KILL TEAM
ANNUAL 2019
SKIRMISH COMBAT IN THE
41ST MILLENNIUM
CONTENTS
Introduction ................3 Death Guard................................71 Traitor Guardsman ................120
Thousand Sons............................72 Negavolt Cultist......................120
Ways to Play Kill Team ...4 Chaos Daemons..........................73 Rogue Psyker ..........................121
Asuryani ......................................74 Black Legionnaire ..................121
Open Play ....................6 Drukhari ......................................75 Cultist Firebrand ....................122
Harlequins ...................................76 Cultist of the Abyss................122
Create Your Own Specialism ......8 Necrons ........................................77 Chaos Ogryn ..........................123
Level 1 Tactics .............................10 Orks ..............................................78 Traitor Commissar ................123
Level 2 Tactics .............................12 T’au Empire .................................79 How to Use the Dreaded Ambull
Level 3 Tactics .............................14 Kroot Mercenaries......................80 in Kill Team ...............................124
Abilities Options (Tier 1) ..........16 Tyranids .......................................81 Ambull ....................................125
Abilities Options (Tier 2) ..........17 Genestealer Cults........................82 Borewyrm Infestation ...........125
Abilities Options (Tier 3) ..........18 Blackstone Fortress.....................83
Blank Specialism Sheet ..............20 Servants of the Abyss .................84 Tactics and Psychic
Elucidian Starstriders.................85 Powers ......................126
Narrative Play ............22 Gellerpox Infected......................85
Adeptus Astartes.......................128
Narrative Play Missions .............24 Datasheets..................86 Tactics ......................................128
Break Their Will.......................24 Psychic Powers .......................132
Tomb of Saints..........................25 Kroot Mercenaries......................88
The Cull.....................................26 Kroot Carnivore.......................90 Deathwatch................................133
Marked for Destruction..........27 Kroot Hound ............................90 Tactics ......................................133
Revive the Shrine .....................28 Krootox Rider...........................90 Psychic Powers .......................136
Binary Targets ..........................29
Virulent Vectors .......................30 Chaos Daemons..........................91 Grey Knights .............................137
Chosen by Fate .........................31 Daemonic Use-names .............92 Tactics ......................................137
Cruel Intent ..............................32 Bloodletter ................................94 Psychic Powers .......................139
Mindshackle Abduction .........33 Daemonette ..............................94
Da Mega Pyre ...........................34 Horrors ......................................95 Astra Militarum........................140
Wrecking Spree ........................35 Plaguebearers ...........................96 Tactics ......................................140
Light the Beacons.....................36
Infestation .................................37 Heretic Astartes ..........................97 Adeptus Mechanicus ................144
Uprising ....................................38 Chaos Space Marine ................97 Tactics ......................................144
The Purging ..............................39
Adeptus Astartes.........................99 Adeptus Custodes.....................148
Matched Play .............40 Incursor...................................100 Tactics ......................................148
Eliminator ...............................100
Matched Play Missions ..............42 Infiltrator.................................101 Heretic Astartes ........................151
Death in the Darkness.............42 Reiver.......................................101 Tactics ......................................151
Grudge Match ..........................43 Intercessor...............................102 Psychic Powers .......................155
Strike at the Heart....................44 Lieutenant in
Best of the Best.........................45 Phobos Armour ......................102 Death Guard..............................156
Datawipe ...................................46 Tactics ......................................156
Annihilation Protocols............47 Adepta Sororitas .......................104
Experimental Weapons ...........48 Battle Sister .............................107 Thousand Sons..........................160
Destined One ...........................49 Sister Repentia........................107 Tactics ......................................160
The Casket ................................50 Arco-flagellant........................108 Psychic Powers .......................163
Yield to No One .......................51 Canoness .................................108
The Lure of Loot.......................52 Repentia Superior ..................109 Asuryani ....................................164
Trophy Hunters ........................53 Tactics ......................................164
Secure the Summit...................54 Kill Team: Blackstone Fortress 111 Psychic Powers .......................167
Target Priority ..........................55 Janus Draik .............................111
Clash of Titans .........................56 Taddeus the Purifier..............112 Drukhari ....................................168
Conquest ...................................57 Pious Vorne ............................112 Tactics ......................................168
Rein and Raus ........................113
Points Values .............58 Espern Locarno......................113 Harlequins .................................172
UR-025 ....................................114 Tactics ......................................172
Adeptus Astartes.........................60 Dahyak Grekh ........................114 Psychic Powers .......................175
Deathwatch..................................62 Amallyn Shadowguide ..........115
Grey Knights ...............................63 Neyam Shai Murad................115 Necrons ......................................176
Astra Militarum..........................64 Aradia Madellan ....................116 Tactics ......................................176
Adeptus Mechanicus ..................66 Gotfret de Montbard .............116
Adeptus Custodes.......................67 X-101 .......................................117 Orks ............................................180
Adepta Sororitas .........................68 Daedalosus..............................117 Tactics ......................................180
Heretic Astartes ..........................69
Servants of the Abyss ...............118 T’au Empire ...............................184
Obsidius Mallex .....................119 Tactics ......................................184
Chaos Beastman ....................119
Tyranids .....................................189
Tactics ......................................189
Psychic Powers .......................192
Genestealer Cults......................193
Tactics ......................................193
Psychic Powers .......................199
What’s Next? ...........201
ININTTRROODDUUCTCITOINON
Welcome to the Kill Team Annual 2019, a compendium of material for use in your games of Kill Team.
Inside, you’ll find pages packed with more explosive content than a demolition specialist’s favourite
backpack, including new and updated rules, datasheets, missions and much more.
Away from the thundering battlefields of the 41st NARRATIVE PLAY: This style of gaming aims to make
Millennium, commanders send elite units behind the 41st Millennium truly come alive on the tabletop.
enemy lines to complete tasks vital to the war effort. In this section, players will find a vast selection of Kill
These forces come from a wide variety of backgrounds Team narrative play missions, previously included in
and are able to fulfil a range of specialised tasks, from Kill Team starter sets and collected here to provide a
savage assassinations to explosive sabotage. Savage wide array of missions to accomplish.
alien mercenaries stalk silently, patiently tracking their
prey for days before launching their deadly strike. MATCHED PLAY: This section is packed with matched
Reality splits apart, and the horrific denizens of the play missions, previously included in Kill Team starter
warp pour forth, completing unknowable tasks before sets and collected here to provide a varied selection of
disappearing back to their immaterial home. Desperate strategic challenges to overcome.
prayers and the blazing of weapons herald the pious and
unflinching warriors of the Adepta Sororitas, launching APPENDIX: In this section we have collected together
desperate assaults on heretics and aliens alike. The Kill every tactic and psychic power available to each faction,
Team Annual 2019 provides a compendium of new ensuring that they are in one easy location. This section
rules and collated content that you can use in your also includes rules for Kroot, Chaos Daemon, Vanguard
games of Kill Team, all of which are separated into the Space Marine and Adepta Sororitas kill teams, as well
following sections: as updated rules for using your Blackstone Fortress
miniatures in Kill Team. You will also find in this section
OPEN PLAY: Open play is Kill Team without limits. complete points values for creating your kill teams.
Included here are rules that allow players to play an
even wider and more varied selection of open play To make full use of the contents in this book, you will need
games, with rules for creating your own interesting and a copy of the Kill Team Core Manual. To find out more
evocative specialisms. about Kill Team, visit warhammer40000.com/kill-team.
WAWYASYSTTOO PPLLAAYYKILL TEAM
KILL TEAM
Kill Team offers three distinct styles of game for players to choose from, depending upon their
preferences, the collections of miniatures they have available, and what they want to get out of the game.
These styles are open play, narrative play and matched play, and each has its own strengths.
OPEN PLAY truly unique to your kill team, their character and goals.
This can be anything from relatively straightfoward
For those who simply want to gather part, or all, of their assassins, to something more outlandish (as you’ll find
miniatures collection, get it onto the tabletop and start in the example given!).
rolling dice, open play is the perfect way to game. As
its name would suggest, open play has few restrictions. NARRATIVE PLAY
Force sizes are not limited, and do not need to be in any
way balanced against the army they are facing. Players Games inspired, driven and regulated by a particular
are free to invent whatever storyline or framework pre-generated storyline are usually known as narrative
for the battle they wish, whether that involves using play games. Since Kill Team has been released, we have
the Covert War mission provided in the core rules, or provided a wide range of narrative play missions in
simply inventing their own scenario based upon the sort various starters sets, and other products. This volume
of game they feel like playing. contains a collation of these missions, gathered together
and presented here to provide players with a vast
In the open play section of this book, we present a number of missions they have not played before. These
series of instructions for creating your own evocative missions can be further customised, if you wish, to suit
specialisms. Whilst we offer an assortment of your own particular narrative.
specialisms in various Kill Team publications, these
instructions offer you the chance to create one that is
MATCHED PLAY After these we present rules for using Chaos Daemons
in games of Kill Team. These datasheets, abilities and
Matched play adds an element of competitive balance tactics allow you to create a kill team of these immaterial
to games of Kill Team. Its missions are designed to warriors, conducting unfathomable missions before
provide a balanced and fair gaming experience for vanishing back into the warp.
both players, where neither player should hold an
advantage over the other. In this section, you will find Following on from this, we have presented an updated
an array of matched play missions, previously available datasheet for the Chaos Space Marines, replacing the one
through Kill Team starter sets. They are collected here found in the Kill Team: Core Manual. It encompasses all
to give you the ultimate selection of missions to play, the weapon options that have become available to these
presenting a wide selection of tactical challenges for miniatures since that book was first published.
you and your opponents. Each of these missions can be
played with 2 or 4 players, adding even more variety to Next we have updated datasheets for Space Marines.
your games. These have been updated with the additional weapon
options in the multi-part kits that have become available
AND MORE! since these datasheets first appeared in Kill Team: Elites,
and allow even more tactical flexibility to these specialist
The first section of the appendix collates points values covert operatives.
for every model and weapon available in Kill Team,
updated for 2019. After this, we give you rules for using the forces of the
Adepta Sororitas in your Kill Team games, including
The appendix of this book also contains a wide selection datasheets for commanders, tactics and abilities.
of new and updated datasheets for all sorts of Kill
Team factions. Many of these were previously found in Finally, in this section we give you updated rules for the
White Dwarf magazine, or were downloadable from the denizens of the Blackstone Fortress. From the explorers
Warhammer Community website. and their companions, to the deadly antagonists of
the Servants of the Abyss, these updated datasheets
The first of these is the Kroot. These savage mercenaries were previously only available in Beta format. Now,
are perfectly adapted and evolved for kill team updated based on the feedback we have received, we
operations. You will find rules for new datasheets, present these alongside new allies taken from Blackstone
abilities and tactics for these deadly alien auxiliaries. Fortress: Escalation.
