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Warhammer 40,000: Kill Team (2016)

Warhammer 40,000: Kill Team (2016) Rulebook

Table of Contents

Table of Contents

  • Choosing a Kill Team
    • Kill Team
  • Leader
    • Leader Traits Table
  • Specialists
    • Combat Specialist
    • Weapons Specialist
    • Dirty Fighter
    • Indomitable Soldier
    • Guerrilla
  • Missions
    • Amendments to Special Rules from Various Codexes
    • Secondary Objectives in Kill Team Missions
    • Kill Team Missions
  • Mission 1: Forward Push
  • Mission 2: Alone in the Dark
  • Mission 3: Head Hunt
  • Mission 4: Infiltrate the Camp
  • Mission 5: Secure the High Ground
  • Mission 6: Supply Drop
  • Further Development of the Kill Team
    • Tournaments (Championships)
    • Series of Games
    • Challenge Games
    • Multiplayer Games
  • Kill Teams
    • Datasheets
    • Squad Stornus (190 points)
    • Strike Pack Alphic (200 points)
    • Corruptio Malum (190 points)
    • Strike Team Bright Conquest (134 points)
    • Pariah Conflux (194 points)
    • Red Death of Duriel (198 points)
    • Snagrod's Burna Boyz (199 points)

Choosing a Kill Team

Kill teams vary widely in size and composition, from expendable gangs of cut-throats from penal legions sent on a suicide mission, to a pack of Thunderwolves formed to hunt small groups of enemies behind the front line. This section gives the rules for creating your own kill team and preparing it for its first mission.

Each player may spend up to 200 points to assemble a kill team from a codex or supplement, keeping to the structure and rules below.

Kill Team

Optional

  • 0-2 Troops choices
  • 0-1 Elites choice
  • 0-1 Fast Attack choice

Restrictions

To reflect the variety of units that can be sent on missions, some additional restrictions are introduced which you must take into account when choosing your kill team:

  • A kill team must include at least four non-vehicle models. One of them must be the leader (see below), and three must be specialists (p. 8).
  • A kill team may not include models with more than 3 Wounds or Armour values in their profile.
  • A kill team may not include a vehicle whose total Armour value (obtained by adding its front, side and rear Armour values) exceeds 33.
  • A kill team may not include flying vehicles/aircraft.
  • A kill team may not include models with a 2+ armour save.

Leader

Every kill team is led by a shrewd and perceptive commander. Whether an up-and-coming officer awaiting promotion, or a loner who prefers the relative freedom of guerrilla warfare, his warriors will follow him to the death. Completing the mission at any cost is the only thing that matters to them.

After building your kill team you must determine which non-vehicle model will be your leader. The leader is automatically the character model with the highest Leadership. If your kill team has no characters, the leader is the model with the highest Leadership. If several eligible models share the highest Leadership, you choose one of them to be the leader. However, models with the Beast unit type or the Swarms special rule cannot be made leaders. If your leader does not have the Character unit type or the Independent Character special rule, it gains the Character unit type.

Your leader is a seasoned veteran of many military campaigns. At the start of each game, before deploying your kill team, roll on the Leader Traits table to determine what unique trait, helpful in completing the mission, your leader has.

Authors' note: running a campaign. If you plan to play several games as a campaign, a connected story or some event, we recommend keeping the leader's trait from game to game. Also, instead of rolling on the table you may simply choose at the start the trait that best characterises your leader.

Leader Traits Table

D6Result
1Cunning Ruse: choose D3+2 non-vehicle models, which gain the Outflank special rule.
2Quick Thinker: your kill team seizes the initiative on a 4+ instead of a 6.
3Careerist: you gain 1 additional Victory point if your leader kills the enemy leader in a challenge.
4Iron Resolve: the range of your leader's commands is increased to 12" (p. 12).
5Seen It All: your leader may choose a special rule from one category of specialists (p. 8), which must not match the category of any of your other specialists.
6Unshakeable Devotion to Duty: your leader has the Zealot special rule.

Specialists

The opposing sides always have warriors whose courage, skilful handling of weapons or evident killer instincts go unnoticed amid the slaughter of large conflicts. But in small teams the unique talents of these unknown heroes are soon revealed.

Specialists are unique individuals, whether grizzled sergeants who have fought more wars than any man should, or green recruits from the latest draft who have shown commendable marksmanship. After you have assembled your kill team and determined its leader, you must nominate three non-vehicle models as specialists. The leader, or a model with the Beast unit type or the Swarms special rule, cannot be chosen as a specialist. For each specialist you must choose one special rule from any one category presented in this section. A kill team cannot have two specialists from the same category. The following pages present five categories of specialists with their special rules.

Combat Specialist

An extremely aggressive warrior. A true master of the art of close combat.

A Combat Specialist may choose either one of the following special rules from the Warhammer 40,000 rulebook...

  • Counter-attack
  • Furious Charge
  • Hammer of Wrath
  • Hatred
  • Rage

...or one of the following:

Berserker Outnumbered, the berserker fights with bloodthirsty fury, raining down a flurry of blows.

If at the start of any Fight sub-phase this model is locked in combat with more than one enemy model, it gains D3 additional Attacks. A model that made a Disordered Charge this turn does not benefit from this rule.

Deathblow The ability to deal merciless and unerring deathblows with a given weapon to any opponent can truly be called sinister.

If the target suffers an unsaved Wound from a close combat attack by this model, the target's Wounds are reduced to 0 and it is removed as a casualty.

Killer Instinct Only born killers know how and where to strike so that the enemy bleeds to death.

