 1" wide and 2" tall; are Light and Traversable.
  • Vantage Point — a terrain feature with a vertical element operatives can be placed upon. Only a defined Vantage Point can be finished on or set up on (an undefined part can only be climbed over or traversed through, never finished upon). Each time an operative on a Vantage Point shoots, each Conceal-order enemy in Cover from Light terrain or another operative, at least 2" lower, is treated as Engage for that attack instead. Each time a shooting attack targets an operative on a Vantage Point, that operative cannot use the floor of the Vantage Point, or any part lower than itself, as Cover or to be Obscured — only parts at or above its own height (a rampart or battlement) qualify.

Moving Through Terrain.

  • Traverse — clearing a small obstacle (a barricade, a pipe) at a cost of 1" of Movement, without finishing on top of it; if this isn't possible, the operative must go around instead.
  • Jump — crossing a gap of up to 2" horizontally and vertically between terrain edges. The operative must start within 1" of the jumping-off edge. Take a jump test: roll one D6 — on a 1 the test fails and the operative stays put (the action ends); on a 2+ it succeeds and the operative crosses. Only the horizontal distance counts toward its move. (The Balance Dataslate: jump tests are automatically successful — do not roll.)
  • Climb — ascending or descending a terrain feature that can't be traversed. The operative must start within 1" of a climbable part. Vertical distance travelled counts toward its move, rounding up any increment under 1" to 1". An operative cannot finish a move partway through a climb, though it may use a Dash action mid-climb to complete it.
  • Drop — descending from height without climbing. The operative must start within 1" of the dropping-off edge, and the landing point must be vertically within 3" of its current level. Vertical distance counts toward its move, in 1" increments rounded down (so a drop of under 1" is free).
  • Flying Over Terrain — an operative with FLY ignores vertical distances on and over terrain (no need to climb, traverse or jump gaps), and when it drops, the landing point can be at any vertical distance and that vertical distance doesn't count toward its move at all.

Example Terrain Features (as guidance when devising your own killzone): a Pipe is Light and Traversable throughout; a Wall is Heavy throughout; Battlefield Detritus (usually under 1" tall) is Insignificant; a Low Wall is Light and Traversable throughout; Killzone Materiel is Light throughout, and Traversable if no more than 1" tall; a Building, Industrial Machine (Heavy throughout), Forest and Industrial Structure can each mix parts with different traits; a Munitorum Container likewise includes parts with different traits.

Ways to Play

Games of Kill Team are categorised by three ways to play, each with its own mission sequence: Open Play, Matched Play and Narrative Play. Within these steps you play a battle — the four Turning Points in which your operatives attempt to complete their mission.

Open Play is a free-form, permissive style — a great way to start, and a great way to build entirely custom battles.

Matched Play is the most mechanically balanced style, suited to a fair, in-depth tactical game.

Narrative Play is for players interested in storytelling — bespoke missions or full campaigns in which games are linked and consequences carry forward, and the deeds of your operatives are recorded and rewarded.

While the philosophies differ, the underlying game mechanics of playing a battle are the same, so players preferring different ways to play can still play each other with a few tweaks to the mission sequence — for example, only the player running a Spec Ops narrative campaign completes the Update Dataslates step.

Open Play

Open Play Mission Sequence

  1. Determine Mission. The players agree a mission — Control the Killzone (below) is a good default — or devise their own (see Creating Your Own Open Play Games).
  2. Read Mission Briefing. Each mission specifies its rules, objectives and a map of drop zones and objective marker placement.
  3. Determine Killzone. Agree a killzone, or roll off and the winner decides. Set up the gameboard and terrain, agreeing each terrain feature's traits (unless the mission specifies them).
  4. Select Drop Zone. Roll off; the winner decides who is Attacker and who is Defender. The Defender chooses a drop zone; the Attacker gets the other.
  5. Select a Kill Team. Each player selects one kill team from their army list and reveals it. A kill team including a LEADER operative adds 2 CP to that player's pool.
  6. Set Up Barricades. Starting with the Defender, players alternate setting up barricades one at a time until each has set up two, each within 6" of their own drop zone and not on a terrain feature (unless Insignificant).
  7. Set Up Operatives. The Defender sets up all their operatives first (wholly within their drop zone, each given an Engage or Conceal order), then the Attacker does the same.
  8. Begin the Battle. The first Turning Point begins; in the first Initiative phase, the Attacker decides who has the initiative.
  9. End the Battle. The battle ends after four Turning Points. If one player has no operatives left in the killzone, the other still plays out the remaining Turning Points.
  10. Determine Victor. Most victory points wins; a tie is a draw.

Creating Your Own Open Play Games. Open play rewards invention. Some sample building blocks Games Workshop suggests: giving the Defender extra equipment or barricades and none to the Attacker for a defensive scenario; large terrain features for a dense, close-quarters battlefield; a secret Tac Op each player's Leader alone can score; letting the Defender fully deploy before the Attacker for an ambush, with the Attacker then automatically holding initiative each Turning Point; letting one side deploy anywhere on a Vantage Point outside the enemy drop zone for a sniper scenario; letting Conceal-order operatives Shoot so long as they don't move, for a night-fighting scenario; a Defender shielding system adding 1 to Defence while wholly within their drop zone; a single elevated Attacker operative with +1 APL, +1 Defence and +1 Attacks on its weapons; a last-stand scenario where the Defender's operatives cannot be injured; a vendetta scenario where a Charge grants a free Dash first; a contested cache scored by comparing APL within 1" of a neutral terrain feature; a kill-everything objective that ends the battle early; a hunted-VIP objective scored only if a secretly chosen Defender operative survives or falls; a relic objective scored by controlling a central marker at battle's end; or a hijack objective completed via a 1AP INSTALL DEVICE mission action (performable within 1" of a controlled objective marker, not within Engagement Range of an enemy).

Open Play Mission: Control the Killzone

Mission Rules — Objective Markers. After setting up the gameboard but before terrain, roll off; starting with the winner, players alternate setting up objective markers until there are four. The first marker each player places must be on the line equidistant from both drop zones, more than 3" from the killzone edge and more than 6" from any other marker. The second must be more than 1" from either drop zone, more than 3" from the killzone edge and more than 6" from any other marker.

Operatives can perform: SECURE — 1AP. While within 2" of a controlled objective marker not yet secured this Turning Point. Until the start of the next Turning Point, that marker is secured.

Mission Objective. Each time a friendly operative performs Secure, score 1VP.

Matched Play

Matched Roster. A matched roster is the pool of operatives you draw your kill team from for any given matched play mission, rather than one fixed kill team. Constructing one: all operatives must share at least one faction keyword; you may include up to twenty operatives; any wargear options must be chosen when an operative is added to the roster; you must be able to field at least one full kill team from it; operatives sharing a selectable keyword (e.g. <CHAPTER>) must all take the same choice (e.g. DARK ANGELS). A roster records your kill team's name, its common faction keyword, any selected keyword, its list of operatives (with their wargear notes), and any kill-team-level notes (e.g. Tac Op eligibility requirements).

Matched Play Mission Sequence

  1. Determine Mission. Select a mission pack (such as Shadow Operations: Octarius War, below), then a mission from it, by agreement or at random.

  2. Read Mission Briefing.

  3. Determine Killzone. Agree or roll off; set up the gameboard.

  4. Set Up Objective Markers in the locations the mission map specifies.

  5. Set Up the Killzone — terrain features, per the guidelines above or the mission's own configuration.

  6. Select Drop Zone — as in Open Play.

  7. Select a Kill Team — choose one kill team from your army list, then fill it from your matched roster to match that kill team's requirements; reveal simultaneously. A LEADER operative in your kill team adds 2 CP.

  8. Select Tac Ops. Each player secretly builds a six-card Tac Ops deck: up to three from their faction's own Tac Ops, the rest from their kill team's archetype (choosing one archetype if it has more than one). Shuffle, then draw two and keep one (discard the other), repeating until three Tac Ops are selected; you need not declare which.

  9. Select Equipment. Each player spends up to ten equipment points (EP) from their faction's equipment list, then reveals simultaneously. Equipment is returned to the pool after the game. You can only select one item of equipment with the Indirect special rule (e.g. dynamite, krak grenade, fusion grenade) per battle — an operative already carrying such an item on deployment counts as your selection.