OPEN PLAY
‘There are no rules to war, no
OPEN PLAYcodes to be obeyed, nor strictures
observed. The weak commander
hides behind such excuses for
their own mediocrity. The strong
charges forth to victory.’
- Tactica Imperialis Advanced
Operations Strategic Scripture
Volume II
FLEXIBLE DOCTRINES
Open play is where the sky truly is the limit when it comes to Kill Team. An open play game is the place to
push your imagination to the limit with all the cool ideas you can come up with, or simply get straight to
gaming without thinking of anything else. Roll the dice and see what happens!
We’ve all watched that film, played that game or read or sheer talent for getting in and out of trouble. The
that book that totally captured our imagination. We rules presented in this section are designed to help you
wonder how we would face up to the same challenges to develop your own specialisms – there is endless scope
if we were in the character’s situation. We wonder what for designing the coolest, craziest, meanest and toughest
would have changed if they had made a single different characters you can imagine, whether they are derived
decision, and we wonder how the characters would react from the latest episode of your favourite TV show, or an
in other circumstances. Sometimes, we wonder what issue of your best-loved comic book.
happened next.
Games Workshop publications, from rulebooks,
All of these scenarios provide immense inspiration for campaign books and codexes to Black Library novels,
our hobby, whether it be modelling scenery, collecting are bottomless wells of inspiration from which you
armies or devising campaigns, and work superbly for can draw a practically infinite number of ideas. In the
Kill Team. section below is a suite of rules to help you to develop
your own collection of deranged killers, shining heroes
It might be that a certain character has caught your and mighty warriors to help bring victory to your
imagination, one with incredible skills, insane courage Kill Teams.
CREATE YOUR OWN
SPECIALISM
Kill Team operatives come from a variety of backgrounds and are recruited for a range of specialised
skills, ensuring that, when a mission needs completing, they have the tools to carry out the job.
This section gives you a series of rules that allow you ABILITIES
to create new specialisms, of your own devising, to The next thing to do is select an ability for each tier of
fit the skills and personalities of your own kill team your specialism. The specialisms found in other Kill
fighters. Perhaps you’ve always wanted to use a Sicarian Team publications usually feature a branching tree,
Ruststalker who is a master of stealth and assassination, which allows you to personalise that specialism to
killing his targets with a transonic blade in the back, your tastes a little, and to suit the model that is gaining
before his prey is even aware. The following rules allow these abilities. In this case, we are creating a bespoke
you to create such specialisms for your open play games, specialism, and so only need to select one ability for
allowing you to devise exciting, bespoke missions, and each level to help characterise your specialism. You
play Kill Team in a completely new way. should select one ability from the list of level 1 abilities
(pg 16), one ability from the list of level 2 abilities (pg
CREATING A SPECIALISM 17), and one ability from the list of level 3 abilities (pg
18). Each of these should be noted in the appropriate
Firstly, you will need a blank specialism sheet. This can box on your custom specialism sheet. Finally, select
be found on page 20 of this book. one other ability from either the level 1, level 2 or level
3 abilities, and note this in the box marked for your
Create Your Own SpecialismNAME AND ARCHETYPE
specialism’s level 4 ability.
The first thing to do is decide what to call your specialism. TACTICS
This can be as vague or as specific as you want, and will
usually be influenced by the model it is intended for. This Once you have selected your abilities, you should then
will also help to shape the decisions you make further select one tactic for your specialism from the list of level
down the line. It should be inspired by something in the 1 tactics (pg 10-11), one tactic from the list of level 2
background of Warhammer 40,000 ideally, but can be as tactics (pg 12-13), and one tactic from the list of level 3
prominent or as niche as you like. Examples include: tactics (pg 14-15). Once you have selected each of these,
write them into the appropriate tactics boxes on your
• Militarum Tempestus Scions can often be assigned specialism sheet, along with their Command Point costs.
as bodyguards to high-ranking officials. You might,
therefore, decide to create a specialism called
‘Tempestus Bodyguard’, and give them abilities
appropriate to this role.
• A Harlequin has taken on a role as part of their troop, Designer’s Note: Several of these tactics or abilities
playing a doomed hero destined to die to save their will have ‘[Specialist]’ in their ability. Where this
race. You might, therefore, create a specialism around is the case, replace that with the name of your
this theme called ‘Tragic Hero’. specialism. For example, if you were to create an
Assassin specialism and had chosen the Deadly
• A Tyranid Warrior has been specifically bio- Charge Level 3 Tactic, its ability would read:
engineered to slaughter hordes of foes as swiftly as
possible, and equipped with an array of rapid-firing ‘Use this Tactic when an Assassin specialist of Level
weaponry. They might be colloquially known by the 3 or higher from your kill team finishes a charge
survivors of their attacks as the ‘gun-beast’. move within 1" of an enemy model. Roll a D6; on a
5+ that enemy model suffers 1 mortal wound.’
Once you have chosen your name, mark that in
the ‘Specialism’ box at the top of your custom
specialism sheet.
EXAMPLE: For level 1, it seems appropriate that this Ork should be
RABBLE ROUSER FLASH GIT able to encourage his fellows to fight harder. To this end,
we will choose the Lead by Example tactic.
In this example, we have decided to create a Rabble
Rouser Specialism. This will be a particularly bellicose LEAD BY EXAMPLE
Ork freeboota who taunts and urges his fellows into
action with a shouted combination of boasts and threats.
To start with, we need to pick some abilities. For level 1, Level 1 Leader Tactic
we have picked the Reassuring ability: This represents
this Ork urging his fellows to keep fighting, even when Use this Tactic when you pick a [Specialist] from
he is under heavy fire. your kill team to fight in the Fight phase. Choose
another friendly model within 3" of them that is
Reassuring: This model is never treated as being eligible to fight. You can fight with each of these
shaken when taking Nerve tests for other models in models, in an order of your choice, before the next
your kill team. player’s turn.
1 COMMAND POINT
Next, we need a level 2 ability. We have decided to give For level 2, we want our Ork to be able to back up his
our specialist the Exultant ability: words with actions, and perform well in front of those
he’s trying to inspire. The Well Drilled tactic lets him
Exultant: Opponents must re-roll unmodified hit react quickly to the enemy when needed.
rolls of 6 for models from their kill team within 3" of
this model, as long as it is not shaken. WELL DRILLED
This represents our Ork being so brash and loud as to Level 2 Veteran Tactic
put off enemy fighters nearby, as they are distracted by
his atonal bellowing. Use this Tactic at the start of your turn in the
Shooting phase. Pick a [Specialist] of Level 2 or
For our level 3 ability, we have picked the Mentor ability: higher from your kill team. Ready them unless
they are within 1" of an enemy. They can shoot
Mentor: Once per battle round, when you choose in that phase as if they had not moved in the
a friendly model within 3" of this model to shoot Movement phase.
in the Shooting phase – as long as this model is
not shaken – you can re-roll failed hit rolls for that 2 COMMAND POINTS
model until the end of the phase.
In this case, our Ork is able to bellow threats, or ‘advice’, For level 3, we want our Ork to really be able to show
to his fellows on how to actually hit their foe with their off and inspire his fellows with his actions, and terrify
wild shooting attacks! his enemies. To that end, we will give our Rabble Rouser
access to the Terrifying Rampage tactic at level 3!
We can now pick another ability for this Specialism
once this model gets to level 4. We have decided that TERRIFYING RAMPAGE
such a well-practised orator would surely be capable of
mercilessly mocking his targets as they cower under the Level 3 Zealot Tactic
torrent of firepower he is unleashing from his weapons.
To this end, we have given him the opportunity to gain Use this Tactic at the start of the Morale phase.
the Suppressor ability at level 4: Pick a [Specialist] of Level 3 or higher from your
kill team that took an enemy model out of action
Suppressor: Enemy models that are targeted by in the preceding Fight phase. Each enemy model
this model in the Shooting phase suffer a -1 penalty within 6" of the [Specialist] must take a Nerve test.
to their hit rolls until the end of the phase. If the test is failed the model is shaken.
Now we know how this large, angry and loud Ork will 2 COMMAND POINTS
fight, we can pick some Tactics to be available to him to
really reinforce his brash nature.
LELVevEelL1 T1acTtiAcsCTICS
LEAD BY EXAMPLE MORE BULLETS
Level 1 Leader Tactic Level 1 Heavy Tactic
Use this Tactic when you pick a [Specialist] from Use this Tactic when you pick a [Specialist] from
your kill team to fight in the Fight phase. Choose your kill team to shoot in the Shooting phase.
another friendly model within 3" of them that is You can add 1 to the number of shots fired by that
eligible to fight. You can fight with each of these model’s ranged weapons, with the exception of
models, in an order of your choice, before the next weapons that would otherwise fire 1 shot (e.g. an
player’s turn. Assault 2 weapon would fire 3 shots, but a Rapid
Fire 1 weapon at long range would fire 1 shot) in
1 COMMAND POINT this Shooting phase.
UP AND AT ’EM! 1 COMMAND POINT
Level 1 Combat Tactic STIMM-SHOT
Use this Tactic in the Fight phase, after attacking Level 1 Medic Tactic
with a model from your kill team. Pick a
[Specialist] from your kill team that has not yet Use this Tactic at the start of the Movement phase.
attacked this phase: you can immediately fight Pick a model from your kill team within 2" of a
with them. friendly [Specialist] that is not shaken. You can add
1 to Advance rolls and charge rolls for that model,
1 COMMAND POINT and add 1 to that model’s Attacks characteristic
until the end of the battle round.
ROUSING TRANSMISSION
1 COMMAND POINT
Level 1 Comms Tactic
QUICK MARCH
Use this Tactic in the Morale phase before taking
any Nerve tests. Until the end of the phase, you can Level 1 Scout Tactic
subtract 1 from Nerve tests for models from your
kill team as though the [Specialist] was within 2" Use this Tactic when you pick a [Specialist]
of them. from your kill team to move in the Movement
phase. You can either increase the model’s Move
1 COMMAND POINT characteristic by 2" this phase, or you can re-roll
the dice when this model Advances in this phase.