This model always wounds on a 2+ with close combat attacks against non-vehicle models.

Warrior Adept Regular participants in all kinds of fights grow into experienced fighters, superbly able to dodge blows, parry thrusts and counter-attack. Such fighters achieve deadly effectiveness on the battlefield.

This model's WS is improved by 1.

Weapons Specialist

Not just a good marksman but also a skilled improver of weapons.

A Weapons Specialist may choose either the following special rule from the Warhammer 40,000 rulebook...

  • Sniper

...or one of the following:

Bane of Vehicles A warrior who can turn enemy vehicles into burnt-out hulks is a valuable addition to any kill team.

When making shooting attacks, the model re-rolls failed armour penetration rolls against vehicles and may, at its option, re-roll Glancing Hits in an attempt to make a Penetrating Hit, but the second result cannot be re-rolled.

Eagle-Eye Through experience gained in firefights, or skilful application of knowledge of ballistics, some shooters can fire beyond a weapon's maximum range.

The range of any ranged weapon this model fires is increased by half. For example, a model may fire a boltgun (range 24") at a distance of up to 36". This rule also applies to Rapid Fire and Melta weapons, but does not affect Template weapons.

Expert Shot Kill teams quickly identify their most accurate fighters, since they are the ones who must eliminate the most significant targets.

This model's BS is improved by 1.

Machine Saboteur The ability to determine where to place explosives or strike to turn enemy vehicles into burning wreckage is highly prized.

When a model with this special rule scores a hit on a vehicle in close combat, instead of making the normal armour penetration roll, roll a D6 to determine the effect:

D6Result
1No effect
2-4Glancing Hit
5-6Penetrating Hit

Master-Craftsman A warrior who improves his weapon, even with a makeshift sight or a targeting mechanism, becomes more dangerous.

After choosing this special rule, choose one of the model's ranged weapons. Once per turn you may re-roll one failed To Hit roll made when shooting with this weapon.

Reaping Volley Quick reactions and a good imagination allow some to fire in a wide arc, mowing down several enemies at once.

When the model attacks with a ranged weapon that makes more than one shot, it may choose a different target for each shot. Declare the target of each shot before any To Hit rolls.

Sharpshooter Some think being in cover is safe, but only when facing a particularly accurate enemy do they realise that this is not always so.

Cover saves are not allowed against Wounds, Glancing Hits or Penetrating Hits from this model's shooting attacks.

Suppressing Fire For a skilled shooter there is nothing difficult about carefully placed fire to pin the enemy in place. Duck or die!

If a non-vehicle model suffers one or more hits from shooting attacks by a model with this special rule, it must take a Leadership test after the model with this special rule has completed all its attacks in the current phase. This is called a Suppressing Fire test.

If the target fails the test, it must immediately Go to Ground (see the Warhammer 40,000 rulebook). Since the unit has already used its saving throws, going to ground does not protect against suppressing-fire weapons - it is too late! If the test is passed, the unit may take further Suppressing Fire tests in the same turn, but only once for each firing unit. If the unit has already gone to ground, no further Suppressing Fire tests are taken.

If a unit's special rules say it is never pinned, the unit automatically passes Suppressing Fire tests. Such units may still choose to Go to Ground.

Dirty Fighter

A ferocious and cruel opponent ready to resort to any meanness and trick.

A Dirty Fighter may choose either one of the following special rules from the Warhammer 40,000 rulebook...

  • Fear
  • Soul Blaze

...or one of the following:

Blinding Distraction Bright flashes, dust kicked up by feet or a small object thrown at the head can distract an enemy for a moment, which is quite enough to deliver a crushing blow.

Any target that suffers a hit in close combat from a model with this special rule must take an Initiative test at the end of the current phase. If the test is passed, all is well - the warrior notices the trick and manages to turn away. If the Initiative test is failed, the target's Weapon Skill and Ballistic Skill are reduced to 1 until the end of its next turn. This special rule has no effect on any models without an Initiative characteristic (for example buildings or vehicles other than Walkers).

Exploit Weaknesses The most devious fighters intuitively identify an enemy's vulnerable spots and strike right at them.

When a model with this special rule attacks in close combat, each time a 6 is rolled To Wound the target automatically suffers a Wound regardless of its Toughness. Such Wounds are resolved at AP2.

Each 6 rolled on an armour penetration roll against a vehicle allows you to roll an additional D3, the result of which is added to the total. Those hits are resolved with their normal AP.

Executioner Eliminating the biggest or strongest enemies is a sure way to upset the enemy's plans.

This model re-rolls all failed To Wound rolls against models with at least two Wounds in their profile.

Dirty Trick Kicks to the groin or throat, eye pokes, bites, knocked-out teeth - for a dirty fighter there are no forbidden moves.

The Initiative of a model that suffers one or more hits from a model with this special rule is reduced to 1 until the end of the following Assault phase.

Murderous Blows How to swing a blade or where to strike is a whole art. Why wound when you can kill outright?

This model re-rolls all failed To Wound rolls in close combat.

Poisoned Weapons Perhaps only dirty fighters know where to get the ingredients for making poisons.

When attacking in close combat this model always wounds on a 4+, unless the Strength of the close combat attack itself would wound on a lower value. In addition, if this model's Strength is greater than the victim's Toughness, this model re-rolls failed To Wound rolls in close combat. This special rule has no effect on vehicles.

Indomitable Soldier

A stalwart and stubborn warrior whom nothing and no one can break.

A Indomitable Soldier may choose either one of the following special rules from the Warhammer 40,000 rulebook...