  10. Set Up Barricades — as in Open Play.

  11. Set Up Operatives — as in Open Play.

  12. Scouting. Each player secretly selects one of three scouting options by putting the corresponding number of D6 into their hand, then both reveal simultaneously and resolve starting with the Defender:

    • 1. FORTIFY — set up one additional barricade within 6" of your drop zone.
    • 2. INFILTRATE — once during the first Turning Point, when you select a ready friendly operative to activate, you can change its order.
    • 3. RECON — perform a free Dash action with one friendly operative wholly within your drop zone.

    Fortify beats Infiltrate; Infiltrate beats Recon; Recon beats Fortify (the winner of the pairing decides who has the initiative); if both players pick the same option, the Attacker decides.

  13. Begin the Battle — initiative for the first Turning Point is resolved per the Scouting result above.

  14. End the Battle — as in Open Play. Ideally always play to conclusion (it can matter for a league, tournament or campaign); if a player concedes early, they score 0 for that game and their opponent scores maximum VP for each Tac Op plus any further VP they can still complete.

  15. Determine Victor. Most VP wins; a tie is a draw. Maximum 12VP from the mission objective, maximum 2VP per Tac Op (6VP total across three), plus 2VP if every operative on your matched roster is painted to a Battle Ready standard — 20VP maximum in total.

Spec Ops Narrative Play

Starting a Spec Ops Campaign — Dataslates. A dataslate records everything about your kill team in a Spec Ops campaign, including a narrative datacard for each operative. First select your faction (all operatives must share that faction keyword), then one of that faction's kill teams, completing a narrative datacard only for the operatives actually selected. Operatives sharing a selectable keyword (e.g. <CHAPTER>) must all take the same choice. Your dataslate can gain new operatives only when a rule specifies (e.g. the Operative Assigned Requisition); an operative removed from the dataslate cannot be re-added — all its XP, injuries and Battle Honours are lost — and a dataslate can never exceed twenty operatives. Establish your kill team's background (name, each operative's name, base of operations, history, quirks) and track XP, specialisms, Battle Honours, Battle Scars, Requisition points, Asset Capacity, up to three logged Spec Ops, a stash of equipment, and Strategic Assets.

Experience. A new operative starts at 0 XP, Adept rank, no Battle Honours. After a battle, in the Update Dataslates step: an operative that incapacitated any enemy operative gains 1 XP; one that completed any mission action (excluding Operate Hatch) or scored VP for controlling an objective marker gains 1 XP; for each Tac Op condition completed, one operative that scored those VP gains 1 XP. Rank thresholds: 0–5 XP Adept, 6–15 Veteran, 16–30 Ace, 31–50 Grizzled, 51+ Revered. Each time an operative's rank increases it gains a Battle Honour (and loses one of your choosing if its rank decreases). The first Battle Honour requires choosing a specialism (from those the operative's datacard permits: Combat, Staunch, Marksman or Scout); each further rank grants another Battle Honour from that specialism, determined by rolling one D6 against the relevant table below (re-rolling duplicates) or choosing freely:

  • Combat — 1 Inexorable (enemy in combat with this operative cannot be supported); 2 Bladework (re-roll one attack dice when fighting); 3 Dirty Fighter (+1 Attacks on melee weapons when supported); 4 Vicious (+1 Critical Damage on melee weapons); 5 Duellist (−1 enemy Weapon Skill in that combat); 6 Savage (a retained critical hit lets you inflict 1 mortal wound in that combat).
  • Staunch — 1 Resilient (+2 Wounds); 2 Shrug Off (change one enemy retained critical hit to normal when shot); 3 Focused (treated as +1 APL for objective control); 4 Stalwart (never injured); 5 Invulnerable (ignore AP1 when defending); 6 Indomitable (5+ to ignore a lost wound from mortal wounds/critical damage).
  • Marksman — 1 Gun Ace (re-roll one attack dice when shooting); 2 Crack Shot (a critical hit inflicts 1 additional mortal wound); 3 Calculated (no BS penalty on Overwatch); 4 Careful Aim (Cover lines ignore other operatives' bases); 5 Sharpshooter (upgrade one 5+ to a critical hit on Shoot if it hasn't moved that activation); 6 Death From Above (once per Turning Point, repeat a Vantage Point shooting attack that dealt no wounds).
  • Scout — 1 Runner (free Dash if no Shoot/Fight that activation); 2 Swift (multiple Dash actions per activation; auto-pass Jump tests; free Traverse); 3 Covert (can change order when activated in the first Turning Point); 4 Picket (can be set up within 3" of your drop zone); 5 Evasive (re-roll one defence dice with a Conceal order); 6 Dodge (Normal Move/Dash can pass through Engagement Range without finishing there; Charge can pass through any enemy's Engagement Range so long as it finishes within one).

Casualties. At the end of a battle, take a Casualty test (roll one D6) for each friendly operative incapacitated: on a 2+ it's passed, but that operative gains no more than 3XP from that battle; on a 1 it fails and the operative gains a Battle Scar. Each deployed, non-incapacitated friendly MEDIC operative lets you re-roll one Casualty test. To determine a Battle Scar, roll one D6, subtracting 1 per existing Battle Scar the operative has, re-rolling duplicates:

Battle Scars — 1 or less: Slain (remove the operative permanently); 2: Critical Impairment (no Dash actions; APL cannot be increased); 3: Severe Concussion (always suffers the injured penalty to ranged Ballistic Skill); 4: Sapped Strength (always suffers the injured penalty to melee Weapon Skill); 5: Lingering Ailment (always suffers the injured penalty to Movement); 6: Cerebral Affliction (no Battle Scar, but gains no XP from this battle).

Each battle, every operative recovers lost wounds (except a Slain one) and is no longer injured; take a Recovery test (D6, +1 per consecutive battle it was rested/not deployed) for each operative with a Battle Scar — on a 5+, remove one Battle Scar gained in an earlier battle (not one gained this battle).

Base of Operations. Starts named but functionless beyond a place to rest. Equipment lives in your stash (starts empty; added via Requisitions such as Equipment Drop); before a battle you equip only from what's in stash, and quantity matters — one copy in stash equips one operative. Rare Equipment is gained only as specific rules allow (not bought directly); roll or choose from the Ranged or Melee Rare Equipment tables below, upgrading one weapon per operative per item (never more than one of each item in your stash):

Ranged Rare Equipment — 1 Auto-loader [2EP] (Ceaseless); 2 Flux Capacitor [2EP] (gains P1); 3 Rending Rounds [2EP] (Rending); 4 Propulsion Amplifier [2EP] (+1 both Damage values); 5 Thermal Sight [2EP] (No Cover); 6 Seeker Spirit [2EP] (re-roll one attack dice per retained critical hit). Melee Rare Equipment — 1 Power Enhancer [2EP] (+1 both Damage values); 2 Inertia Displacer [2EP] (Brutal); 3 Perfectly Weighted [2EP] (Balanced); 4 Rending Blade [2EP] (Rending); 5 Monomolecular Edge [2EP] (Lethal 5+); 6 Arc Unit [2EP] (gains Stun).

Strategic Assets supplement your base of operations; you start with none and an Asset Capacity of 2 (max 5, raised by completing Spec Ops), never more than one of each: Engineering Bay (upgrade one terrain feature within 6" of your drop zone from Light to Heavy for the battle); Intelligence Network (an extra use of the Infiltrate scouting option in the first Turning Point); Surveillance System (an extra use of the Recon scouting option); Expanded Armoury (+4EP when selecting equipment); Med Bay (an extra Casualty test re-roll); War Shrine (grant 1 XP to one deployed Adept-rank operative — requires an Ace-or-higher operative on your dataslate); Comms Network (re-roll the initiative roll-off once per battle); Tactical Uplink (use one Tactical Ploy per Turning Point at no CP cost); Stimm Stash (re-roll unmodified 1s on Recovery tests).