CUSTOM AMMO
1 COMMAND POINT
Level 1 Demolitions Tactic
Use this Tactic when you pick a [Specialist] from
your kill team to shoot in the Shooting phase. You
can add 1 to wound rolls for that model’s ranged
weapons in this phase.
1 COMMAND POINT
CAREFUL AIM KILLING FRENZY
Level 1 Sniper Tactic Level 1 Zealot Tactic
Use this Tactic when you choose a [Specialist]from Use this Tactic when you pick a [Specialist] from
your kill team to shoot in the Shooting phase. You your kill team to fight in the Fight phase. Until
can add 1 to hit rolls for that model until the end the end of the phase, each time you make a hit roll
of the phase. of 6+ for that model, you can make an additional
attack with the same weapon against the same
1 COMMAND POINT target. These attacks cannot themselves generate
any further attacks.
ADAPTIVE TACTICS
1 COMMAND POINT
Level 1 Veteran Tactic
Use this Tactic at the start of the first battle round,
but before the Initiative phase. Pick a [Specialist]
from your kill team. They can make a normal
move or Advance. You can only use this Tactic
once per battle.
1 COMMAND POINT
LEVEL 2 TACTICS
FIRE ON MY TARGET LUCKY ESCAPE
Level 2 Leader Tactic Level 2 Demolitions Tactic
Use this Tactic when you pick a [Specialist] of Use this Tactic at the start of the Shooting phase.
Level 2 or higher from your kill team to shoot Pick a [Specialist] of Level 2 or higher from your
in the Shooting phase. Choose another friendly kill team. Roll a D6 each time that model loses
model within 3" of them that is eligible to shoot. a wound in this phase; on a 5+ that wound is
You can make a shooting attack with each of these not lost.
models, in an order of your choice, before the next
player’s turn. 1 COMMAND POINT
1 COMMAND POINT OVERWHELMING FIREPOWER
DEFENSIVE FIGHTER Level 2 Heavy Tactic
Level 2 Combat Tactic Use this Tactic when you pick a [Specialist] of
Level 2 or higher from your kill team to shoot in
Use this Tactic at the start of the Fight phase. Pick the Shooting phase. That model can shoot twice
a [Specialist] of Level 2 or higher from your kill in this Shooting phase; after they have shot a first
team. Until the end of the phase, you must subtract time, immediately shoot with them again. You
cannot use this Tactic in the same battle round as
Level 2 Tactics2 from that model’s Attacks characteristic (to a the More Bullets Tactic.
minimum of 1), but your opponent(s) must re-roll
successful hit rolls made against that model. 2 COMMAND POINTS
1 COMMAND POINT PAINKILLER
SCANNER UPLINK Level 2 Medic Tactic
Level 2 Comms Tactic Use this Tactic at the end of the Movement phase.
Pick a model from your kill team within 2" of
Use this Tactic when you pick a model from your a friendly [Specialist] of Level 2 or higher that
kill team, that is within 6" of a friendly [Specialist] is not shaken. Add 2 to that model’s Toughness
of Level 2 or higher, to shoot in the Shooting phase. characteristic until the end of the battle round.
That model can target an enemy model that is not
visible to them. If they do so, a 6 is required for 2 COMMAND POINTS
a successful hit roll, irrespective of the model’s
Ballistic Skill or any other modifiers, even if that
weapon would normally hit automatically. The
target is treated as obscured.
2 COMMAND POINTS
MARKED POSITIONS WELL DRILLED
Level 2 Scout Tactic Level 2 Veteran Tactic
Use this Tactic at the start of the Shooting phase. Use this Tactic at the start of your turn in the
Pick an enemy model within 6" of a [Specialist] of Shooting phase. Pick a [Specialist] of Level 2 or
Level 2 or higher from your kill team that is not higher from your kill team. Ready them, unless
shaken. You can re-roll hit rolls of 1 for shooting they are within 1" of an enemy. They can shoot
attacks made by models in your kill team that in that phase as if they had not moved in the
target that enemy model, until the end of the phase. Movement phase.
1 COMMAND POINT 2 COMMAND POINTS
HEADSHOT MARTYR
Level 2 Sniper Tactic Level 2 Zealot Tactic
Use this Tactic when you pick a [Specialist] of Use this Tactic when a [Specialist] of Level 2 or
Level 2 or higher from your kill team to shoot in higher from your kill team loses their last wound,
the Shooting phase. Until the end of the phase, before any player rolls on the Injury table. You may
when that model shoots at obscured targets they immediately shoot with one of its weapons as if it
are considered not to be obscured. were the Shooting phase, or pile in and make one
attack, as if it were the Fight phase.
1 COMMAND POINT
2 COMMAND POINTS
LEVEL 3 TACTICS
FORCE OF WILL UNKILLABLE
Level 3 Leader Tactic Level 3 Heavy Tactic
Use this Tactic at the start of the battle round, if a Use this Tactic at the start of your turn in the
[Specialist] of Level 3 or higher from your kill team Morale phase. Pick a [Specialist] of Level 3
is on the battlefield and not shaken. In this battle or higher from your kill team that has one or
round, your kill team does not suffer the penalty more flesh wounds. Remove one of that model’s
for being broken. flesh wounds.
1 COMMAND POINT 1 COMMAND POINT
DEADLY CHARGE EMERGENCY RESUSCITATION
Level 3 Combat Tactic Level 3 Medic Tactic
Use this Tactic when a [Specialist] of Level 3 or Use this Tactic when a [Specialist] of Level 3 or
higher from your kill team finishes a charge move higher from your kill team, that is not shaken, is
within 1" of an enemy model. Roll a D6; on a 5+ within 2" of another model from your kill team
that enemy model suffers 1 mortal wound. that suffers an Out of Action Injury roll result. That
model suffers a Flesh Wound result instead.
Level 3 Tactic1sCOMMAND POINT
2 COMMAND POINTS
NEW INTELLIGENCE
MOVE UNSEEN
Level 3 Comms Tactic
Level 3 Scout Tactic
Use this Tactic at the end of the Movement phase.
Pick a model from your kill team within 12" of a Use this Tactic at the start of your turn in the
friendly [Specialist] of Level 3 or higher. Ready Movement phase. Pick a [Specialist] of Level 3
that model. or higher from your kill team that is not shaken.
Remove that model from the battlefield and set
1 COMMAND POINT it up again anywhere within 18" of its previous
position, and more than 3" from any enemy
HIGH EXPLOSIVE models. It is considered to have Advanced.
Level 3 Demolitions Tactic 2 COMMAND POINTS
Use this Tactic when you pick a [Specialist] of
Level 3 or higher from your kill team to shoot in
the Shooting phase. In this Shooting phase, they
can only shoot a single weapon, and that weapon
can only fire 1 shot (even if it would normally
fire more). However, that weapon’s Damage
characteristic is increased by 2. You cannot use
this Tactic in the same battle round as the Custom
Ammo Tactic.
1 COMMAND POINT
QUICK SHOT TERRIFYING RAMPAGE
Level 3 Sniper Tactic Level 3 Zealot Tactic
Use this Tactic when you pick a [Specialist] of Use this Tactic at the start of the Morale phase.
Level 3 or higher from your kill team to shoot in Pick a [Specialist] of Level 3 or higher from your
the Shooting phase. In this Shooting phase, double kill team that took an enemy model out of action
the number of shots fired by that model’s ranged in the preceding Fight phase. Each enemy model
weapons (e.g. an Assault 2 weapon would fire 4 within 6" of the [Specialist] must take a Nerve test.
shots), but subtract 1 from hit rolls for that model. If the test is failed, the model is shaken.
You cannot use this Tactic in the same battle round
as the Headshot Tactic. 2 COMMAND POINTS
1 COMMAND POINT
ROLL WITH THE HITS
Level 3 Veteran Tactic
Use this Tactic during your opponent’s turn in the
Shooting phase. Pick a [Specialist] of Level 3 or
higher from your kill team that has been Injured,
before your opponent makes the Injury roll.
Your opponent can only roll a single dice for that
Injury roll.
1 COMMAND POINT
ABILITIES OPTIONS (TIER 1)
Resourceful: As long as this model is on the Reassuring: This model is never treated as being
battlefield and not shaken, you gain an additional shaken when taking Nerve tests for other models in
Command Point at the beginning of the your kill team.
battle round.
Swift: You can re-roll Advance rolls for this model.
Expert Fighter: Add 1 to this model’s
Attacks characteristic.
Scanner: Once per Shooting phase, when you pick Marksman: You can re-roll hit rolls of 1 for this
a model from your kill team to shoot that is within model, when it makes a shooting attack.
6" of this model, if this model is not shaken, you can
add 1 to hit rolls for that model in this phase.
Breacher: You can add 1 to this model’s wound Grizzled: This model ignores penalties to its
rolls against targets that are obscured. Leadership characteristic and Nerve tests.
Abilities Options (Tier 1)Relentless: Thismodel does not suffer the -1 penalty
Frenzied: You can add 1 to this model’s Attacks and for shooting with a Heavy weapon after moving in
Strength characteristics in a battle round in which the preceding Movement phase, or for shooting an
they charged. Assault weapon after Advancing.
ABILITIES OPTIONS (TIER 2)
Abilities Options (Tier 2)
Bold: This model automatically passes Nerve tests. Extra Armour: Ignore AP characteristics of -1 for
attacks that target this model.
Inspiring: Friendly models within 3" of this model Field Medic: Roll a D6 when a friendly model
– as long as it is not shaken – automatically pass within 3" of this model suffers a wound, as long
Nerve tests. as this model is not shaken. On a 6, that wound is
not lost.
Warrior Adept: Add 1 to hit rolls for this model in
the Fight phase.
Deadly Counter: If any hit rolls of 1 or less are Anatomist: Re-roll wound rolls of 1 for this model
made for a model’s attacks that target this model in in the Fight phase.
the Fight phase, unless this model is shaken, roll a
D6. On a 5+ the model that made the attack suffers Forward Scout: This model automatically passes
1 mortal wound, after all of their attacks have been dangerous terrain tests.
resolved.
Expert: Roll a D6 at the start of each battle round Pathfinder: If this model is not in Convalescence,
if this model is not shaken. On a 5+ you gain you can add or subtract 1 from the result when you
1 additional Command Point. This additional roll to determine a mission. If you do, this model
Command Point is lost at the end of the battle must be included in your kill team.
round, if not used.