  • Iron Will
  • Feel No Pain
  • Crusader
  • Relentless
  • Eternal Warrior
  • Stubborn
  • Fearless

...or the following rule:

Smackdown By shoving an enemy, the fighter gains a few precious seconds to strike.

Any non-vehicle model that suffers one or more hits in close combat from a model with this special rule moves as if in difficult terrain until the end of its next turn.

Guerrilla

A fighter truly talented in camouflage and tracking. The eyes and ears of the kill team.

A Guerrilla may choose either one of the following special rules from the Warhammer 40,000 rulebook...

  • Fleet
  • Hit and Run
  • Infiltrate
  • Move Through Cover
  • Night Vision
  • Preferred Enemy
  • Scout
  • Stealth

...or the following rule:

Promethium Cocktail The best enemy is one of which only embers remain.

A model with this special rule is considered to have Offensive Grenades (see the Warhammer 40,000 rulebook). Cover saves cannot be taken against Wounds caused by a Promethium cocktail in the Shooting phase.

Missions

Kill teams seldom take part in open confrontation where their unique talents would be lost in the whirlwind of battle. Instead they are sent deep beyond the neutral zone to sow destruction and discord in the enemy's ranks. Here are the rules and six interesting and unique missions for your kill team.

This section presents six missions that you can use in battles played with the rules of Warhammer 40,000: Kill Team (hereafter simply "KT"). Each mission has special rules, objectives and tasks. Regardless of mission, they are all subject to several variations of the usual Warhammer 40,000 rules that you must observe to play KT:

Small Battlefield: all KT missions are designed for a battlefield measuring 4'x4'.

Every Man for Himself: most models in KT are part of a unit. However, when deploying your kill team and throughout the game, each model is considered a separate unit. This applies even to models such as Tau Empire drones or Space Wolves Fenrisian Wolves, which are chosen separately as part of a unit's wargear. Even if a model has the Independent Character special rule, it cannot join another model to form a two-model unit.

Transport Vehicles: transports may carry as many models as their Transport Capacity states (the usual restrictions still apply), regardless of which unit they were attached to when the kill team was formed. However, at the start of the game only models of the unit to which the transport was attached may be embarked in it.

Rely on Yourself: in KT games psykers cannot use psychic powers of the "spell" kind. In addition, the Reserves rule does not apply unless it results from the Outflank rule. Models also cannot in any way end up in ongoing Reserves. If any models in your kill team would normally be deployed exclusively by the Deep Strike rules, simply set them up with the rest of your army.

Victorious Units (Gloryhounds): all models are considered to be Victorious (Eager to fight) units unless their own rules state otherwise (as for example with Tau Empire drones).

Psychic Isolation: the Brotherhood of Psykers/Sorcerers special rule does not work in KT games.

Break Tests: if at the start of your turn more than half the models in your kill team have been destroyed (or otherwise removed from play), your forces are broken. From then on, at the start of each of your Movement phases, each of your models must take a Break test, including in the turn in which your forces were broken. Each of your models, starting with the leader (if still alive), must pass a Leadership test. If the test is passed, all is well and your model fights bravely as normal. If the test is failed, your model flees the battlefield and is immediately removed as a casualty. Vehicles and models with the Fearless special rule automatically pass Break tests. Models with the And They Shall Know No Fear special rule re-roll failed Break tests.

Command Range: the range of your leader's commands is 6". If your forces are broken and your leader passes his Break test, all friendly models within command range automatically pass their Break tests.

Amendments to Special Rules from Various Codexes

Codex: Chaos Daemons: the Warp Storm and Daemonic Instability special rules are not used in KT missions. Instead, all models with the Daemon rule have the Fearless special rule.

Codex: Chaos Space Marines: the Chaos Champion special rule is not used in KT missions.

Codex: Cult Mechanicus: the Praises of the Omnissiah special rule is not used in KT missions.

Codex: Khorne Daemonkin: the Blood for the Blood God! special rule is not used in KT missions.

Codex: Orks: the Mob Rule special rule is not used in KT missions.

Codex: Skitarii: the Doctrina Imperatives special rule is not used in KT missions.

Secondary Objectives in Kill Team Missions

Each mission uses some (or all) of the following secondary objectives, which are common to both players:

Slay the Leader: if at the end of the game the enemy leader has been removed as a casualty, you earn 1 additional Victory point. If the enemy leader fled the battlefield as the result of a failed Break test, you do not earn any additional points.

Linebreaker (Breakthrough): if at the end of the game at least one of your models is in the enemy deployment zone, you earn 1 Victory point. Falling back or gone-to-ground models do not count.

First Blood: if the first model removed as a casualty was part of the enemy kill team, you earn 1 Victory point.

Break the Enemy: if at the end of the game you have completely destroyed more than half of the enemy's models, you earn 1 Victory point.

Kill Team Missions

You can choose KT missions in two ways. The first is to agree with your opponent which mission to use. The second is to select a mission randomly by rolling a D6 on the following table:

D6Result
1Forward Push
2Alone in the Dark
3Head Hunt
4Infiltrate the Camp
5Secure the High Ground
6Supply Drop

Mission 1: Forward Push

Go on, drive this vermin back into the hole it crawled out of!

Your kill team has been tasked with driving the enemy's forward detachments from a strategically important point so that vanguard troops can advance and clear the area.

Armies Build armies as described in the "Choosing a Kill Team" section (p. 6).

The Battlefield Set up terrain as described on p. 130 of the Warhammer 40,000 rulebook, using the deployment map accompanying this mission.