Requisitions. You start with 4 Requisition points (RP), gain 1 per completed game, never exceeding 5. Spend them on: Operative Assigned [1RP] (add one operative to your dataslate, before or after a game); Equipment Drop [1RP] (add up to 5EP of equipment to your stash, before or after a game); Asset Acquired [1RP] (add one Strategic Asset, before or after a game); Medivac [1RP] (after rolling a Battle Scar, replace it with Cerebral Affliction, and the operative misses the next battle); Recuperate [1RP] (+1 to a rested operative's Recovery test); Proficient Operative [1RP] (when an operative reaches Grizzled or Revered, it gains an additional specialism to draw Battle Honours from — once per operative); Weaponsmith [1RP] (an Ace/Grizzled/Revered operative's weapons can each be upgraded with rare equipment twice instead of once — once per operative).

Spec Ops. Once your dataslate and base of operations are set up, select one Spec Op to log — a multi-game campaign objective completed through a series of ordered Operations, each requiring you to score VP from specific Tac Ops across several games, culminating in a Commendation (awarded in the Update Dataslates step). A completed Spec Op cannot be reassigned until two other Spec Ops have been completed; an uncompleted Spec Op can be aborted at the end of any battle and swapped for a new one. Kill Team: Octarius's mission pack references the following ten (fuller versions, and further Spec Ops, appear in other Kill Team publications):

  1. Elimination — pre-emptive raids, then eliminate the enemy's commander (Headhunter Tac Op). Commendation: 1RP; the scoring operative gains 5XP (unaffected by a passed Casualty test); one item of rare equipment or +1 asset capacity.
  2. Recover Archeotech — investigate for data traces, then retrieve the archeotech (Retrieval Tac Op). Commendation: 3RP; one item of rare equipment or +1 asset capacity.
  3. Perform Ritual — commence the rites, then complete the ritual (Plant Banner Tac Op). Commendation: 1RP; the scoring operative gains 5XP; distribute 5XP across the rest of your roster.
  4. Demolition — plant charges, then detonate them (Upload Viral Code Tac Op). Commendation: 3RP; one item of rare equipment or +1 asset capacity.
  5. Infiltrate the Enemy — gather intelligence, then plant an operative (Interloper Tac Op). Commendation: 1RP; the scoring operative gains 5XP; one item of rare equipment or +1 asset capacity.
  6. Purge Order — corner the enemy, then rout them entirely (Rout Tac Op). Commendation: 1RP; distribute 5XP across your roster; one item of rare equipment or +1 asset capacity.
  7. Breakout — evade capture on the run, then make a last dash to safety. Commendation: 3RP; all friendly operatives automatically pass Casualty and Recovery tests after that battle.
  8. Extraction — secure and hold an extraction point, then survive to exfil (Seize Ground Tac Op). Commendation: 1RP; all friendly operatives automatically pass Casualty and Recovery tests; one item of rare equipment or +1 asset capacity.
  9. Honour-bound — pursue atonement against the odds, then reclaim honour (Challenge Tac Op). Commendation: 1RP; the scoring operative gains 5XP; distribute 5XP across the rest of your roster.
  10. Secure District — drive back raiders, then hold the district (Central Control Tac Op). Commendation: 3RP; one item of rare equipment or +1 asset capacity.

Narrative Play Mission Sequence — identical in shape to the Matched Play sequence (Determine Mission, Read Mission Briefing, Determine Killzone, Set Up Objective Markers, Set Up the Killzone, Select Drop Zone, Select a Kill Team, Select Tac Ops, Select Equipment, Set Up Barricades, Set Up Operatives, Scouting, Begin the Battle, End the Battle, Determine Victor — each player instead selecting operatives from their dataslate and equipment from their stash), with two differences: at Select a Kill Team, compare the total Battle Honours plus Strategic Assets between the two players — for every two your total falls short of your opponent's, choose either +1 CP or +2 equipment points for that game; and after Determine Victor, a final step:

  1. Update Dataslates — 1. Take Casualty tests. 2. Update Experience. 3. Take Recovery tests. 4. Complete operations.

Octarius

The Shadow Operations: Octarius War mission pack contains nine heavily-themed, story-driven narrative missions set within War Zone Octarius, mixing symmetric and asymmetric mission rules and objectives — in the asymmetric missions the Attacker and Defender pursue different goals by different means. All nine use the Killzone: Octarius terrain set (below), each arranged to suit that mission. Mission descriptions are deliberately vague, and players are encouraged to interpret the fiction (an "artefact," "intel," a "relic") however best suits their kill teams. They are especially well suited to a Spec Ops Campaign.

To randomly determine a mission, one player rolls one D3 to pick a table, then the other player rolls one D3 to pick the mission from it:

Table 1 — 1 Reconnoitre, 2 Search and Retrieve, 3 Fuel Run. Table 2 — 1 Eliminate Target, 2 Saboteurs, 3 Supply Drop. Table 3 — 1 Ambush, 2 Evac Inbound, 3 Breach Defences.

Mission 1.1 — Reconnoitre. This killzone stands on a vital point of high ground, overlooking both yours and the enemy's lines. Whoever can gain control of the area will have an unsurpassed vantage point from which to observe enemy movements.

Mission rules. RECON VANTAGE POINT — 1AP. While on the Vantage Point of one of the terrain features labelled Recon Points A–D, provided no enemy operative is on that same Vantage Point; the operative can then perform no other action this Turning Point. Until the end of the Turning Point, that Recon Point has been reconnoitred by your forces (each Recon Point only once per Turning Point).

Mission equipment. SERVO-AUGER [1EP] — the operative can keep acting in the Turning Point after performing Recon Vantage Point.

Mission objective. Each Recon Vantage Point performed scores VP depending on which point: A scores 0/3 (Attacker/Defender), B scores 1/2, C scores 2/1, D scores 3/0 (maximum 6VP per player per Turning Point).

Spec Ops Campaign. Tac Ops bonus: 3+ VP from Recon Tac Ops this battle grants 1 additional RP. Spec Ops bonus — Enemy Lines Surveyed: if undertaking Breakout or Infiltrate the Enemy, all four Recon Points reconnoitred in the same Turning Point reduces that Spec Op's Operation 1 game requirement by 1.

Mission 1.2 — Search and Retrieve. One of our agents, carrying a rare and mysterious artefact, secreted it among the junk piles in this killzone before he was cut down in a greenskin ambush. It is your task to locate and retrieve it, as well as any other valuable salvage.

Mission rules. SEARCH FOR RELIC — 1AP. While within 1" of a controlled Scrap Pile not yet Searched this Turning Point (treat the whole Scrap Pile as one large marker for control purposes, measuring 1" to any part of it rather than 2" to its centre). Each Scrap Pile can be Searched up to four times in the battle. If the Relic hasn't yet been discovered, roll one D6 on each Search: 6+ discovers it — place an objective marker within 1" of the discovering operative. The Pick Up action can be performed on the Relic marker; an operative carrying it cannot Dash.

Mission equipment. ARCHEO-AUSPEX [1EP] — +1 to the Relic discovery roll.

Mission objective. 1VP per Search for Relic (max 3VP per player per Turning Point); +1VP for discovering the Relic; +2VP for controlling the Relic marker at battle's end (+3VP instead if carrying it).

Spec Ops Campaign. Tac Ops bonus: 3+ VP from Recon Tac Ops grants 1 RP. Spec Ops bonus — Relic Recovered: if undertaking Recover Archeotech or Extraction, carrying the Relic into your own drop zone at battle's end reduces that Spec Op's Operation 1 requirement by 1.

Mission 1.3 — Fuel Run. Our promethium reserves are desperately low. Infiltrate the promethium pumping station in this killzone and take what you can by any means necessary.

Mission rules. SIPHON THE GOOD STUFF — 1AP. While within 1" of the Fuel Outlet Pipe on the Fuel Pump, if controlled and not already siphoned this Turning Point; the operative can then perform no other action this Turning Point. Each use places a Refined Fuel marker within 1" of the operative. Pick Up can be performed on any marker; a carrier cannot Dash. Volatile Promethium: each time a shooting attack targets an operative carrying a marker and retains a critical hit, after all that action's attacks are resolved (before removing casualties) roll one D6 for each such canister: on a 6, all operatives within 2" suffer 1 mortal wound and the marker is removed.

Mission equipment. AUTO-EXTRACTOR [1EP] — Siphon the Good Stuff automatically hands the operative the marker instead of placing it nearby (only if not already carrying one).

Mission objective. 1VP per Siphon the Good Stuff performed; +2VP per controlled marker at battle's end; +3VP additional if controlling one or more Refined Fuel markers.