Assassin: You can re-roll wound rolls of 1 for this
Static Screech: Once per battle, at the start of the model, when it makes a shooting attack.
Fight phase, if this model is not shaken subtract 1
from hit rolls for enemy models that make attacks Sharpshooter: If this model is Readied, add 1 to hit
while they are within 6" of this model, until the end rolls when it makes a shooting attack.
of the phase.
Practised: You can re-roll one hit roll or wound
Pyromaniac: You can re-roll wound rolls of 1 for roll for this model in each battle round.
this model when it is attacking with a weapon that
hits automatically. Seen It All: You can subtract 1 from Nerve tests for
models from your kill team within 3" of this model,
Grenadier: Add 3" to the range of any Grenade as long as it is not shaken.
weapon this model uses. You can re-roll hit rolls of 1
for Grenade weapons this model uses. Exultant: Opponents must re-roll unmodified hit
rolls of 6 for models from their kill team within 3" of
Suppressor: Enemy models that are targeted by this this model, as long as it is not shaken.
model in the Shooting phase suffer a -1 penalty to
their hit rolls, until the end of the phase. Flagellant: Roll a D6 each time this model loses a
wound. On a 6, the wound is ignored.
ABILITIES OPTIONS (TIER 3)
Abilities Options (Tier 3)
Paragon: Re-roll hit rolls of 1 for friendly models Triangulator: Once per Shooting phase, when you
within 3" of this model, as long as it is not shaken. pick a model from your kill team to shoot a Heavy
weapon, if this model is not shaken, you can re-roll
Tyrant: Your opponent(s) must add 1 to Nerve the dice when determining the number of attacks
tests for any enemy models within 6" of this model, that model can make.
as long as it is not shaken.
Vox Hacker: After each battle in which this
Tactician: As long as this model is on the battlefield model was in your kill team, if this model is not in
and not shaken, roll a D6 each time you use a Tactic. Convalescence or dead, roll a D6. On a 5+ you gain
On a 5+ you gain a Command Point. 1 Intelligence.
Mentor: Once per battle round, when you choose Saboteur: If this model is in your kill team and not
a friendly model within 3" of this model to shoot out of action when you make your Casualty rolls,
in the Shooting phase – as long as this model is roll a D6. On a 5+ choose an opponent who played
not shaken – you can re-roll failed hit rolls for that that mission to lose 1 Materiel.
model, until the end of the phase.
Sapper: If this model is in your kill team and you
Deathblow: Any wound rolls of 6 you make for choose the Plant Traps strategy, you can add 1 to the
this model in the Fight phase inflict 1 mortal wound number of pieces of terrain you can booby trap.
on the target, in addition to any other damage.
Combat Master: Add 1 to the Attacks characteristic Siegemaster: You can add 1 to Injury rolls caused
of this model for each enemy model within 1" of by this model’s attacks in the Shooting phase, if
it at the start of the Fight phase, until the end of those Injury rolls are for models that are obscured.
the phase.
Ammo Hound: If this model is in your kill team
Killer Instinct: You can re-roll any failed wound and not out of action when you make your Casualty
rolls you make for this model in the Fight phase. rolls, roll a D6. On a 5+ you gain 1 Materiel.
Bloodlust: You can re-roll any failed charge rolls Devastator: You can re-roll the damage for this
you make for this model. model’s ranged weapons that have a random
Damage characteristic (e.g. D3).
Vox Ghost: Subtract 1 from the Leadership Rigorous: You can re-roll hit rolls of 1 for this
characteristic of enemy models while this model is model in the Shooting phase.
on the battlefield, as long as it is not shaken.
Indomitable: Once per battle round, you can make
Command Relay: Roll a D6 each time you use a your opponent re-roll the Injury dice for this model.
Tactic while this model is on the battlefield and not
shaken. On a 6, the Command Points spent on that Heavily Muscled: You can re-roll wound rolls of 1
Tactic are immediately refunded. for this model in the Fight phase.
Trauma Specialist: When an Injury roll is made Armour Piercing: On an unmodified wound
for a friendly model within 3" of this model, as long roll of 6 for this model’s shooting attacks, improve
as this model is not shaken, roll an additional dice the AP characteristic of that attack by 1 (e.g. AP 0
and use the lowest result. becomes AP -1).
Triage Expert: If this model is in your kill team Mobile: This model does not suffer the -1 penalty
and not out of action at the end of a battle, and you for shooting with a Heavy weapon after moving in
roll a Dead result when making a Casualty roll for the preceding Movement phase, or for shooting an
a model from your kill team, you can roll a D6. Assault weapon after Advancing.
On a 4+ apply the Convalescence result for that
model instead. Eagle-eye: Increase the Range characteristic of all
Rapid Fire and Heavy weapons this model is armed
Interrogator: At the end of any battle in which you with by 6".
were victorious, if this model was in your kill team
and not out of action, roll a D6. On a 5+ you gain Survivor: You can add 1 to saving throws for
1 Intelligence. this model.
Toxin Synthesiser: Before deployment, you can One-man Army: This model generates 1 Command
pick up to D3 models from your kill team. Until Point at the beginning of each battle round, unless it
the end of the battle, add 1 to wound rolls for is shaken or out of action. This Command Point can
attacks made with melee weapons those models are only be used for [Specialist] Tactics.
armed with.
Battle Scarred: Enemy models suffer -1 Leadership
Skirmisher: Your opponent(s) must subtract 1 from whilst they are within 6" of this model, as long as it
hit rolls for shooting attacks that target this model, is not shaken.
if the firing model is more than 12" from this model
and this model is not shaken or obscured. Nerves of Steel: You can re-roll failed hit rolls for
this model when it fires Overwatch.
Vanguard: You can re-roll hit rolls of 1 in the
Shooting phase for attacks made by models from Puritan: You can re-roll hit rolls in the Fight phase
your kill team against enemy models that are within for this model against enemy models that do not
6" of this model, as long as this model is not shaken. have a Faction keyword in common with it.
Observer: If this model is in your kill team, you can Rousing: Add 1 to the Leadership characteristic of
roll a D6 at the start of the Scouting phase. On a 4+ models from your kill team within 6" of this model,
you can pick an additional strategy. as long as it is not shaken.
Explorer: After each battle in which this model Fanatical: This model automatically passes
was in your kill team, if this model is not in Nerve tests.
Convalescence, you can roll a D6. On a 5+ you gain
1 Territory. Strength of Spirit: Subtract 1 for Injury rolls made
for this model.
Deadeye: On an unmodified wound roll of 6 for
this model’s shooting attacks, increase the Damage
characteristic of that attack by 1.
DESCRIPTION BLANK SPECIALISM SHEET LEVEL 2 TACTIC
SPECIALISM NAME:
Blank Specialism Sheet
COMMAND POINT(S)
LEVEL 1 TACTIC LEVEL 3 TACTIC
COMMAND POINT(S) COMMAND POINT(S)
LEVEL 1 ABILITY LEVEL 3 ABILITY
LEVEL 2 ABILITY LEVEL 4 ABILITY
NARRATIVE PLAY
‘This galaxy is ancient and
vicariously cruel. It has seen every
tale its inhabitants have to tell
played out over and over again.
Yet, the oldest story, the one of
which the hungry stars will never
tire, is the tale of conflict, of
bloodshed and of war.’
- Thiridann the Sorrowful
NARRATIVE PLAY
WAR STORIES
Narrative play allows you to tell exciting stories upon the tabletop battlefield, pitting Kill Teams against
one another in narrative-driven scenarios. It emphasises the role playing and saga-weaving side of Kill
Team, in games where the most important thing is the thrill of the unfolding tale.
Since Kill Team first hit the shelves it has proven to be few hours to spare, or maybe a day’s gaming ahead of
a fantastic medium for narrative play, and inspiration you, you can even roll one narrative mission into the
for squad versus squad conflicts is never far away. From next; pick whatever mission best continues the tabletop
small bands of hard-bitten warriors pitted against each tale that you and your opponent are playing, generate
other in battles to the death, to assassination attempts advancements for your Kill Team as you play from one
against the odds with entire worlds on the line, the game to the next and, before you know it, you will have
stories in narrative play echo countless well-loved enjoyed an entire story driven Kill Team campaign all of
novels, movies and computer games. your own devising.
Many players really enjoy engaging in narrative Kill On the following pages you will find collated the
Team missions, for what better way to play out a full array of narrative play missions that have been
nail-biting tabletop war story in just an hour or so of published for Kill Team. Many of these have come from
gaming? With a few quick rolls on the background the wide array of starter boxes and expansions, ranging
generator tables for your chosen faction, you can from Krogskull’s Boyz and Advance Team Starpulse,
conjure up an evocative and exciting backstory for right through to Starn’s Disciples, Theta-7 Acquisitus
your Kill Team. Combine that, in turn, with a fun and and even Kill Team: Rogue Trader. Others stem from
in-depth narrative play mission, and you suddenly Kill Team: Commanders and Kill Team: Elites, all
find yourselves with the makings of an epic gaming providing exciting missions for you and your opponents
tale that you’ll remember for years to come! If you’ve a to enjoy.
The following two rules are used on multiple model, they do so again in the same order, and so on.
narrative and matched play battle plans. These If a player runs out of models to set up, skip them.
originally appeared in Kill Team: Commanders and Once the players have set up all of their models,
Kill Team: Elites, and are reprinted here for the deployment ends and the first battle round begins.
benefit of those players who only own the Kill Team
Core Manual. VARIABLE BATTLE LENGTH
STANDARD DEPLOYMENT Some Kill Team missions last for a variable number
of battle rounds (in some cases, they may last for a
Some Kill Team missions say that they use the variable number of battle rounds unless some other
Standard Deployment rules. Where a mission states condition is met, e.g. there is only one unbroken
this, use the following rules when deploying your kill team on the battlefield). Where a mission states
kill teams. that it uses the Variable Battle Length rules, use the
following rules to determine when the battle ends.