Objective Markers After setting up terrain but before determining table halves, players must place 3 objective markers using the rules for placing objective markers (see the Warhammer 40,000 rulebook).

Deployment Before deploying models, both players must roll to determine their leaders' traits. They then deploy their armies as described on p. 132 of the Warhammer 40,000 rulebook.

Deployment map: the deployment zones are 12" deep along two opposite table edges, with 24" between them.

First Turn The player who deployed first takes the first turn unless the enemy seizes the initiative (see p. 132 of the Warhammer 40,000 rulebook).

Game Length This mission uses variable game length (see p. 132 of the Warhammer 40,000 rulebook).

Victory Conditions At the end of the battle the player who scores more Victory points wins. If the players have an equal number of Victory points, the game is a draw.

Primary Objectives At the end of the game each objective held by a player earns him 1 Victory point.

Secondary Objectives Break the Enemy, First Blood, Breakthrough, Slay the Leader.

Mission Special Rules Night Fighting, Mysterious Objectives.

Mission 2: Alone in the Dark

Silence caught! The enemy is near, so keep your ears open... OOOOOO!

Your mission takes place under cover of night. Enemy patrols were spotted in this area before nightfall, and you were sent to drive them out and hold this site until the sun rises.

Armies Build armies as described in the "Choosing a Kill Team" section (p. 6).

The Battlefield Set up terrain as described on p. 130 of the Warhammer 40,000 rulebook, using the deployment map accompanying this mission.

Objective Markers After setting up terrain but before determining table halves, players must place 3 objective markers using the rules for placing objective markers (see the Warhammer 40,000 rulebook).

Deployment Before deploying models, both players must roll to determine their leaders' traits. They then deploy their armies as described in the Search Pattern mission special rule (see below).

Deployment map: the deployment zones are 12" deep along two opposite table edges, with 24" between them.

First Turn The player who deployed first takes the first turn unless the enemy seizes the initiative (see p. 132 of the Warhammer 40,000 rulebook).

Game Length This mission uses variable game length (see p. 132 of the Warhammer 40,000 rulebook).

Victory Conditions At the end of the battle the player who scores more Victory points wins. If the players have an equal number of Victory points, the game is a draw.

Primary Objectives At the end of the game each objective held by a player earns him 1 Victory point.

Secondary Objectives Break the Enemy, First Blood, Breakthrough, Slay the Leader.

Mission Special Rules Mysterious Objectives.

Death by Moonlight: the Night Fighting rule is in effect throughout the battle.

Search Pattern: before deployment, both players roll a die for each model in their kill teams that does not have the Outflank special rule. On a 1 or 2 that model gains the Outflank special rule. On a 3 or more that model is placed anywhere in its controlling player's deployment zone, but not within 3" of another model.

Mission 3: Head Hunt

Some ancient sage said: "Cut off the head to kill the body." If I got my hands on that scum right now, I would throttle him with my bare hands!

Your scouts have located a dangerous enemy commander in this area. To earn a reputation, you assemble a hunting party and rush into battle, intending to bring back his head.

Armies Build armies as described in the "Choosing a Kill Team" section (p. 6).

The Battlefield Set up terrain as described on p. 130 of the Warhammer 40,000 rulebook, using the deployment map accompanying this mission.

Deployment Before deploying models, both players must roll to determine their leaders' traits. They then deploy their armies as described on p. 132 of the Warhammer 40,000 rulebook.

Deployment map (as read from the diagram): the table is divided into quarters; the deployment zones are two diagonally opposite quarters. A dashed circle with a 9" radius is drawn at the centre of the table, and a "15"" measurement is marked on the map; the diagram has no further explanatory text.

First Turn The player who deployed first takes the first turn unless the enemy seizes the initiative (see p. 132 of the Warhammer 40,000 rulebook).

Game Length This mission uses variable game length (see p. 132 of the Warhammer 40,000 rulebook).

Victory Conditions At the end of the battle the player who scores more Victory points wins. If the players have an equal number of Victory points, the game is a draw.

Primary Objectives If at the end of the game the enemy leader has been killed, you earn 3 Victory points. You also earn 1 Victory point for each enemy specialist killed. No Victory points are awarded for enemy models that fled the battlefield as a result of a failed Break test.

Secondary Objectives Break the Enemy, First Blood, Breakthrough.

Mission Special Rules Night Fighting.

Mission 4: Infiltrate the Camp

Hey, you lot, stop shirking. Get into the 'umie camp and burn everyfing to squig! WAAAGH!

Your scouts have discovered a well-hidden - or so it was supposed - enemy headquarters in the neutral zone. You must infiltrate the guarded perimeter and plant explosives to blow everything there to pieces.

Armies Build armies as described in the "Choosing a Kill Team" section (p. 6).

Then either agree with your opponent which of you will be the attacker and which the defender, or decide it by rolling off. The winner of the roll-off may choose to be either the attacker or the defender.

The Battlefield Set up terrain as described on p. 130 of the Warhammer 40,000 rulebook, using the deployment map accompanying this mission.

Deployment Before deploying models, both players must roll to determine their leaders' traits.

The attacker deploys first, placing all his models anywhere within his deployment zone. Then the defender deploys, placing all his models anywhere within his deployment zone.

Deployment map: the defender's table edge is at one end and the attacker's table edge at the opposite end. The defender's deployment zone is 12" deep from the defender's table edge, the attacker's deployment zone is 12" deep from the attacker's table edge, and there are 24" between the zones.

First Turn The attacker takes the first turn unless the defender seizes the initiative (see p. 132 of the Warhammer 40,000 rulebook).