Spec Ops Campaign. Tac Ops bonus: 3+ VP from Security Tac Ops grants 1 RP. Spec Ops bonus — Refined Fuel: if undertaking Secure District or Extraction, carrying Refined Fuel into your drop zone at battle's end reduces that Spec Op's Operation 1 requirement by 1.

Mission 2.1 — Eliminate Target. An enemy commander is in the area to personally oversee the final stages of preparation for an as-yet unknown plan. The commander will be protected. Expect to fight through them.

Mission rules. Commander: before deployment, the Defender nominates a Commander (their LEADER operative, if any), set up wholly within and starting the battle within the target zone. OVERSEE PLANS — 1AP (Defender's Commander only, while wholly within the target zone; no other actions that Turning Point). Surprise Attack: the Attacker decides initiative in the first Turning Point.

Mission equipment (Defender only). AUTO-MEDICAE [1EP] — once per Turning Point, ADMINISTER MEDICAE — 1AP while Visible to and within 1" of the Commander, healing it 2 wounds.

Mission objective. +2VP per Oversee Plans (Defender); +3VP to whoever controls the target zone at battle's end (by comparing APL within it); +1VP (Defender) if the Commander ends the battle at full wounds; if the Commander is Injured, +6VP (Attacker) — or +9VP if Incapacitated.

Spec Ops Campaign. Tac Ops bonus: Attacker 3+ VP from Seek and Destroy grants 1RP; Defender 3+ VP from Security grants 1RP. Spec Ops bonus: Target Eliminated (Attacker, Elimination/Purge Order) — commander incapacitated by end of Turning Point 2 reduces Operation 1 by 1 game. Hardly a Scratch (Defender, Perform Ritual/Secure District) — commander undamaged and not incapacitated reduces Operation 1 by 1 game.

Mission 2.2 — Saboteurs. Your distraction effort was successful. Fully half the sentries around the communications installation vital to our foes are elsewhere. Go in, strike hard and destroy it, before they discover the ruse.

Mission rules. Ruse: after selecting their kill team, the Defender splits it into two forces as evenly as possible; the Attacker picks one force to have been lured away — it doesn't start on the killzone. It's a Decoy, Return to Base: at the start of Turning Point 2's Strategy phase, roll one D6 per lured operative — on a 4+ it returns, set up wholly within the Defender's drop zone, wholly within 3" of a killzone edge, more than 1" from enemy operatives; at the start of Turning Point 3's Strategy phase, all remaining lured operatives return the same way automatically. Attacker's operatives: PLANT EXPLOSIVES — 1AP while within 1" of the vital installation and not within Engagement Range of an enemy; inflicts 1 Damage point (2 if atop the installation's Vantage Point); the operative then cannot Charge or Shoot that Turning Point.

Mission equipment. Attacker's MELTA CHARGES [1EP] — Plant Explosives inflicts 1 additional Damage point. Defender's EMERGENCY VOX [1EP] — +1 to that operative's return roll.

Mission objective. Damage points suffered determine VP split: 0 → 0/12 (Attacker/Defender); 1–3 → 4/8; 4–6 → 8/4; 7+ → 12/0.

Spec Ops Campaign. Tac Ops bonus: Attacker 3+ VP from Infiltration grants 1RP; Defender 3+ VP from Security grants 1RP. Spec Ops bonus: Inviolate Defence (Defender, Honour Bound/Secure District) — installation undamaged reduces Operation 1 by 1 game. Razed to the Ground (Attacker, Demolition/Infiltrate the Enemy) — installation suffers 7+ Damage points reduces Operation 1 by 1 game.

Mission 2.3 — Supply Drop. Vital supplies are incoming, but the foe will try to intercept them. Clear all three potential landing zones of the enemy. If you fail, we will be lost.

Mission rules. Supplies Incoming: at the start of Turning Point 3's Strategy phase, randomly remove one of the objective markers; at the start of Turning Point 4's, randomly remove one of the two remaining — the last one represents the Landed Supplies.

Mission equipment. HOMING BEACON [1EP] — once per Turning Point, ACTIVATE HOMING BEACON — 1AP while within 1" of a controlled marker, giving it a Homing Beacon point; a marker with 1+ such points, if randomly selected for removal, instead loses one point and a new marker is re-rolled (repeating as needed).

Mission objective. VP per controlled objective marker, by Turning Point: TP1 = 2VP each, TP2 = 2VP, TP3 = 3VP, TP4 = 6VP.

Spec Ops Campaign. Tac Ops bonus: 3+ VP from Security Tac Ops grants 1RP. Spec Ops bonus — Personally Secured: if undertaking Recover Archeotech or Honour-bound, a friendly LEADER controlling the Landed Supplies marker at battle's end reduces Operation 1 by 1 game.

Mission 3.1 — Ambush. Your forces have prepared an ambush for an enemy patrol and lain in wait for the perfect moment to strike. Alas, mere moments before you strike, the prey has realised their danger, and unless you attack now all hope of a swift victory will be lost.

Mission rules. Concealed Positions: the Attacker deploys first using concealed deployment — assign each friendly operative a unique number, and set up a face-down numbered marker for each (evenly spread between the two drop zones) rather than the operative itself. Once the Defender has deployed normally, the Attacker's markers are flipped and replaced with their operatives. Element of Surprise: the Attacker decides initiative in Turning Point 1. Escape: a Defender operative that moves off the Attacker's killzone edge has escaped, taking no further part but not counting as incapacitated for any rule.

Mission equipment. Attacker's DECOY [1EP] per equipped operative — one extra blank Concealed Deployment marker, removed once all real markers are flipped. Defender's SCANNERS [2EP] — before deployment, force one Concealed Deployment marker to flip early (and be replaced by its operative, if any).

Mission objective. +2VP (Defender) per operative that escapes; +2VP (Attacker) per Defender operative incapacitated.

Spec Ops Campaign. Tac Ops bonus: Attacker 3+ VP from Seek and Destroy grants 1RP; Defender 3+ VP from Security grants 1RP. Spec Ops bonus: Perfect Ambush (Attacker, Purge Order/Elimination) — every enemy operative injured or incapacitated reduces Operation 1 by 1 game. Evasion (Defender, Extraction/Breakout) — at least half the Defender's operatives escaping reduces Operation 1 by 1 game.

Mission 3.2 — Evac Inbound. Hold firm. Relief force and evacuation transport inbound. You will be rescued. Do not let the intelligence you've retrieved fall into enemy hands. Do whatever it takes.

Mission rules. Surrounded: the Defender has no killzone edge of their own — every killzone edge counts as the Attacker's. Fort: the four Wall terrain features combine into a single Fort; operatives cannot move into it, only climb onto its Vantage Point. Relief Forces Inbound: the Defender splits their kill team as evenly as possible; the Attacker chooses one half to be the Relief Force (arrives later); the rest are the Spies. Reinforcements Have Arrived: at the start of Turning Point 2's Strategy phase, roll one D6 per Relief Force operative — on a 4+ it returns (set up wholly within 3" of any battlefield edge, not within enemy Engagement Range); at Turning Point 3's Strategy phase, all remaining Relief Force operatives return automatically the same way. Low Ammo: after a Spy performs Shoot or Overwatch, roll one D6 — on 1–2, mark it Out of Ammo (no further Shoot/Overwatch with its listed weapons). Spies can perform REDISTRIBUTE AMMO & RELOAD — 1AP to remove that marker.

Mission equipment. Attacker's JAMMERS [1EP] — once per Turning Point, subtract 1 from a Relief Force return roll. Defender's SPARE AMMO [1EP] — the first failed ammo roll for that operative each battle counts as passed instead.

Mission objective. +1VP per Turning Point (Defender) per Spy on a Vantage Point wholly within their drop zone (max 3VP/Turning Point); +3VP (Attacker) per Spy incapacitated; at battle's end, +1VP (Attacker) per surviving Spy that is injured or not on such a Vantage Point.

Spec Ops Campaign. Tac Ops bonus: Attacker 3+ VP from Infiltration grants 1RP; Defender 3+ VP from Recon grants 1RP. Spec Ops bonus: No Prisoners (Attacker, Purge Order/Honour Bound) — every Spy injured or incapacitated reduces Operation 1 by 1 game. Exfiltration (Defender, Extraction/Secure District) — no Spy incapacitated and all within the drop zone reduces Operation 1 by 1 game.