The players each roll 2D6. The highest scorer has Each mission that uses these rules tells you which
the greatest strategic advantage in this mission, the player makes the roll.
next highest has the second greatest advantage and
so on. Any players who roll the same result roll their If the battle does not end otherwise, at the end of
dice again to determine which of them has a greater battle round 4, roll a D6. The battle continues on a
advantage. The players then take it in turn, in the 3+ otherwise the battle ends. If the battle does not
order of greatest to least advantage, to choose their end otherwise, at the end of battle round 5, roll a D6.
deployment zone. This time the battle continues on a 4+ otherwise the
battle ends. The battle automatically ends at the end
The players then take it in turn, in the order of least of battle round 6.
to greatest advantage, to deploy one model from their
kill team. Models must be set up wholly in their own
deployment zone. Once all players have set up one
NARRATIVE PLAY MISSION
BREAK THEIR WILL
If you are playing a campaign, you can choose to play BATTLE LENGTH
this mission instead of the Feint mission, as long as at If the defender’s models are all shaken or out of action
least one of the players who will take part is using the at the end of a battle round, the battle ends. Otherwise,
ADEPTUS ASTARTES Faction. at the end of battle round 4, the attacker rolls a D6. On
THE KILL TEAMS a roll of 3+ the game continues, otherwise the game
is over. If the battle doesn’t end as described above, at
This is a mission for two players. One of those players the end of battle round 5 the attacker rolls a D6. This
is the Adeptus Astartes player. If more than one player time the game continues on a 4+, otherwise the game is
wishes to be the Adeptus Astartes player, those players
Narrative Play Missionsroll off and the winner is the Adeptus Astartes player.
over. The battle automatically ends at the end of battle
round 6.
Each player chooses a Faction keyword and the players VICTORY CONDITIONS
reveal their choices at the same time. The Adeptus
Astartes player must choose the ADEPTUS ASTARTES At the end of the game, the defender rolls a D6 for
Faction. Then, each player chooses a Battle-forged each of their models with one or more flesh wounds on
kill team (see the Kill Team Core Manual) that only the battlefield (even if you are not playing a campaign
includes models with the Faction keyword they chose. game). On a roll of 1-3, that model recovers. On a roll
Break Their WillThe Adeptus Astartes player is the attacker and their
opponent is the defender.
of 4-6, that model goes out of action. The attacker then
scores 1 victory point for each enemy model that is out
THE BATTLEFIELD of action. The defender scores 1 victory point for each
of their models that is not out of action. The player with
Create the battlefield and set up terrain. Examples of the most victory points wins. If the players have the
how you might do this are shown in the deployment same number of victory points, the defender wins.
map below. The players roll off and the player that wins
chooses which of the long edges of the battlefield their RESOURCES
deployment zone is touching. In a campaign game, if the attacker wins the mission,
THE SCOUTING PHASE the defender loses 2 Morale. If the defender wins the
mission, the attacker loses 1 Morale.
Resolve the Scouting phase (see the Kill Team
Core Manual).
DEPLOYMENT FINISH THEM OFF!
The players roll off and then alternate setting up models, Attacker Tactic
starting with the player who lost the roll-off. A player’s
models must be set up wholly within their deployment Use this Tactic in the Fight phase when a model
zone. If a player runs out of models to set up, skip them. from your kill team targets an enemy model with
Continue setting up models until both players have one or more flesh wounds with any of their attacks.
set up their kill teams. Once the players have set up Until the end of that phase, add 1 to any Injury
all their models, deployment ends and the first battle rolls made as part of these attacks.
round begins.
2 COMMAND POINTS
Attacker’s Deployment Zone
ON YOUR FEET!
5" Defender Tactic
5"
Defender’s Deployment Zone Use this Tactic at the start of the Morale phase if
your Leader is not shaken. A -1 modifier is applied
to Nerve tests made for friendly models within 6"
of your Leader that phase.
1 COMMAND POINT
NARRATIVE PLAY MISSION
TOTMomBbOoFf SSaAinINtsTS
If you are playing a campaign, you can choose to play this end of battle round 4, the attacker rolls a D6. On a roll of 3+
mission instead of the Ambush mission, as long as at least the battle continues, otherwise the battle is over. If the battle
one of the players who will take part is using the ADEPTUS doesn’t end as described above, at the end of battle round
ASTARTES Faction. 5 the attacker rolls a D6. This time the battle continues on
a 4+, otherwise the battle is over. The battle automatically
THE KILL TEAMS ends at the end of battle round 6.
This is a mission for two players. One of those players is the VICTORY CONDITIONS
Adeptus Astartes player. If more than one player wishes to
be the Adeptus Astartes player, those players roll off and the If the battle ends because there is only one unbroken
winner is the Adeptus Astartes player. Each player chooses kill team on the battlefield, that kill team’s player wins.
a Faction keyword and the players reveal their choices at the Otherwise, the attacker scores 2 victory points for each
same time. The Adeptus Astartes player must choose the objective marker that their kill team controls at the end of
ADEPTUS ASTARTES Faction. Then, each player chooses the battle, and the defender scores 1 victory point for each
a Battle-forged kill team (see the Kill Team Core Manual) objective marker that their kill team controls at the end of
that only includes models with the Faction keyword they the battle. The player with the most victory points is the
chose. All models in the Adeptus Astartes player’s kill winner. If there is a tie, the players draw.
team must also have the Adeptus Astartes keyword. The
Adeptus Astartes player is the defender and their opponent RESOURCES
is the attacker. Each kill team can cost up to 125 points.
In a campaign game, if the attacker wins the mission,
THE BATTLEFIELD the defender loses 2 Materiel. If the defender wins the
mission, the attacker loses 1 Morale. If the players draw,
Create the battlefield and set up terrain. Examples of the defender loses 1 Material and the attacker does not lose
how you might do this are shown in the deployment map any resources.
below. The defender then places three objective markers to
represent the tombs of saints in the area of the battlefield FLUSH THEM OUT
marked ‘Inner Sanctum’. Each objective marker must be
placed more than 6" from any other objective markers. Attacker Tactic
THE SCOUTING PHASE Use this Tactic when you choose a model from
your kill team to shoot with. That model can fire a
Do not use the rules for the Scouting phase in this mission. Grenade weapon it is armed with even if another
model from your kill team has already fired a
DEPLOYMENT Grenade weapon that phase.
The defender sets up their kill team first, followed by the 1 COMMAND POINT
attacker. A player’s models must be set up wholly within
their deployment zone. Once the players have set up all their BLAZE OF GLORY
models, deployment ends and the first battle round begins.
BATTLE LENGTH
The battle ends at the end of a battle round if there is only
one unbroken kill team on the battlefield. Otherwise, at the
Defender’s Inner2" Defender Tactic
Deployment Sanctum7"
Attacker’s Deployment Zone Use this Tactic when a model from your kill
Zone team is taken out of action. Before that model
is removed from the battlefield, you can make a
7" 11" shooting attack with that model as if it were the
7" Shooting phase, or pile in and attack with that
model as if it were the Fight phase (even if they
have already attacked in that phase this battle
round). After the attack has been resolved, remove
the model from the battlefield as normal.
1 COMMAND POINT
NARRATIVE PLAY MISSION
The CullTHE CULL
If you are playing a campaign, you can choose to play kill team that were kept in reserve, equal to the number of
this mission instead of the Feint mission, as long as at models from their kill team that were taken out of action in
least one of the players who will take part is using the the previous battle round. The defender places these models
DEATHWATCH faction. anywhere in their deployment zone that is more than 9"
THE KILL TEAMS from enemy models. They are considered to have moved in
this phase.
This is a mission for two players. One of those players is BATTLE LENGTH
the Deathwatch player. If more than one player wishes to
be the Deathwatch player, those players roll off and the The battle ends at the end of a battle round if there is only
winner is the Deathwatch player. Each player chooses a one unbroken kill team on the battlefield. Otherwise, at the
Faction keyword and the players reveal their choices at end of battle round 4, the Deathwatch player rolls a D6. On
the same time. The Deathwatch player must choose the a roll of 3+ the game continues, otherwise the game is over.
DEATHWATCH Faction. Then, each player chooses a If the game does not end as described above, at the end of
Battle-forged kill team (see the Kill Team Core Manual) battle round 5, the Deathwatch player rolls a D6. This time
that only includes models with the Faction keyword they the game continues on a 4+, otherwise the game is over. The
chose. The player using the Deathwatch kill team is the battle automatically ends at the end of battle round 6.
attacker and their opponent is the defender. The defender VICTORY CONDITIONS
can spend an additional 50 points on their kill team.
THE BATTLEFIELD If the battle ends because there is only one unbroken
kill team on the battlefield, that kill team’s player wins.
Create the battlefield and set up terrain. Examples of how Otherwise, each player scores 1 victory point for each
you might do this are shown in the deployment map below. enemy model taken out of action by one of their models’
THE SCOUTING PHASE attacks or psychic powers. The player with the most victory
points is the winner. If there is a tie, the attacker wins.
Resolve the Scouting phase (see the Kill Team
Core Manual). RESOURCES
DEPLOYMENT In a campaign game, the player that loses the mission loses
2 Materiel, and the player that wins gains 1 Territory.
The players roll off and then alternate setting up models,
starting with the player who lost the roll-off. A player’s
models must be set up wholly within their deployment PURGE THE SHADOWS
zone. The defender may only deploy up to half of the total
number of models in their kill team; the remainder are kept
off the battlefield in reserve. If a player runs out of eligible Attacker Tactic
models to set up, skip them. Continue setting up models
until both players have set up all eligible models; at this Use this Tactic in the Shooting phase, before
point deployment ends and the first battle round begins. shooting with one of your models. When making
QUELL THE TIDE the next shooting attack, ignore any modifiers for
the target being obscured.
In each battle round, at the end of the Movement phase,
the defender may deploy a number of models from their 1 COMMAND POINT
10" Attacker’s CHOSEN PREY
Attacker’s Deployment
Deployment Defender Tactic
Zone
Zone Use this Tactic at the start of the Shooting phase.
5" Select one model in the opponent’s kill team to be
Defender’s your chosen prey. Re-roll all hit and wound rolls of
Deployment 1 for attacks that target that model until the end of
that phase.