Game Length This mission uses variable game length (see p. 132 of the Warhammer 40,000 rulebook).

Victory Conditions At the end of the battle the player who scores more Victory points wins. If the players have an equal number of Victory points, the game is a draw.

Primary Objectives At the end of the game the attacker earns 1 Victory point for each of his models that left the battlefield across the defender's table edge (see the Breakout mission special rule below). The defender earns 1 Victory point for every three enemy models he has killed or completely destroyed. However, no Victory points are awarded to the defender for enemy models that fled the battlefield as a result of a failed Break test.

Secondary Objectives Break the Enemy, First Blood, Slay the Leader.

Mission Special Rules Night Fighting.

Breakout (Breakthrough): the attacker's models may voluntarily leave the game by moving off the defender's table edge. Models that have left the game cannot return.

Defensive Perimeter: in this mission the attacker's models cannot use the Outflank special rule. The attacker may re-roll results of 1 on the Leader Traits table until a result other than the Cunning Ruse trait is rolled.

Muffled Engines: in this game the attacker's models cannot Turbo-boost.

Mission 5: Secure the High Ground

Take the heights, brothers. Push back the enemy in the name of the Emperor!

Enemy forward forces have been spotted near a strategically important height that overlooks the whole valley beyond. Seize the position and eliminate the enemy threat.

Armies Build armies as described in the "Choosing a Kill Team" section (p. 6).

The Battlefield Place the tallest terrain feature from your collection in the centre of the battlefield to represent the strategically important height. Then set up terrain as described on p. 130 of the Warhammer 40,000 rulebook, using the deployment map accompanying this mission.

Deployment Before deploying models, both players must roll to determine their leaders' traits. They then deploy their armies as described on p. 132 of the Warhammer 40,000 rulebook.

Deployment map: the deployment zones are 12" deep along two opposite table edges, with 24" between them; the high ground is in the centre.

First Turn The player who deployed first takes the first turn unless the enemy seizes the initiative (see p. 132 of the Warhammer 40,000 rulebook).

Game Length This mission uses variable game length (see p. 132 of the Warhammer 40,000 rulebook).

Victory Conditions At the end of the battle the player who scores more Victory points wins. If the players have an equal number of Victory points, the game is a draw.

Primary Objectives At the end of the game you earn 1 Victory point for each non-vehicle model whose base is entirely within the boundaries of the central terrain feature.

Secondary Objectives Break the Enemy, First Blood, Breakthrough, Slay the Leader.

Mission Special Rules Night Fighting.

Mission 6: Supply Drop

Look, our brothers of the Air Caste dropped supplies for us. For the Greater Good, what are we waiting for!?

Your kill team is desperately in need of supplies. The cargo vital to you is almost within reach, but enemy scouts are trying to prevent you from taking it. Most of the crates dropped from the transport aircraft contain provisions, but you must first of all reach the ammunition containers, or the enemy will seize them.

Armies Build armies as described in the "Choosing a Kill Team" section (p. 6).

The Battlefield Set up terrain as described on p. 130 of the Warhammer 40,000 rulebook, using the deployment map accompanying this mission.

Objective Markers After setting up terrain but before determining table halves, players must place 6 objective markers using the rules for placing objective markers (see the Warhammer 40,000 rulebook).

After all objective markers have been placed, make a Scatter roll for each of them (see the Warhammer 40,000 rules) and move them according to the results. If a marker scattered off the table edge or onto impassable terrain, place it as far as possible in the direction of scatter, but not closer than 1" to the table edge or terrain feature.

Deployment Before deploying models, both players must roll to determine their leaders' traits. They then deploy their armies as described on p. 132 of the Warhammer 40,000 rulebook.

Deployment map: the deployment zones are 12" deep along two opposite table edges, with 24" between them.

First Turn The player who deployed first takes the first turn unless the enemy seizes the initiative (see p. 132 of the Warhammer 40,000 rulebook).

Game Length This mission uses variable game length (see p. 132 of the Warhammer 40,000 rulebook).

Victory Conditions At the end of the battle the player who scores more Victory points wins. If the players have an equal number of Victory points, the game is a draw.

Primary Objectives At the end of the game the Vital Cargo (see the mission special rules below) earns 3 Victory points for the player who controls it.

Secondary Objectives Break the Enemy, First Blood, Breakthrough, Slay the Leader.

Mission Special Rules Night Fighting.

Primary Drop (Vital Cargo): only one objective marker, the Vital Cargo, contains the ammunition your kill team so badly needs.

Whenever a friendly or enemy model ends its Movement phase within 1" of an objective marker, roll a D6. On a 1-5 remove the objective marker from the game - the contents of that crate are of little value. On a 6 that model has found the Vital Cargo.

As soon as the Vital Cargo is found, immediately remove all other objective markers from the game.

If 5 objective markers have been searched without success, the sixth automatically becomes the Vital Cargo.

The Vital Cargo cannot be moved in any way.

Further Development of the Kill Team

Once you have assembled your own kill team and sent it into battle, it will be hard to tear yourself away from the game, and the six suggested missions will surely seem too few. But what then? There are many ways to change the game so that it appears in a new light. It is time to take the game to a new level.