Mission 3.3 — Breach Defences. The army attacks the enemy lines in force tomorrow. To pave the way, you must breach the enemy's defences. Under cover of darkness, scale or circumvent them and plant sapping charges. Operational freedom granted.

Mission rules. SAPPING CHARGES — 1AP. While within 1" of a controlled objective marker inside the enemy's drop zone not yet sapped; the operative then cannot Charge or Shoot that Turning Point; the marker is marked sapped.

Mission equipment. GRAPNEL-HOOKS [1EP] — grants the ability: climbing counts the first 2" of vertical distance as if it were, need not start within 1" of a climbable part; dropping can start from any vertical distance and counts vertical distance travelled as half.

Mission objective. +1VP per Turning Point if one or more friendly operatives are wholly within the enemy's drop zone; +1VP per Turning Point for controlling the Oil Pump Vantage Point marker; +4VP per enemy-drop-zone marker sapped at battle's end; +2VP per own-drop-zone marker not sapped at battle's end.

Spec Ops Campaign. Tac Ops bonus: 3+ VP from Security or Infiltration Tac Ops grants 1RP. Spec Ops bonus — Defences Penetrated: if undertaking Demolition or Infiltrate the Enemy, sapping both enemy markers with at least two operatives in the opponent's drop zone reduces Operation 1 by 1 game.

Killzone: Octarius. A killzone of battlefield detritus and debris — ramshackle but genuinely defensible, offering cover for a careful advance and vantage points to rain fire on enemies sheltering behind barricades and scrap piles. It consists of four Ramshackle Walls, one Oil Pump, three Ramshackle Barricades and three Scrap Piles:

  • Ramshackle Wall — mixes parts with the Traversable, Heavy and Vantage Point traits.

  • Oil Pump — one part with the Vantage Point trait; all other parts Heavy.

  • Ramshackle Barricade — Light and Traversable throughout.

  • Scrap Pile — Light and Scramble throughout. An operative cannot climb a Scramble part; instead it must Scramble Over or Charge Over it:

    • SCRAMBLE OVER — 1AP. Within 1" of a Scramble part. Treated as a Normal Move: the operative moves as if it could FLY with unlimited Movement, cannot move over any other terrain feature during the move, and must finish within 1" of a Scramble part of that same feature; it can pass through enemy Engagement Range but not finish within it. Cannot be performed within Engagement Range of an enemy, nor in the same activation as Fall Back or Charge.
    • CHARGE OVER — 1AP. Within 1" of a Scramble part. Treated as a Charge: as above (FLY, unlimited Movement, no other terrain), finishing within 1" of a Scramble part of that feature. Cannot be performed with a Conceal order or within Engagement Range of an enemy, nor in the same activation as Normal Move or Fall Back.

The Octarius box's dataslates and datacards cover the Veteran Guardsman and Kommando kill teams, detailed below.

Appendix: Critical Hit Rules, Special Rules and Abilities

  • APx (Armour Penetration) — subtract x from the target's Defence for that shooting attack. Two different APx rules on the same attack are not cumulative; the attacker picks one.
  • Barrage — for automatic Cover retention, the defender instead retains as if in Cover if any part of their base is hidden from directly above by a terrain feature.
  • Balanced — re-roll one attack dice in the Roll Attack Dice step.
  • Blast x — after the shooting attack against the original target, make the same attack against every other operative Visible to and within x of it — each is a valid target and cannot be in Cover. Cannot be used with Overwatch.
  • Brutal — the opponent can only parry with critical hits, in the Resolve Successful Hits step.
  • Ceaseless — re-roll any or all attack dice results of 1.
  • Fusillade — after selecting a valid target, you can select further valid targets within 2" of it and distribute your attack dice among all selected targets, making a shooting attack against each with the dice assigned to it.
  • Heavy — the operative cannot perform Charge, Fall Back or Normal Move in the same activation it performs a Shoot action with this weapon.
  • Hot — for each attack dice result of 1 discarded in the Roll Attack Dice step, the shooting operative suffers 3 mortal wounds.
  • Indirect — in the select-valid-target step, enemy operatives are not considered in Cover.
  • Invulnerable Save x+ — the defender may use this instead of their normal Save; it cannot be modified and ignores APx (the attacker's Defence-reducing effect is negated).
  • Lethal x — attack dice results of x or higher that are successful hits become critical hits.
  • Limited — this weapon can only be selected once per battle (though a Blast-style rule can still make its normal multiple attacks that one time).
  • MWx (Mortal Wounds) — each retained critical hit inflicts x mortal wounds on the target, in addition to any other resolution.
  • No Cover — defence dice cannot be automatically retained as a result of Cover; they must be rolled.
  • Psychic Action — a term identifying certain actions for other rules to interact with; provides no rules on its own.
  • Px (Piercing) — if you retain any critical hits, the weapon gains the APx special rule for that attack.
  • Reap x — if you strike with a critical hit, inflict x mortal wounds on each other enemy operative Visible to and within 1" of the attacker or the target.
  • Relentless — re-roll any or all attack dice.
  • Rending — if you retain any critical hits, you can also retain one normal hit as a critical hit.
  • Rng x (Range) — only operatives within x are valid targets (all other targeting rules still apply).
  • Silent — a Conceal-order operative can still perform Shoot actions with this weapon.
  • Splash x — each retained critical hit inflicts x mortal wounds on the target and every other operative Visible to and within 2" of it.
  • Stun — a critical hit on a shooting attack subtracts 1 from the target's APL. In combat: the first critical hit struck discards one opponent normal hit instead of dealing damage; the second critical hit struck subtracts 1 from the target's APL.
  • Torrent x — after the attack against the original target, make the same attack against each other valid target within x of both the original target and each other. Usable with Overwatch (unlike Blast).
  • Unwieldy — the operative can only Shoot with this weapon by spending an extra AP for the Shoot action; cannot be used with Overwatch.

Veteran Guardsman Kill Team

Archetype: Security. A VETERAN GUARDSMAN kill team consists of 10 VETERAN GUARDSMAN operatives plus 1 Ancillary Support option. The 10 operatives: 1 Sergeant Veteran (equipped with boltgun+bayonet, or bolt pistol/laspistol/plasma pistol + chainsword or power weapon), and 9 more selected from: Trooper Veteran (selectable up to nine times), Confidant Veteran (boltgun-or-lasgun+bayonet, or bolt-pistol-or-laspistol+chainsword), Zealot Veteran, Medic Veteran, Comms Veteran, Demolition Veteran, Bruiser Veteran, Hardened Veteran, Sniper Veteran, Spotter Veteran, and up to four Gunner Veterans (each equipped with bayonet plus one of grenade launcher, meltagun, plasma gun or flamer) — each of these once each.

Ancillary Support (Octarius-only add-ons, not counted as extra roster operatives beyond the above): Trooper Veterans — 4 additional Trooper Veteran operatives. Veteran Guardsman Tactical Assets — 2 tactical assets (not operatives, so not recorded on your roster/dataslate); select two of the four below when taking this option. During the Firefight phase, instead of activating a ready operative, you may resolve one unused tactical asset instead (treating it as a friendly operative for that purpose) — maximum one tactical asset per Turning Point, each usable once per battle. All four assets are resolved by drawing Visibility and Cover lines from a friendly VETERAN GUARDSMAN operative (which is treated as making the Shoot action for rules purposes):

Tactical AssetABS/WSDmgSpecial Rules
Artillery Barrage65+2/3Barrage, Blast 2", Indirect
Marked Air Strike54+3/4Barrage, Blast 2"
Guided Missile43+4/6AP1 (critical hit rule)
Strafing Run64+2/3— select an enemy operative in a friendly VETERAN GUARDSMAN operative's LoS as the mark, place a Strafing Run token anywhere in the killzone (no closer to your own killzone edge than the mark, if you have one), then attack the mark and every other operative whose base is crossed by a line between the mark and the token; when checking targets/Cover for those others, draw lines from the mark, and treat any in Cover from Light terrain or another operative as Engage-order instead.