Zone
1 COMMAND POINT
NARRATIVE PLAY MISSION
MARKED FOR DESTRUCTION
Marked For DestructionIf you are playing a campaign, you can choose to play this
BATTLE LENGTH
mission instead of the Feint mission, as long as at least The battle ends at the end of a battle round if all three
one of the players who will take part is using the ASTRA objective markers have been destroyed (see Destruction
MILITARUM Faction. Protocols, below). Otherwise, at the end of battle round 4,
THE KILL TEAMS the attacker rolls a D6. On a roll of 3+ the game continues,
otherwise the game is over. If the battle doesn’t end as
This is a mission for two players. One of those players is the described above, at the end of battle round 5, the attacker
Astra Militarum player. If more than one player wishes to rolls a D6. This time the game continues on a 4+, otherwise
be the Astra Militarum player, those players roll off and the the game is over. The battle automatically ends at the end of
winner is the Astra Militarum player. Each player chooses battle round 6.
a Faction keyword and the players reveal their choices at DESTRUCTION PROTOCOLS
the same time. The Astra Militarum player must choose the
ASTRA MILITARUM Faction. Then, each player chooses a The attacker’s models can charge and target objective markers
Battle-forged kill team (see the Kill Team Core Manual) as if they were enemy models. Each objective marker has a
that only includes models with the Faction keyword they Toughness characteristic of 7, a Save characteristic of 3+ and
chose. The Astra Militarum player is the attacker and their is destroyed once it has lost 5 wounds.
opponent is the defender. VICTORY CONDITIONS
THE BATTLEFIELD If, at the end of the battle, 0-1 objective markers have been
Create the battlefield and set up terrain. Examples of how destroyed, the defender wins the mission. If 2 objective
you might do this are shown in the deployment map below. markers have been destroyed, the game is a draw. If all 3
The defender then places three objective markers on the objective markers have been destroyed, the attacker wins
battlefield. Each objective marker must be at least 6" from the mission.
any other objective markers and the edge of the battlefield. RESOURCES
Whenever you measure to or from an objective marker,
always measure to the centre of the marker. In a campaign game, if the attacker wins the mission, the
THE SCOUTING PHASE defender loses 2 Materiel. If the defender wins the mission,
the attacker loses 1 Morale. If the players draw, the defender
Resolve the Scouting phase (see the Kill Team loses 1 Materiel.
Core Manual).
DEPLOYMENT WEAK POINT LOCATED
The players roll off and then alternate setting up models, Attacker Tactic
starting with the player who lost the roll-off. A player’s
models must be set up wholly within their deployment Use this Tactic after choosing a model to attack with.
zone. If a player runs out of models to set up, skip them. Double the Damage characteristic of any of that model’s
Continue setting up models until both players have set weapons that target an objective marker this phase.
up their kill teams. Once the players have set up all their
models, deployment ends and the first battle round begins. 1 COMMAND POINT
10" 5" BODY ON THE LINE
Attacker’s Defender’s
Deployment Deployment Defender Tactic
Zone Zone Use this Tactic after failing a saving throw for an
objective marker that is within 3" of a model from
Attacker’s your kill team that is not shaken. No damage is
Deployment inflicted upon the objective marker, but one model of
your choice from your kill team that is within 3" of the
Zone objective marker, and not shaken, suffers a number of
mortal wounds equal to the Damage characteristic of
the weapon used for the attack.
1 COMMAND POINT
NARRATIVE PLAY MISSION
RREevViIvVeEthTeHShEriSnHe RINE
If you are playing a campaign, you can choose to play this Continue setting up models until both players have set
mission instead of the Disrupt Supply Lines mission, as up their kill teams. Once the players have set up all their
long as at least one of the players who will take part is using models, deployment ends and the first battle round begins.
the ADEPTUS MECHANICUS Faction.
BATTLE LENGTH
THE KILL TEAMS
At the end of battle round 4, the attacker rolls a D6. On a
This is a mission for two players. One of those players is the roll of 3+ the battle continues, otherwise the battle is over.
Adeptus Mechanicus player. If more than one player wishes If the battle doesn’t end as described above, at the end of
to be the Adeptus Mechanicus player, those players roll off battle round 5, the attacker rolls a D6. This time the battle
and the winner is the Adeptus Mechanicus player. Each continues on a 4+, otherwise the battle is over. The battle
player chooses a Faction keyword and the players reveal automatically ends at the end of battle round 6.
their choices at the same time. The Adeptus Mechanicus
player must choose the ADEPTUS MECHANICUS Faction. VICTORY CONDITIONS
Then, each player chooses a Battle-forged kill team (see the
Kill Team Core Manual) that only includes models with If, at the end of the battle, 2 energy vessels are located wholly
the Faction keyword they chose. The Adeptus Mechanicus within the defender’s deployment zone, the attacker wins the
player is the attacker and their opponent is the defender. mission. Otherwise, the defender wins the mission.
THE BATTLEFIELD CARRYING THE VESSELS
Create the battlefield and set up terrain. Examples of how A model can carry a vessel if it is within 1" of the vessel at
you might do this are shown in the deployment map below. the start of its move in the Movement phase, and there are
Place a marker in the centre of the battlefield – the area no enemy models within 1" of the vessel (shaken models do
within 5" of the centre of this marker is the defender’s not count). After the carrier has moved, or if it is taken out
deployment zone. The area more than 15" from the centre of action or becomes shaken, place the vessel within 1" of it.
of this marker is the attacker’s deployment zone. The A model carrying a vessel cannot Advance, and a model can
attacker places two objective markers wholly within their only carry a single vessel at a time.
deployment zone. Each objective marker must be more
than 12" from the other objective marker and more than RESOURCES
1" from the edge of the battlefield. The objective markers
represent energy vessels in this mission. In a campaign game, if the attacker wins the mission, the
defender loses 2 Materiel. If the defender wins the mission,
SCOUTING PHASE the attacker loses 1 Morale.
Resolve the Scouting phase (see the Kill Team HOLY CAUSE
Core Manual).
Attacker Tactic
DEPLOYMENT
Use this Tactic at the start of the Movement phase.
The players roll off and then alternate setting up models, Choose a model from your kill team that is not
starting with the player who lost the roll-off. A player’s shaken. That model may Advance this phase even
models must be set up wholly within their deployment if it is carrying an energy vessel.
zone. If a player runs out of models to set up, skip them.
1 COMMAND POINT
10" 5" LAY THEM LOW
Attacker’s Defender’s
Deployment Deployment Defender Tactic
Zone Zone Use this Tactic at the start of the Fight phase.
Choose a model from your kill team. Until the end
Attacker’s of that phase, re-roll failed hit rolls for that model’s
Deployment attacks that target an enemy model that is within
1" of an energy vessel.
Zone
1 COMMAND POINT
NARRATIVE PLAY MISSION
BBinINarAyRTYargTeAtsRGETS
If you are playing a campaign, you can choose to play this BATTLE LENGTH
mission instead of the Ambush mission, as long as at least
one of the players who will take part is using the ADEPTUS If one player has controlled both objectives at the end of
MECHANICUS Faction. two consecutive battle rounds, the game ends immediately.
Otherwise, at the end of battle round 4, the attacker rolls a
THE KILL TEAMS D6. On a roll of 3+ the battle continues, otherwise the battle
is over. If the battle doesn’t end as described above, at the
This is a mission for two players. One of those players is the end of battle round 5, the attacker rolls a D6. This time the
Adeptus Mechanicus player. If more than one player wishes battle continues on a 4+, otherwise the battle is over. The
to be the Adeptus Mechanicus player, those players roll off battle automatically ends at the end of battle round 6.
and the winner is the Adeptus Mechanicus player. Each
player chooses a Faction keyword and the players reveal VICTORY CONDITIONS
their choices at the same time. The Adeptus Mechanicus
player must choose the ADEPTUS MECHANICUS Faction. If one player has controlled both objectives at the end of
Then, each player chooses a Battle-forged kill team (see two consecutive battle rounds, that player wins. Otherwise,
the Kill Team Core Manual) that only includes models at the end of the battle, each player scores 3 victory points
with the Faction keyword they chose. Each kill team can for each objective marker they control, 2 victory points if
cost up to 200 points and must include one Commander. the enemy Commander is out of action, and 1 victory point
The Adeptus Mechanicus player is the attacker and their for each other enemy model that friendly models took out
opponent is the defender. of action with their attacks or psychic powers. The player
with the most victory points is the winner. If the players
THE BATTLEFIELD have the same number of victory points, the defender wins.
Create the battlefield and set up terrain. Examples of how RAD HAZE
you might do this are shown in the deployment map below.
Then set up two objective markers along the midway line, When selecting a target for a shooting attack, you may
between both players’ deployment zones and 8" away from not pick any models that are more than 12" away from the
the centre of the battlefield. firing model.
SCOUTING PHASE RESOURCES
Resolve the Scouting phase (see the Kill Team In a campaign game, if the attacker wins the mission, the
Core Manual). defender loses 2 Territory. If the defender wins the mission,
the attacker loses 1 Materiel.
DEPLOYMENT
ASSURED ENGAGEMENT
The players roll off and the winner chooses their deployment
zone; the other player has the other deployment zone. The Attacker Tactic
players then alternate setting up models, starting with the
player who lost the roll-off. A player’s models must be set up Use this Tactic in the Movement phase after
wholly within their deployment zone. If a player runs out a charge roll that fails. Re-roll one or both of
of models to set up, skip them. Continue setting up models the dice.
until both players have set up their kill teams. Once the
players have set up all their models, deployment ends and the
first battle round begins.
1 COMMAND POINT
8" GREAT STAMINA
6"
6"
12" 12" Defender Tactic
Player’s
Deployment
Zone
Player’s
Deployment
Zone
Use this Tactic at the start of the Movement phase.
8" Choose a shaken model from your kill team. They
are no longer shaken.
1 COMMAND POINT
NARRATIVE PLAY MISSION
VIRUVLiErNulTenVt EVCecTtoOrRs S
If you are playing a campaign, you can choose to play this the model has moved, place it on the battlefield touching
mission instead of the Ambush mission, as long as at least that model’s base. Until you have placed the plague vat
one of the players who will take part is using the DEATH back on the battlefield, that model is said to be moving the
GUARD Faction. plague vat. A model cannot make a charge attempt and
move the plague vat in the same phase.
THE KILL TEAMS
If the model moving the plague vat is shaken or taken out of
This is a mission for two players. One of those players is action, place the plague vat on the battlefield touching their
the Death Guard player. If more than one player wishes to base before the model is removed from the battlefield.
be the Death Guard player, those players roll off and the
winner is the Death Guard player. Each player chooses a A model moving the plague vat can move off the battlefield
Faction keyword and the players reveal their choices at edge labelled vector route, if they have sufficient movement
the same time. The Death Guard player must choose the to reach that battlefield edge.
DEATH GUARD Faction. Then, each player chooses a
Battle-forged kill team (see the Kill Team Core Manual) BATTLE LENGTH
that only includes models with the Faction keyword
they chose. Each kill team can cost up to 125 points. The Use the Variable Battle Length rules (pg 23) – the attacker
Death Guard player is the attacker and their opponent is rolls. In addition, if one of the attacker’s models moves the
the defender. plague vat off the battlefield, the battle ends immediately.