Kill Team battles are very fast, so the six standard missions can quickly become boring. In what other battles might a well-drilled kill team of professional soldiers take part? The simplest way to vary the game is a small change to the rules: take your favourite mission and change a small part of it to raise the difficulty or the intensity. By agreement the players can change the set of battlefield roles to one better suited to a given mission, or to match the terrain and miniature collection. A small change that greatly varies KT games could be additional wargear for your warrior or permission to take an extra Elites unit. The main thing is a sensible modification of the rules to create a unique and eventful battle, not simply to give one side an advantage over the other. Who would enjoy playing if the opponent each time crushes their army with contemptuous ease? Ideally you should end up with a battle whose outcome is unclear until the very end.

Several ideas follow with which you can begin creating a multitude of small-scale battles across the expanses of the 41st millennium. You can combine existing missions and the techniques above to start sabotage raids, lightning strikes, suicide missions and much more.

Tournaments (Championships)

If you have a company of like-minded people, tournaments can be a great way to gather everyone and compete for the boastful title of best commander. Gather as many Warhammer fans as possible and hold an exciting series of battles in Kill Team. Just make sure everyone plays as many games as they can. There are many ways to determine a winner, but instead you could, for example, keep a tally of wins, draws and losses - as a result you will see that some kill teams have earned a reputation of their own.

If you do want to compete for first place, you can introduce a scoring system for games. For example, the winner gets 3 points, the loser 1 point, and in the case of a draw both players get 1 point. Whoever leads after a certain number of games takes first place. You can also hold a series of knockout games, dividing the players into groups.

This can work if many players take part with their kill teams, or several people each own several kill teams. In that case you can draw lots to select opponents. Such competitions are not hard to organise, and the participants will get real enjoyment from the event.

Series of Games

Those who want to fight battles based on the events of the 41st millennium will find it easy to devise a series of memorable games linked by a common storyline. There are many sources, from Black Library novels to animated films, from which to draw inspiration to devise the premise for missions in which your kill team can show its heroism. For example, a Space Marine kill team tries to take down a cell of Nurgle worshippers. At first the task seems simple, but everything changes with the discovery of a lair of plague zombies. Now the Space Marines must stop the monsters at any cost before they spread the contagion. After that, regardless of the outcome, the team must leave the infected hive and reach the extraction point. A campaign in Kill Team can be built on each episode of such a story. To determine whether fallen members of the team can recover and return to the fight in the next battle, you can create a table of injury types or simply return them to the game on a 4+ on a die.

Challenge Games

In a challenge game one player assembles a kill team as usual, while his opponent fields better-armed or more numerous forces. Depending on the composition of the opposing kill team, you can change the army organisation rules, for example increasing the number of specialists, or choosing a specialist skill that all members of the kill team will have. Some examples and recommendations for exciting challenge games follow:

Powering Up Orks are about to bring a giant war machine into action, but it is not yet fully operational. This means a kill team of Catachan jungle fighters can prevent the slaughter it will soon unleash. They must destroy the construction, but time is against them. If they fail, this war machine will be unstoppable.

All members of your kill team have the Bane of Vehicles special rule, and the opponent's forces consist of a single Super-heavy vehicle or Walker unit. This unit is recharging, so it cannot move or fire any of its main weapons until it is charged. To represent this, use the variable game length rules, but not to determine the game's duration; rather, to count down the time until the Super-heavy vehicle can use its full potential and the battle turns into a fight for survival!

Against the Horde Of the whole hunting cadre only a handful of Fire Warriors remain, stuck surrounded by countless Tyranids. Reinforcements are on the way, you only have to hold out until they arrive. But how long will the survivors last?

Your opponent's forces consist of two Troops units, chosen with no points-cost limit. These units are not subject to the KT mission rules and when destroyed return to the battlefield from their controlling player's table edge at the start of his next turn. Use the variable game length rule, and if at the end of the battle any of your kill team is still alive, you win!

Prey Stalker (Hunter and Prey) A Space Marine squad tries to destroy a Necron lord before he can awaken the entire tomb world... A group of Skitarii rangers hunts a Chaos Predator among the burning hulks of many tanks... Striking Scorpions track a Tyranid Carnifex in the forests of a virgin world...

One player assembles a kill team with double the number of specialists. His opponent controls a monstrous creature, command unit or vehicle unit that normally cannot be taken in the KT format. Make sure the battlefield is densely covered with terrain features that give the kill team (or its prey) enough cover. If the warriors can kill their target within six turns, their mission is accomplished and they win! Otherwise inevitable defeat awaits them.

Multiplayer Games

Because of their small format, battles under the KT rules are excellent for involving several players. Just make some amendments to the mission rules. The method of fighting battles presented below suits games with four or fewer players, but with some imagination you can easily accommodate 6 players or more!

Deployment Instead of deploying according to the rules given in the mission, each participant rolls a die, after which the players deploy in descending order of their rolls within 9" of a table corner chosen for themselves.

First Turn At the start of the game each player rolls a die, and then takes turns in descending order of the roll. This turn order is kept in subsequent turns.

Fight Sub-phase In the Fight sub-phase only those combats are resolved that include models of the player whose turn it currently is.

Primary and Secondary Objectives Depending on which mission you are playing, you may need to alter the primary objective accordingly. As for secondary objectives, ignore the Breakthrough objective and alter Slay the Leader: now players earn 1 Victory point for each enemy leader they kill. Also only one player earns Victory points for the First Blood objective, but at the end of the game all players earn 1 Victory point for each broken enemy kill team.

Kill Teams

This section presents descriptions and rules for various kill teams. All of it allows you to assemble a special-purpose group from your miniature collection, ready to carry out any task in Warhammer 40,000: Kill Team tabletop battles.

Datasheets

Every unit in this book has its own datasheet, which presents a separate army list entry. The datasheets presented here can be used only in games under the Kill Team rules.