Abilities. VETERAN GUARDSMAN LEADER operatives have Guardsmen Orders: once per Strategy phase, on your turn to use a Strategic Ploy, if in the killzone this operative can issue a Guardsmen Order to all friendly VETERAN GUARDSMAN within 6" of and Visible to it (different orders if issued more than once in the Turning Point):

  • Move! Move! Move! — +1" Movement for affected operatives.
  • Take Aim! — re-roll any/all attack-dice 1s when shooting (not with mortar barrage, remote mine, or tactical assets).
  • Hold Position! — re-roll any/all defence-dice 1s while in Cover; affected operatives cannot Dash or Charge.
  • Fix Bayonets! — re-roll any/all attack-dice 1s when fighting.

Strategic Ploys.

  • OVERCHARGE LASGUNS — 1CP. Until end of Turning Point, friendly VETERAN GUARDSMAN lasguns switch to a choice-of-profile weapon: Standard (A4, BS4+, Dmg 2/3, no SR) or Overcharge (A4, BS4+, Dmg 2/3, AP1 & Hot).
  • TAKE COVER — 1CP. Until end of Turning Point, a friendly VETERAN GUARDSMAN operative in Cover improves its Save by 1 when shot at.
  • INTO THE BREACH — 1CP. Every friendly VETERAN GUARDSMAN operative in your drop zone can perform a free Dash, moving closer to the enemy drop zone.
  • CLEAR THE LINE — 1CP. Until end of Turning Point, a friendly VETERAN GUARDSMAN operative fighting in combat can retain one attack dice as a successful normal hit without rolling it, before rolling the rest.

Tactical Ploys.

  • INSPIRATIONAL LEADERSHIP — 1CP. During a VETERAN GUARDSMAN LEADER's activation, it issues a Guardsmen Order to all friendly VETERAN GUARDSMAN within 6" of and Visible to it.
  • IN DEATH, ATONEMENT — 1CP. Use when a ready friendly VETERAN GUARDSMAN is incapacitated: it stays on the table until the end of your next activation or the battle (whichever first), and does not count as injured in the meantime.
  • COMBINED ARMS — 1CP. After rolling attack dice for a friendly VETERAN GUARDSMAN's shooting attack, if the target was also shot by another friendly VETERAN GUARDSMAN this Turning Point, re-roll any/all of those attack dice.

Tac Ops.

  • BOOTS ON THE GROUND (Faction Tac Op 1). Reveal at the end of any Turning Point. Score 1VP if you have more friendly than enemy operatives within 6" of both your own and your opponent's drop zone; +1VP each subsequent Turning Point you repeat the first condition.
  • STAND FAST (Faction Tac Op 2). Reveal any Turning Point. Score 1VP if friendly operatives control 2+ objective markers and more than the enemy; +1VP each subsequent Turning Point you repeat it.
  • GLORY IN DEATH (Faction Tac Op 3). Reveal at battle's end. Score 2VP if more friendly operatives were incapacitated than enemy ones, yet you still scored more mission-objective VP.

Spec Ops Rules (when your faction is VETERAN GUARDSMAN).

Veteran Guardsman Specialist Battle Honours (in place of a specialism table) — 1 Capable Under Fire (Vantage Point Engage-treatment ignored while Concealed in Light Cover); 2 Brash (choose which Guardsman Order this operative receives); 3 Siege Specialist (one ranged weapon gains No Cover); 4 Grit and Determination (+1 Defence within 2" of an objective marker's centre); 5 Decorated Veteran (+1 Ballistic Skill, max 3+); 6 Final Litany (In Death, Atonement usable free on this operative when incapacitated; its next activation's ranged BS becomes 2+).

Rare equipment — 1 Relic Sidearm [2EP] (a bolt/las pistol gains +1 BS, +1 Attacks); 2 Prized Sabre [1EP] (a power weapon gains Balanced); 3 Vid-Capture Relay [2EP] (Comms Veteran only — Signal can target anywhere in the killzone); 4 Litany of Sacrifice [3EP] (Zealot Veteran only — grants a 1AP unique action inspiring nearby VETERAN GUARDSMAN to downgrade one enemy critical hit to normal per fight/shoot against them); 5 Regimental Heirloom [2EP] (an operative that didn't Shoot that activation is "motivated by honour" until its next activation — treated as +1 APL for objective control, halves damage taken rounding up); 6 Diagnosticator [2EP] (Medic Veteran only — Medikit heals D3+3 instead of 2D3; gains a second post-battle Casualty re-roll).

Strategic Assets — Preliminary Bombardment (at Set Up Operatives, block enemy Engage-order set-up on/within 1" of one Heavy terrain feature; forces Fortify in Scouting unless a Spotter Veteran is deployed); Munitorum Supply Lines (+1 CP in Turning Point 1's Strategy phase); Expanded Engineering Bay (place a Fortify token within 6" of your drop zone on Fortify or with a deployed Demolition Veteran; Dash cannot end within 3" of it, Charge loses 2" if it would pass within 3", unless flying).

Requisitions — Unending Manpower [1RP] (after a battle where VETERAN GUARDSMAN operatives were slain via failed Casualty tests, add that many Trooper Veterans free via Operative Assigned); Field Promotion [1RP] (swap an Ace/Grizzled/Revered Trooper Veteran for a new non-Sergeant operative, carrying over XP and Battle Scars); Accolade of Distinction [1RP] (when an operative reaches Revered, it may take the Accolade of Distinction Battle Honour: APL becomes 3).

Spec Ops — Victory or Death: win six games (Operation 1), then complete a game scoring VP from Glory in Death (Operation 2). Commendation: every deployed operative gains 1XP, every incapacitated operative gains a further 1XP, and one that completed a mission action or scored objective-control VP while incapacitated gains yet another 1XP (uncapped by a passed Casualty test); counts as an Honour-Bound Spec Op for bonus purposes. Grand Offensive: complete five games scoring VP from Boots on the Ground or Stand Fast (Operation 1), then a game scoring VP from Plant Banner (Operation 2). Commendation: 3RP; one item of rare equipment or +1 asset capacity; counts as a Secure District Spec Op for bonus purposes.

Equipment. VETERAN GUARDSMAN operatives can be equipped with (items marked + limited to one copy per battle; one item per operative): Hot-Shot Capacitor Pack [2EP] (+1 both Damage values on lasguns/laspistols); Rosary+ [2EP] (once per battle, ignore one attack dice's damage); Hand Axe [2EP] (melee weapon: A3, WS4+, Dmg 3/5); Trench Shovel [2EP] ("Dug Trench" — while wholly in your drop zone and not having moved this activation, treated as in Light Cover against attacks from more than 2" away); Frag Grenade [2EP] (ranged weapon: A4, BS3+, Dmg 2/3, Rng 6", Limited, Blast 2", Indirect); Krak Grenade [3EP] (ranged weapon: A4, BS3+, Dmg 4/5, Rng 6", Limited, Indirect, AP1; not usable via Overwatch); Chronometer+ [3EP] (once per battle, re-roll the initiative roll-off dice); Topographical Chart+ [3EP] (after resolving your Scouting choice, resolve a second, different scouting option — initiative is still set by your original choice).

Datacards. All operatives below share M 6", APL 2, Df 3, Sv 5+, Base 25mm, and the keywords VETERAN GUARDSMAN, IMPERIUM, ASTRA MILITARUM, <REGIMENT>, plus their own type keyword (GA is 1 unless noted; W is 7 unless noted):