THE BATTLEFIELD VICTORY CONDITIONS
Create the battlefield and set up terrain. Examples of how If the battle ends because the attacker moved the plague
you might do this are shown in the deployment map below. vat off the battlefield, the attacker wins. Otherwise, the
defender wins.
THE SCOUTING PHASE
RESOURCES
Do not use the rules for the Scouting phase in this mission.
In a campaign game, if the attacker wins the mission, the
DEPLOYMENT defender loses 2 Materiel. If the defender wins the mission,
the attacker loses 1 Materiel.
The attacker sets up all of their models first. A player’s
models must be set up wholly within their deployment PLODDING TO VICTORY
zone. Once the attacker has set up all of their models,
they place an objective marker touching the base of one Attacker Tactic
of their models, then the other player sets up all of their
models. Once the players have set up all of their models, Use this Tactic when you choose a model to move in
deployment ends and the first battle round begins. the Movement phase, and that model can move the
plague vat. Add D3" to the distance that model can
PLAGUE VAT move in this phase. If you do so, the model must move
the plague vat. The model may still Advance.
When the attacker chooses one of their models to move in
the Movement phase, if the objective marker (representing 1 COMMAND POINT
the plague vat) is touching that model’s base, and has not
been moved in this phase, that model can move the plague DESPERATE SACRIFICE
vat. Remove the plague vat from the battlefield and, once
Vector Route 9" 3" Defender Tactic
Defender’s Attacker’s Use this Tactic when a model from your kill team
Deployment Deployment would be taken out of action, if that model is within
1" of an enemy model that is touching the plague
Zone Zone vat. If you do, that model can fight as if it were the
Fight phase (even if they have already fought in this
phase) before they are removed from the battlefield.
They must target an enemy model that is touching the
plague vat with all of their attacks.
1 COMMAND POINT
NARRATIVE PLAY MISSION
CHCOhoSsEenNbByYFaFteATE
If you are playing a campaign, you can choose to play player can roll a D10. If they do, their victory condition
this mission instead of the Ambush mission, as long as changes according to the following table:
at least one of the players who will take part is using the
THOUSAND SONS Faction. D10 VICTORY CONDITION
THE KILL TEAMS 1 Your Leader is out of action.
2 None of your fighters are out of action.
This is a mission for two players. One of those players is the 3 All enemy fighters are out of action.
Thousand Sons player. If more than one player wishes to 4 There is at least one of your fighters in the enemy
be the Thousand Sons player, those players roll off and the
winner is the Thousand Sons player. Each player chooses deployment zone.
a Faction keyword and the players reveal their choices at 5 All of your fighters (and at least one) are in your
the same time. The Thousand Sons player must choose the
THOUSAND SONS Faction. Then, each player chooses a deployment zone.
Battle-forged kill team (see the Kill Team Core Manual) that 6 There are no enemy fighters in your deployment zone.
only includes models with the Faction keyword they chose. 7 More enemy fighters than your fighters are out of action.
Each kill team can cost up to 125 points. The Thousand Sons 8 The enemy Leader is out of action.
player is the attacker and their opponent is the defender. 9 Your Leader is not out of action.
10 Re-roll the dice until you get a different result.
THE BATTLEFIELD
VICTORY CONDITIONS
Create the battlefield and set up terrain. Examples of how
you might do this are shown in the deployment map below. If, at the end of the battle, the attacker has fulfilled their
victory condition, they win. Otherwise, the defender wins.
THE SCOUTING PHASE
RESOURCES
Resolve the Scouting phase (see the Kill Team
Core Manual). In a campaign game, if the attacker wins the mission, the
defender loses 2 Materiel. If the defender wins the mission,
DEPLOYMENT the attacker loses 1 Morale.
The players roll off and then alternate setting up models, TWIST THE SKEINS OF FATE
starting with the player who lost the roll-off. A player’s
models must be set up wholly within their deployment Attacker Tactic
zone. If a player runs out of models to set up, skip them.
Continue setting up models until both players have set Use this Tactic after rolling the D10 according to
up their kill teams. Once the players have set up all their What Fate Holds in Store. If you do, you can add
models, deployment ends and the first battle round begins. or subtract 1 from the roll.
BATTLE LENGTH 1 COMMAND POINT
Use the Variable Battle Length rules (pg 23) – the
attacker rolls.
WHAT FATE HOLDS IN STORE
At the beginning of each battle round, the Thousand Sons
4" Defender’s Deployment Zone UNRAVELLING FATE
7" Defender Tactic
7" Use this Tactic at the beginning of a battle round.
If you do, the attacker must roll the D10 according
Attacker’s Deployment Zone to What Fate Holds in Store – they may not choose
not to this battle round. You can only use this
Tactic once per battle.
4" 3 COMMAND POINTS
NARRATIVE PLAY MISSION
CRCUrEuLelINInTteEnNtT
If you are playing a campaign, you can choose to play Injury rolls for the defender’s models, count a result of
this mission instead of the Feint mission, as long as at 1-5 as a flesh wound result; only results of 6+ will take
least one of the players who will take part is using the the defender’s models out of action. While the attacker’s
DRUKHARI Faction. models are within 6" of any enemy models that have one or
more flesh wounds, add 1 to their Strength and 1 to their
THE KILL TEAMS Weapon Skill (so a Weapon Skill of 3+ would become 2+,
for example).
This is a mission for two players. One of those players is the
Drukhari player. If more than one player wishes to be the BATTLE LENGTH
Drukhari player, those players roll off and the winner is the
Drukhari player. Each player chooses a Faction keyword The battle ends at the end of a battle round if there is only
and the players reveal their choices at the same time. The one unbroken kill team on the battlefield. Otherwise, at the
Drukhari player must choose the DRUKHARI Faction. end of battle round 4, the Drukhari player rolls a D6. On a
Then, each player chooses a Battle-forged kill team (see the roll of 3+ the game continues, otherwise the game is over.
Kill Team Core Manual) that only includes models with If the game does not end as described above, at the end of
the Faction keyword they chose. The Drukhari player is the battle round 5, the Drukhari player rolls a D6. This time, on
attacker and their opponent is the defender. a 4+ the game continues, otherwise the game is over. The
battle automatically ends at the end of battle round 6.
THE BATTLEFIELD
VICTORY CONDITIONS
Create the battlefield and set up terrain. Examples of how
you might do this are shown in the deployment map below. If the battle ends because there is only one unbroken
The players roll off and the player that wins chooses which kill team on the battlefield, that kill team’s player wins.
of the short edges of the battlefield their deployment zone Otherwise, each player scores 1 victory point for each enemy
is touching. model taken out of action by one of their models’ attacks or
psychic powers. The player with the most victory points is
THE SCOUTING PHASE the winner. If there is a tie, whichever player had the lowest
Force is the winner. If there is still a tie, the players draw.
Resolve the Scouting phase (see the Kill Team
Core Manual). RESOURCES
DEPLOYMENT In a campaign game, the player that lost the mission loses 2
Morale. If players draw, they do not lose Morale.
The players roll off and then alternate setting up models,
starting with the player who lost the roll-off. A player’s SWIFT TORMENT
models must be set up wholly within their deployment
zone. If a player runs out of eligible models to set up, skip Attacker Tactic
them. Continue setting up models until both players have
set up all eligible models; at this point, deployment ends Use this Tactic after declaring a charge with one
and the first battle round begins. of your models, but before rolling the dice. Add 2
to the result of the charge roll. In addition, your
REVEL IN AGONY opponent cannot make Overwatch attacks in
response to this charge.
The Drukhari of this kill team toy with their victims,
preferring prolonged torment to a quick kill. When rolling
2 COMMAND POINTS
Defender’s Attacker’s IMPERVIOUS TO INJURY
Deployment Deployment
Defender Tactic
Zone Zone
Use this Tactic before a player makes an Injury roll
5" 5" for one of your models. Apply a -1 modifier to the
result of the test, in addition to any other modifiers
that may apply.
1 COMMAND POINT
NARRATIVE PLAY MISSION
MINDSMHiAnCdsKhLaEckAleBADbUduCcTtiIoOnN
If you are playing a campaign, you can choose to play from the attacker’s kill team that is not shaken, roll a dice.
this mission instead of the Feint mission, as long as at On a 4+ the defender’s Leader has been implanted with
least one of the players who will take part is using the Mindshackle Scarabs.
NECRONS Faction.
BATTLE LENGTH
THE KILL TEAMS
The battle ends at the end of a battle round if there is only
This is a mission for two players. One of those players is one unbroken kill team on the battlefield. Otherwise, at the
the Necrons player. If more than one player wishes to be end of battle round 4, the Necrons player rolls a D6. On a
the Necrons player, those players roll off and the winner is roll of 3+ the game continues, otherwise the game is over.
the Necrons player. Each player chooses a Faction keyword If the game does not end as described above, at the end of
and the players reveal their choices at the same time. The battle round 5, the Necrons player rolls a D6. This time the
Necrons player must choose the NECRONS Faction. Then, game continues on a 4+, otherwise the game is over. The
each player chooses a Battle-forged kill team (see the Kill battle automatically ends at the end of battle round 6.
Team Core Manual) that only includes models with the
Faction keyword they chose. The Necrons player is the VICTORY CONDITIONS
attacker and their opponent is the defender.
If the battle ends because there is only one unbroken
THE BATTLEFIELD kill team on the battlefield, that kill team’s player wins.
Otherwise, each player scores 1 victory point for each
Create the battlefield and set up terrain. Examples of how enemy model taken out of action by one of their models’
you might do this are shown in the deployment map below. attacks or psychic powers. In addition, if at the end of the
The players roll off and the player that wins chooses which battle the defender’s Leader is still on the battlefield and is
of the short edges of the battlefield their deployment zone implanted with Mindshackle Scarabs, the attacker gains 3
is touching. victory points. The player with the most victory points is
the winner. If there is a tie, whichever player had the lowest
THE SCOUTING PHASE Force is the winner. If there is still a tie, the players draw.
Resolve the Scouting phase (see the Kill Team RESOURCES
Core Manual).
In a campaign game, the player that loses the mission loses
DEPLOYMENT 2 Intelligence. If players draw, they do not lose Intelligence.
The players roll off and then alternate setting up models, ANCIENT COMMANDER
starting with the player who lost the roll-off. A player’s
models must be set up wholly within their deployment Attacker Tactic
zone. If a player runs out of models to set up, skip them.