Army list entries

Each army list entry presents the following information:

  1. Faction: a distinctive symbol, which you can find in the Warhammer 40,000 rulebook, shows the unit's faction.
  2. Battlefield role: a distinctive symbol shows the unit's battlefield role. Each of the units in this book has the role of Troops.
  3. Unit name: here you see the name of the unit.
  4. Points cost: the unit's cost in points. It is needed if you are building an army to a set number of points.
  5. Unit profile: this section shows the list of characteristics of each model in the unit.
  6. Unit type: this section refers to the chapter of rules on unit types in the Warhammer 40,000 rulebook. For example, a unit can be classified as Infantry, Vehicle or Cavalry, to which the corresponding rules on movement, shooting, assault and so on apply.
  7. Unit composition: the number and type of models that make up the unit.
  8. Wargear: the weapons and equipment of the unit's models. All kinds of weapons and equipment are described in detail in the codexes of the respective factions. The cost of all models together with their basic wargear is already included in the unit's points cost.
  9. Special rules: all special rules that apply to the unit's models. Unique special rules are explained in detail in the same chapter, while the others can be found either in the "Special Rules" chapter of the Warhammer 40,000 rulebook, or in the codex of the respective faction.
  10. Unit description: a fiction description of the unit's strengths and weaknesses and of the battle tactics and methods of warfare it uses in the grim future of the 41st millennium.

Squad Stornus (190 points)

ModelWSBSSTWIALdSvUnit TypeUnit Composition
Sergeant Stornus444414293+Infantry (Character)1 (unique)
Brother Lotar444414

Wargear

  • All models are equipped with frag and krak grenades.
  • Sergeant Stornus is equipped with a plasma pistol and a chainsword.
  • Brother Lotar and all Space Marines are equipped with a boltgun and a bolt pistol.
  • Brother Damech is equipped with a missile launcher and a bolt pistol.
  • Brother Jovas is equipped with a meltagun and a bolt pistol.

Special Rules

  • And They Shall Know No Fear
  • Raven Guard Chapter Tactics

Leader Trait

  • Sergeant Stornus has the leader trait "Cunning Ruse" (p. 7).

Specialists

  • Brother Damech - Indomitable Soldier with the special rule "Relentless".
  • Brother Jovas - Weapons Specialist with the special rule "Expert Shot".
  • Brother Lotar - Guerrilla with the special rule "Preferred Enemy".

Strike Pack Alphic (200 points)

ModelWSBSSTWIALdSvUnit TypeUnit Composition
Tempestor Alpic343313284+Infantry (Character)1 (unique)
"Deadeye"343313
VehicleBSArmour FArmour SArmour RHPUnit TypeUnit Composition
"Taurox Prime"41110103Vehicle (Fast, Transport)1 Taurox Prime

Wargear

  • All infantry models are equipped with flak armour and krak and frag grenades.
  • The Tempestor Alpic is equipped with a bolt pistol and a close combat weapon.
  • "Deadeye" and "Rookie" are equipped with hot-shot lasguns.
  • "Gunner" is equipped with a hot-shot volley gun.
  • "Hotshot" is equipped with a plasma gun.
  • The "Taurox Prime" is equipped with a Taurox missile launcher, a twin-linked autocannon and an assault bolter.

Special Rules

  • Deep Strike
  • Move Through Cover
  • All-terrain APC (Taurox Prime only)

Leader Trait

  • The Tempestor Alpic has the leader trait "Seen It All".

Specialists

  • "Deadeye" - Weapons Specialist with the special rule "Sniper".
  • "Hotshot" - Guerrilla with the special rule "Preferred Enemy".
  • "Gunner" - Indomitable Soldier with the special rule "Relentless".

Corruptio Malum (190 points)

ModelWSBSSTWIALdSvUnit TypeUnit Composition
Corrupted Skitarii Vanguard343313184+Infantry9 Skitarii Vanguard
Plagas Alpha Vanguard343323
VehicleWSBSSArmour FArmour SArmour RIAHPUnit TypeUnit Composition
Sydonian Alpha Dragoon445111111332Vehicle (Walker, Open-topped)1 Sydonian Dragoon
Sydonian Beta Dragoon445111111

Wargear

  • All Corrupted Skitarii Vanguard are equipped with Skitarii armour and radium carbines.
  • Each Sydonian Dragoon is equipped with a taser lance, a broad-band infolink (broad-spectrum data-tether) and a searchlight.

Special Rules

Corrupted Skitarii Vanguard

  • Doctrina Imperatives
  • Feel No Pain (6+)
  • Relentless

Sydonian Dragoons

  • Crusader
  • Doctrina Imperatives
  • Sand Walker
  • Incense Cloud

Leader Trait

  • The Plagas Alpha Vanguard has the leader trait "Cunning Ruse".

Specialists

  • One Dragoon - Combat Specialist with the special rule "Deathblow".
  • The other Dragoon - Guerrilla with the special rule "Hit and Run".
  • Plagas Alpha Vanguard - Weapons Specialist with the special rule "Suppressing Fire".

Strike Team Bright Conquest (134 points)

ModelWSBSSTWIALdSvUnit TypeUnit Composition
Shas'ui Kye'n233312284+Infantry (Character)1 (unique)
Shas'la Obita233322

Wargear

  • All infantry models are equipped with photon grenades.
  • Shas'la Sep'gumi and 4 Fire Warriors are equipped with pulse rifles.
  • Shas'ui Kye'n, Shas'la Obita, Shas'la Tun'ot and two Fire Warriors are equipped with pulse carbines.
  • The strike team includes 2 MV1 Gun Drones and a DS8 Tactical Support Turret equipped with a smart missile system.