OperativeGA / WWeapons (A / BS·WS / Dmg / SR)Abilities & Unique Actions
Trooper VeteranGA 2 / W7Lasgun 4/4+/2·3; Bayonet 3/4+/2·3—
Sergeant Veteran (LEADER)GA 1 / W8Bolt pistol 4/3+/3·4 (Rng 6"); Boltgun 4/3+/3·4; Las pistol 4/3+/2·3 (Rng 6"); Plasma pistol 4/3+/5·6 — Standard (Rng 6", AP1) or Supercharge (Rng 6", AP2, Hot); Bayonet 4/3+/2·3; Chainsword 4/3+/3·4 (Balanced); Power weapon 4/3+/4·6 (Lethal 5+)Ability: Guardsmen Orders (see above).
Sniper VeteranGA 1 / W7Long-las 4/2+/3·3 (! MW3); Bayonet 3/4+/2·3Unique action Sniper: if this operative performs no Normal Move, Charge or Fall Back this activation, its long-las gains Silent for the activation.
Gunner VeteranGA 1 / W7Flamer 5/2+/2·2 (Rng 6", Torrent 2"); Grenade launcher 4/4+ — Frag (2·4, Blast 2") or Krak (4·5, AP1); Meltagun 4/4+/6·3 (Rng 6", AP2, ! MW4); Plasma gun 4/4+/5·6 — Standard (AP1) or Supercharge (AP2, Hot); Bayonet 3/4+/2·3— (each Gunner is equipped with bayonet plus one of flamer/grenade launcher/meltagun/plasma gun)
Confidant VeteranGA 1 / W7Bolt pistol 4/4+/3·4 (Rng 6"); Boltgun 4/4+/3·4; Las pistol 4/4+/2·3 (Rng 6"); Lasgun 4/4+/2·3; Bayonet 3/4+/2·3; Chainsword 4/4+/3·4 (Balanced)Unique actions Second in Command (if the Sergeant Veteran is incapacitated, this operative can be nominated for command, gaining LEADER and Guardsmen Orders for the rest of the battle) and Directive (if not nominated, activate another ready friendly VETERAN GUARDSMAN within 6"/Visible after this one's activation, treating its GA as 1 for that activation).
Demolition VeteranGA 1 / W7Lasgun 4/4+/2·3; Remote mine 4/2+/5·6 (AP1, Detonate*, Silent); Bayonet 3/4+/2·3Unique action Plant Mine (1AP): place a Mine token within 1" and Visible, then free Dash (not within enemy Engagement Range; only once per battle; token removed if this operative falls). *Detonate: the remote mine attacks every operative (friendly or enemy) within 2" of the Mine token's centre (Cover drawn from the token; blocked by wholly intervening Heavy terrain), then the token is removed; not usable via Overwatch or without a placed token.
Zealot VeteranGA 1 / W7Lasgun 4/4+/2·3; Bayonet 3/4+/2·3Ability The Emperor Protects (re-roll any/all defence dice when shot at). Unique action Uplifting Primer (1AP): until end of Turning Point, friendly VETERAN GUARDSMAN within 3" are "uplifted" — they may upgrade one 5+ attack-dice result to a critical hit when fighting or shooting.
Medic VeteranGA 1 / W7Lasgun 4/4+/2·3; Bayonet 3/4+/2·3Ability Medic! (once per Turning Point, the first time a friendly VETERAN GUARDSMAN within 3"/Visible and outside enemy Engagement Range would be incapacitated, this operative — if itself outside enemy Engagement Range — can revive it at 1 wound instead, discarding remaining attack dice if from a shooting attack; the revived operative gets a free Dash to within 1" of this operative; both operatives' APL is reduced by 1). Unique action Medikit (1AP): heal a friendly VETERAN GUARDSMAN within 1"/Visible for 2D3 wounds (not an operative revived by Medic! this Turning Point; not while in enemy Engagement Range).
Comms VeteranGA 1 / W7Lasgun 4/4+/2·3; Bayonet 3/4+/2·3Ability Relay Orders (once per Turning Point, when issued a Guardsman Order, this operative can relay it to every friendly VETERAN GUARDSMAN in the killzone, at a cost of −1 to its own APL). Unique action Signal (1AP): +1 APL to a friendly VETERAN GUARDSMAN within 6"/Visible (not in enemy Engagement Range).
Bruiser VeteranGA 1 / W7Lasgun 4/4+/2·3; Bayonet 3/4+/2·3; Trench club 3/3+/3·3 (! Stun)Unique action / ability Bruiser (once per Turning Point, in combat, ignore the damage from one normal hit against it).
Hardened VeteranGA 1 / W7Lasgun 4/4+/2·3; Bayonet 3/4+/2·3; Bionic arm 3/4+/4·5Ability Hardened by War (5+ on D6 to prevent a lost wound each time one would be lost; ignore any/all APL modifiers).
Spotter VeteranGA 1 / W7Lasgun 4/4+/2·3; Mortar barrage 5/4+/2·3 (Barrage, Unwieldy, Blast 2", Silent); Bayonet 3/4+/2·3Unique action Spotter (2AP): select a Visible enemy operative, then a ready GA-1 friendly VETERAN GUARDSMAN within 2"/Visible — after this activation, that operative can be activated next and treats the marked enemy as Engage-order (unless in Heavy-terrain Cover) during its activation (not while this operative is in enemy Engagement Range).

Kommando Kill Team

Archetype: Seek & Destroy / Infiltration. A KOMMANDO kill team consists of 1 Kommando Nob (equipped with slugga+big choppa, or slugga+power klaw) plus 9 KOMMANDO operatives selected from: Kommando Boy (up to nine times), Kommando Grot, Kommando Slasha Boy, Kommando Breacha Boy, Kommando Snipa Boy, Kommando Dakka Boy, Kommando Comms Boy, Kommando Burna Boy, Kommando Rokkit Boy and Bomb Squig (each of the latter nine options once each). The Balance Dataslate: if you select a Bomb Squig, you may also take a Kommando Grot for free (or vice versa), for 11 operatives total instead of 10; a Bomb Squig's APL can never be positively modified.

Abilities. Every KOMMANDO operative except BOMB SQUIG has Throat Slittas: can perform a Charge action while it has a Conceal order.

Strategic Ploys.

  • SSSSHHHH! — 1CP. Friendly KOMMANDO operatives not in enemy LoS, or with a Conceal order and more than 6" from any enemy, can each immediately perform a free Dash. Usable only once per battle.
  • DAKKA! DAKKA! DAKKA! — 1CP. Until end of Turning Point, when a friendly KOMMANDO shooting attack retains any critical hits, you can also retain one failed hit as a successful normal hit.
  • WAAAGH! — 1CP. Until end of Turning Point, when a friendly KOMMANDO would retain two or more normal hits in combat, one of them can be retained as a critical hit instead.
  • SKULK ABOUT — 1CP. Until end of Turning Point, a Conceal-order friendly KOMMANDO being shot at can retain one defence dice as a successful normal save without rolling it, before rolling the rest — regardless of any rule (e.g. Vantage Point) that would otherwise treat it as Engage-order.

Tactical Ploys.

  • JUST A SCRATCH — 1CP. In the Resolve Successful Hits step, when a normal hit would damage a friendly KOMMANDO (not Bomb Squig), ignore that damage.
  • KRUMP 'EM! — 1CP. At the end of the Firefight phase, one friendly KOMMANDO performs a free Fight action.
  • SNEAKY GIT — 1CP. At Set Up Operatives, deploy one friendly KOMMANDO (not Bomb Squig) with a Conceal order anywhere within 1" of Heavy terrain and more than 6" from both enemy operatives and the enemy drop zone. Once per battle; that operative's order cannot be changed in Turning Point 1 (e.g. via Infiltrate).

Tac Ops.

  • BLOW IT UP! (Faction Tac Op 1). Reveal in Turning Point 1's Target Reveal step. Your opponent nominates one Heavy terrain feature as their bulwark. Friendly operatives can perform BLOW IT UP! — 2AP within 1" of it (not within 2" of an enemy; only a Dash may accompany it in that activation), scoring 2VP. Not used when Close Quarters rules are in effect.
  • SHOKK TAKTIKS (Faction Tac Op 2). Reveal at end of Turning Point 1: score 1VP if any enemy operative was incapacitated that Turning Point. At end of Turning Point 2: score 1VP if friendly operatives control more objective markers than the enemy.
  • GET STUCK IN! (Faction Tac Op 3). Reveal any Turning Point except the fourth. Score 1VP if 3+ friendly operatives are within 6" of the enemy's drop zone; +1VP each subsequent (non-fourth) Turning Point you repeat it.

Spec Ops Rules (when your faction is KOMMANDO).

Kommando Specialist Battle Honours — 1 Skinna (upgrade a 5+ combat result to a critical hit); 2 Irritable (+1 both melee Damage values while this operative has lost any wounds); 3 Destructive (melee weapons gain Relentless in a Fight following a Charge that activation); 4 Shifty (retain two automatic Cover saves instead of one, while Concealed or Ready and in Cover); 5 Thievin' Cit (one equipped item costs 1 less EP, min 0); 6 Ambusher (once per battle, change this operative's order at the start or end of its activation).