Special Rules

  • Supporting Fire

Leader Trait

  • Shas'ui Kye'n has the leader trait "Quick Thinker".

Specialists

  • Shas'la Obita - Indomitable Soldier with the special rule "Feel No Pain".
  • Shas'la Tun'ot - Guerrilla with the special rule "Scout".
  • Shas'la Sep'gumi - Weapons Specialist with the special rule "Eagle-Eye" (p. 9).

Pariah Conflux (194 points)

ModelWSBSSTWIALdSvUnit TypeUnit Composition
Canoptek Wraiths4465223103+Beast3 Canoptek Wraiths
Anhokhmet4144123

Wargear

  • All Canoptek Wraiths are equipped with whip coils.
  • All Flayed Ones are equipped with two flayer claws.

Special Rules

Canoptek Wraiths

  • Fearless
  • Rending
  • Very Bulky
  • Ethereal Spirit (Ghostly Form)
  • Phantasmal Flight (Ghostly Flight)

Flayed Ones

  • Deep Strike
  • Fear
  • Infiltrate
  • Reanimation Protocols

Leader Trait

  • Anhokhmet has the leader trait "Seen It All".

Specialists

  • Khamenhotekh - Dirty Fighter with the special rule "Murderous Blows".
  • Agaset - Indomitable Soldier with the special rule "Feel No Pain".
  • Interos - Guerrilla with the special rule "Preferred Enemy".

Red Death of Duriel (198 points)

ModelWSBSSTWIALdSvUnit TypeUnit Composition
Menahina Ylsa643327310-Infantry (Character)1 Shadowseer (unique)
Caerahyn Tenmas653327

Wargear

  • All models are equipped with holo-suits and flip belts.
  • All models except Menahina Ylsa are equipped with plasma grenades.
  • Menahina Ylsa is equipped with a hallucinogen grenade launcher, a shuriken pistol and a miststave.
  • Caerahyn Tenmas is equipped with a power sword and the Crescendo.
  • Kalriel Forran is equipped with a shuriken pistol and a Harlequin's Embrace.
  • Densae Fosho is equipped with a neuro disruptor and a Harlequin's Caress.
  • The Players are equipped with shuriken pistols and close combat weapons.

Special Rules

  • Fear
  • Fleet
  • Furious Charge
  • Hit and Run
  • Menahina Ylsa has the Independent Character and Psyker (Mastery Level 1) rules.

Leader Trait

  • Menahina Ylsa has the leader trait "Cunning Ruse".

Specialists

  • Caerahyn Tenmas - Indomitable Soldier with the special rule "Eternal Warrior".
  • Kalriel Forran - Combat Specialist with the special rule "Warrior Adept".
  • Densae Fosho - Dirty Fighter with the special rule "Murderous Blows".

Snagrod's Burna Boyz (199 points)

ModelWSBSSTWIALdSvUnit TypeUnit Composition
Irontoof424423376+Infantry (Character)1 Nob Boss (unique)
Ulkrippa424423
VehicleBSArmour FArmour SArmour RHPUnit TypeUnit Composition
Trukk21010103Vehicle (Fast, Open-topped, Transport)2 Trukks

Wargear

  • All infantry models are equipped with choppas.
  • Mek Skraplug is equipped with a kustom mega-blasta and mek's tools.
  • All Burna Boyz are equipped with burnas.
  • Both Trukks are equipped with big shootas.

Special Rules

  • 'Ere We Go!
  • Furious Charge
  • Mob Rule
  • Ramshackle (Trukk only)

Leader Trait

  • Irontoof has the leader trait "Iron Resolve".

Specialists

  • Ulkrippa - Dirty Fighter with the special rule "Exploit Weaknesses".
  • Gitsmoke - Combat Specialist with the special rule "Killer Instinct".
  • Mek Skraplug - Weapons Specialist with the special rule "Master-Craftsman".
1
8
3+
Infantry
1 (unique)
Brother Damech454414183+Infantry1 (unique)
Brother Jovas444414183+Infantry1 (unique)
Space Marine444414183+Infantry6 Space Marines
1
7
4+
Infantry
1 (unique)
"Hotshot"343313174+Infantry1 (unique)
"Gunner"343313174+Infantry1 (unique)
"Rookie"343313174+Infantry1 (unique)
2
9
4+
Infantry (Character)
1 (unique)
3
3
2
Vehicle (Walker, Open-topped)
1 Sydonian Dragoon
1
7
4+
Infantry
1 (unique)
Shas'la Tun'ot233322174+Infantry1 (unique)
Shas'la Sep'gumi233322174+Infantry1 (unique)
Fire Warrior233322174+Infantry6 Fire Warriors
10
4+
Infantry
1 Flayed One (unique)
Khamenhotekh4144123104+Infantry1 Flayed One (unique)
Agaset4144123104+Infantry1 Flayed One (unique)
Interos4144123104+Infantry1 Flayed One (unique)
Flayed One4144123104+Infantry1 Flayed One
3
10
-
Infantry (Character)
1 Troupe Master (unique)
Kalriel Forran54331629-Infantry1 (unique)
Densae Fosho54331629-Infantry1 (unique)
Player54331629-Infantry2 Players
3
7
6+
Infantry
1 Nob (unique)
Gitsmoke424423376+Infantry1 Nob (unique)
Mek Skraplug423412276+Infantry (Character)1 Mek (unique)
Burna Boyz423412276+Infantry4 Burna Boyz