Rare equipment — 1 Shiny Slugz [2EP for a slugga / 3EP otherwise] (a slugga/dakka shoota/scoped big shoota gains AP1); 2 Work's Eyeball [1EP for a slugga / 3EP otherwise] (+1 BS to a slugga/dakka shoota/scoped big shoota/rokkit launcha — a slugga loses Rng 6" if chosen); 3 Devil's Whispa [2EP] (a slugga gains Lethal 4+ and Silent); 4 Skraga's Choppa [2EP] (a choppa/big choppa/twin choppas gains Lethal 5+); 5 Fungal Brew [2EP] (remove one Battle Scar before the battle; cannot be injured during it; automatically passes its Casualty test after); 6 Klever Kap [2EP] (+1 CP for the battle).

Strategic Assets — Territorial Glyphs (place a Glyph Token within 6" of your drop zone at Set Up Operatives — enemy operatives can't set up within 6" of it unless wholly within their own drop zone; friendly KOMMANDO within 6" of it re-roll one attack dice per combat); Loot Hoard (at Select Equipment, choose one: Stun/Smoke Grenade usable twice each this battle; stikkbombs/dynamite usable twice under Limited this battle; or sluggas/choppas cost 1EP instead of 2EP this battle); Explosives Stash (friendly KOMMANDO except Bomb Squig can LAY EXPLOSIVES — 2AP within 1" of Heavy terrain, not while Visible to and within 2" of an enemy — performing this, Blow It Up! or Sabotage wrecks that feature, downgrading its Heavy parts to Light for the rest of the battle).

Requisitions — Orky Constitution [1RP] (re-roll a just-taken Casualty test, Recovery test, or Battle Scar determination); Grab da Loot [0RP] (after a battle scoring maximum mission-objective VP, gain D3 RP — once per battle); Fearsome Reputation [1RP] (at Update Experience, an operative that incapacitated 3+ enemies, or 2+ including an enemy LEADER, gains 3XP uncapped by a passed Casualty test — once per battle).

Spec Ops — Blitz: complete five games scoring VP from Shokk Taktiks or Get Stuck In! (Operation 1), then a game scoring VP from Execution (Operation 2). Commendation: every operative that incapacitated an enemy gains 1XP (uncapped); one item of rare equipment or +1 asset capacity; +1RP; counts as a Purge Order Spec Op for bonus purposes. Rampant Destruction: complete five games scoring VP from Blow It Up! or Sabotage (Operation 1), then a game scoring VP from Behind Enemy Lines (Operation 2). Commendation: +1RP; all friendly operatives automatically pass Casualty and Recovery tests; use Equipment Drop twice for free; counts as a Demolition Spec Op for bonus purposes.

Equipment. KOMMANDO operatives (except Kommando Grot) can be equipped with (items marked + limited to two copies per battle; one item per operative): Choppa [2EP] (melee: A3, WS3+, Dmg 4/5); Slugga [2EP] (ranged: A4, BS4+, Dmg 3/4, Rng 6"); Harpoon+ [3EP] (ranged: A4, BS4+, Dmg 4/5, Rng 6", ! Stun); Sledgehammer+ [3EP] (melee: A4, WS3+, Dmg 4/4, ! Stun); Smoke Grenade [3EP] (SMOKE GRENADE — 1AP, once per battle, not in enemy Engagement Range: place a Smoke token within 6", 2" radius, unlimited upward height — until end of Turning Point, an operative is Obscured if every Cover line to it crosses the smoke); Stun Grenade [2EP] (STUN GRENADE — 1AP, once per battle, not in enemy Engagement Range: pick a point within 6", roll one D6 per operative within 2" of it, −1 if not Visible to this operative — on a 4+, −1 APL to that operative); Stikkbomb [2EP] (ranged: A4, BS3+, Dmg 2/4, Rng 6", Blast 2", Indirect, Limited); Dynamite [4EP] (ranged: A4, BS3+, Dmg 5/6, Rng 6", Blast 2", AP1, Indirect, Unwieldy, Limited); Climbing Rope [1EP] (grants an ability: the first 2" of vertical climbing distance counts as 1"; only needs to start within 1" horizontally of a climbable feature; a drop can start from any vertical distance and counts vertical distance as half).

Datacards. All operatives below share M 6", APL 2, GA 1, Df 3, Sv 5+, and the keywords KOMMANDO, ORK, <CLAN>, plus their own type keyword (W and Base noted per row; every operative also has the Just a Scratch and Sneaky Git Tactical Ploys available, as noted above):

OperativeW / BaseWeapons (A / BS·WS / Dmg / SR)Abilities & Unique Actions
Kommando BoyW10 / 32mmSlugga 4/4+/3·4 (Rng 6"); Choppa 4/3+/4·5—
Kommando Slasha BoyW10 / 32mmThrowing knives 4/3+/2·5 (Rng 6", Silent); Twin choppas 4/3+/4·5 (Relentless)Ability Dat All You Got? — after fighting, if it lost wounds but wasn't incapacitated, roll one D6: on 4+ the enemy it fought suffers 2 mortal wounds.
Kommando Breacha BoyW10 / 32mmSlugga 4/4+/3·4 (Rng 6"); Breacha ram 3/3+/5·5 (Brutal)Abilities Bull Charge (breacha ram gains the Stun critical-hit rule in a Fight following a Charge that activation) and Breach (Normal Move/Dash/Charge can pass through terrain features up to 1" thick as if they weren't there).
Kommando Snipa BoyW10 / 32mmScoped big shoota 6/3+/2·2 (! MW2); Fists 3/3+/3·4Unique actions 'Av it! (2AP): free Shoot with the scoped big shoota, then attack every other valid target within 2" of the original target too, at −2 Attacks per attack made this way; and Da Best Spot (2AP): free Shoot with the scoped big shoota even with a Conceal order.
Kommando Dakka BoyW10 / 32mmDakka shoota 5/4+/3·4 (Unload Slugs*); Fists 3/3+/3·4*Unload Slugs: re-roll any/all attack dice when the target is within 6". Unique action Dakka Dash (1AP): free Shoot (dakka shoota only) and free Dash, in either order.
Kommando Comms BoyW10 / 32mmShokka pistol 6/4+/1·1 (Rng 6"; ! Stun, MW2); Fists 3/3+/3·4Ability I Got a Plan, Ladz (once per Turning Point, a mission or Pick Up action costs 1 less AP, min 0). Unique action Listen In (1AP): +1 APL to a friendly KOMMANDO within 6"/Visible (not in enemy Engagement Range).
Kommando Burna BoyW10 / 32mmBurna 5/2+/2·2 (Rng 6", Torrent 2"); Fists 3/3+/3·4—
Kommando Rokkit BoyW10 / 32mmRokkit launcha 5/4+/4·5 (AP1; ! Splash 1); Fists 3/3+/3·4Ability Boom Boy (re-roll any/all attack dice on a Shoot action if it hasn't moved this activation).
Kommando GrotW5 / 25mmGrot choppa 3/5+/1·4Ability Sneaky Zogger (cannot have an Engage order; always treated as Concealed, regardless of any other rule, e.g. Vantage Point). Unique action Grappling Hook (1AP): free Normal Move in a single straight line with unlimited Movement as if it could FLY, toward a Visible point on a terrain feature, finishing within 1" of it (cannot Operate Hatch as part of this action).
Kommando Nob (LEADER)W13 / 32mmSlugga 4/4+/3·4 (Rng 6"); Big choppa 4/2+/5·6; Power klaw 4/3+/5·7 (Brutal)Unique action / ability Get it Dun! (when activated, +1 APL to one friendly KOMMANDO within 6"/Visible). Sv is 4+ (better than the rest of the kill team).
Bomb SquigW6 / 25mm; Sv 6+Dynamite 4/3+/5·6 (AP1, Bomb Squig*; ! P2); Vicious bite 3/4+/4·5*Bomb Squig: can Shoot this weapon while in enemy Engagement Range — doing so attacks every operative within its Engagement Range (even alongside friendlies), all valid targets, none in Cover; afterward this operative is incapacitated and does not roll for BOOM!; not usable via Overwatch. BOOM!: when incapacitated, roll one D6 — on 3+ it still makes one shooting attack with its dynamite. Stoopid: cannot perform mission actions, Pick Up, or have a Conceal order; cannot be equipped with equipment; in narrative play cannot gain/lose XP and automatically passes Casualty tests. The Balance Dataslate: APL cannot be positively modified.