Continue setting up models until both players have set Use this Tactic at the start of the Fight phase. Until
up their kill teams. Once the players have set up all their the end of that phase, you can re-roll hit rolls of 1
models, deployment ends and the first battle round begins. for your Leader and models in your kill team that
are within 6" of your Leader
IMPLANT THE SCARABS
1 COMMAND POINT
At the start of the Movement phase, if the defender’s
Leader is shaken and is within 1" of at least one model
3" Defender’s 8" Escape route STAUNCH RESOLVE
Deployment Zone
8" Defender Tactic
3" 8"
Use this Tactic when you are required to make a
Attacker’s saving throw for a model in your kill team. You
Deployment can re-roll failed saving throws of 1 for that model
until the end of that battle round.
Zone
1 COMMAND POINT
NARRATIVE PLAY MISSION
DDaAMMegEaGPAyrPeYRE
If you are playing a campaign, you can choose to play this the battle is over. If the battle doesn’t end as described, at
mission instead of the Disrupt Supply Lines mission, as the end of battle round 5, the attacker rolls a D6. This time
long as at least one of the players who will take part is using the battle continues on a 4+, otherwise the battle is over.
the ORKS Faction. The battle automatically ends at the end of battle round 6.
THE KILL TEAMS VICTORY CONDITIONS
This is a mission for two players. One of those players is the If, at the end of the battle, explosives are armed at 0-1
Orks player. If more than one player wishes to be the Orks objective markers, the defender wins the mission. If
player, those players roll off and the winner is the Orks player. explosives are armed at 2 objective markers, the game is a
Each player chooses a Faction keyword and the players reveal draw. If explosives are armed at all 3 objective markers, the
their choices at the same time. The Orks player must choose attacker wins the mission.
the ORKS Faction. Then, each player chooses a Battle-forged
kill team (see the Kill Team Core Manual) that only includes PLANTING EXPLOSIVES
models with the Faction keyword they chose. The Orks
player is the attacker and their opponent is the defender. At the end of any battle round, the attacker can make
one attempt to plant explosives at each objective marker
THE BATTLEFIELD they control. To do so, roll a D6 for each such objective
marker; on a 4+ explosives have been successfully planted
Create the battlefield and set up terrain. Examples of how at that objective marker. Once successfully planted,
you might do this are shown in the deployment map below. these explosives are considered to be armed for the
The defender then places three objective markers in their purpose of battle length and victory conditions, either
territory. Each objective marker must be between 6" and 9" until the game ends, or if the explosives at that objective
from each other objective marker. marker are disarmed (see the Disarm Attempt Defender
Tactic, overleaf).
THE SCOUTING PHASE
RESOURCES
Resolve the Scouting phase (see the Kill Team
Core Manual). In a campaign game, if the attacker wins the mission,
the defender loses 2 Materiel. If the defender wins the
DEPLOYMENT mission, the attacker loses 1 Morale. If the players draw,
the defender loses 1 Material and the attacker does not lose
The players roll off and then alternate setting up models, any resources.
starting with the player who lost the roll-off. A player’s
models must be set up wholly within their deployment DEAD SNEAKY!
zone. If a player runs out of models to set up, skip them.
Continue setting up models until both players have set Attacker Tactic
up their kill teams. Once the players have set up all their
models, deployment ends and the first battle round begins. Use this Tactic at the end of a battle round if your
opponent controls an objective marker, but you have
BATTLE LENGTH at least 1 model (other than shaken models) within
2" of it. You can attempt to plant explosives at that
The battle ends at the end of a battle round if there is only objective marker as if you controlled it. You can only
one unbroken kill team on the battlefield, or if explosives use this Tactic once per battle round.
are currently armed at all three objective markers (see
below). Otherwise, at the end of battle round 4, the attacker 1 COMMAND POINT
rolls a D6. On a roll of 3+ the battle continues, otherwise
10" 5" DISARM ATTEMPT
Attacker’s Defender’s
Deployment Deployment Defender Tactic
Zone Zone Use this Tactic at the end of a battle round, if you
control an objective marker at which explosives
Attacker’s have been successfully planted. Roll a D6; on a 6, the
Deployment explosives have been successfully disarmed, though
further attempts can now be made to plant explosives
Zone at that objective marker.
1 COMMAND POINT
NARRATIVE PLAY MISSION
WRWECreKckINinGg SSpPrReeEE
If you are playing a campaign, you can choose to play controlled as if they were objective markers in this
this mission instead of the Feint mission, as long as at mission, with the exception that, when you measure
least one of the players who will take part is using the to or from a terrain feature, you do so from the closest
ORKS Faction. point, as opposed to the centre of the terrain.
THE KILL TEAMS BATTLE LENGTH
This is a mission for two players. One of those players is Use the Variable Battle Length rules (pg 23) – the
the Orks player. If more than one player wishes to be the attacker rolls.
Orks player, those players roll off and the winner is the
Orks player. Each player chooses a Faction keyword and VICTORY CONDITIONS
the players reveal their choices at the same time. The
Orks player must choose the ORKS Faction. Then, each At the end of each battle round, players score victory
player chooses a Battle-forged kill team (see the Kill points for the following: 2 victory points if they control
Team Core Manual) that only includes models with the more terrain features than their opponent, and 1 victory
Faction keyword they chose. Each kill team can cost up point for each Fallen Statue they control. The player
to 125 points. The Orks player is the attacker and their with the most victory points at the end of the mission is
opponent is the defender. the winner. If there is a tie, the defender wins.
THE BATTLEFIELD RESOURCES
In a campaign game, if the attacker wins the mission,
Create the battlefield and set up terrain. Examples of the defender loses 2 Morale. If the defender wins the
how you might do this are shown in the deployment mission, the attacker loses 1 Morale.
map below. You must set up at least three pieces of
terrain, but more is better, and ideally you should REDECORATE
include Fallen Statues in the terrain.
Attacker Tactic
THE SCOUTING PHASE
Use this Tactic when you choose a model to shoot
Do not use the rules for the Scouting phase in with in the Shooting phase. You gain 1 victory
this mission. point and, until the end of that phase, that model
cannot make shooting attacks.
DEPLOYMENT
1 COMMAND POINT
The attacker sets up all of their models first. A player’s
models must be set up wholly within their deployment
zone. Once the attacker has set up all of their models,
the other player sets up all of their models. Once the
players have set up all of their models, deployment ends,
and the first battle round begins.
RUINED RELICS
Terrain features that are at least 2" in one or more
dimensions (i.e. height, depth or breadth) can be
Defender’s Deployment Zone Attacker’s Defender’s Deployment Zone CLEANSE THE SANCTUM
Deployment
7" Zone Defender Tactic
8" 5" 8"
Use this Tactic at the start of the Shooting or
5" Fight phase. Until the end of that phase, you can
7" re-roll hit and wound rolls of 1 for attacks made
by models from your kill team that are within 1" of
any terrain.
1 COMMAND POINT
NARRATIVE PLAY MISSION
LIGHLTighTtHthEeBBEeaAcConOsNS
If you are playing a campaign, you can choose to play this LIGHT THEM UP
mission instead of the Feint mission, as long as at least
one of the players who will take part is using the T’AU At the start of each Movement phase, if the attacker
EMPIRE Faction. is controlling an objective marker, roll a D6. On a 4+
a Markerlight Beacon is lit at that location. A Beacon
THE KILL TEAMS remains lit at this location, even if the attacker’s models
move away. If the defender gains control of an objective
This is a mission for two players. One of those players is marker and a Markerlight Beacon is lit there, that Beacon is
the T’au Empire player. If more than one player wishes to immediately extinguished.
be the T’au Empire player, those players roll off and the
winner is the T’au Empire player. Each player chooses a BATTLE LENGTH
Faction keyword and the players reveal their choices at the
same time. The T’au Empire player must choose the T’AU At the end of battle round 4, the T’au Empire player rolls a
EMPIRE Faction. Then, each player chooses a Battle-forged D6. On a roll of 3+ the game continues, otherwise the game
kill team (see the Kill Team Core Manual) that only is over. At the end of battle round 5, the T’au Empire player
includes models with the Faction keyword they chose. The rolls a D6. This time the game continues on a 4+, otherwise
T’au Empire player is the attacker and their opponent is the game is over. The battle automatically ends at the end of
the defender. battle round 6.
THE BATTLEFIELD VICTORY CONDITIONS
Create the battlefield and set up terrain. Examples of how At the end of the battle, the attacker scores 3 victory points
you might do this are shown in the deployment map below. for each objective marker at which a Markerlight Beacon is
The players roll off and the player that wins chooses which lit. The defender scores 2 victory points for each objective
of the long edges of the battlefield their deployment zone is marker at which no Markerlight Beacon is lit. In addition,
touching. The defender then places three objective markers each player scores 1 victory point for each enemy model
in their deployment zone. Each objective marker must be taken out of action by one of their models’ attacks or
at least 5" from other objective markers and the edge of the psychic powers. The player with the most victory points is
battlefield. These markers represent enemy assets that must the winner. If the players have the same number of victory
be lit with Markerlight Beacons. points, the defender wins.
THE SCOUTING PHASE RESOURCES
Resolve the Scouting phase (see the Kill Team In a campaign game, the player that loses the mission loses
Core Manual). 1 Territory, and the player that wins gains 1 Territory.
DEPLOYMENT AUGMENTED TACTICAL VISION
The players roll off and then alternate setting up models, Attacker Tactic
starting with the player who lost the roll-off. A player’s
models must be set up wholly within their deployment Use this Tactic in the Shooting phase. Until the end of
zone. If a player runs out of models to set up, skip them. that phase, add 1 to hit rolls for models from your kill
Continue setting up models until both players have set team that target enemy models that are within 6" of an
up their kill teams. Once the players have set up all their objective marker that is lit with a Markerlight Beacon.
models, deployment ends and the first battle round begins.
1 COMMAND POINT
Attacker’s Deployment Zone HOLD FAST
5" Defender Tactic
5"
Use this Tactic before making a saving throw for a
Defender’s Deployment Zone model from your Kill Team that is controlling an
objective. Until the end of the turn you may re-roll
failed save rolls of 1 for that model.
1 COMMAND POINT
NARRATIVE PLAY MISSION
InINfeFsEtaStiToAnTION
If you are playing a campaign, you can choose to play the attacker rolls a D6. On a roll of 3+ the battle continues,
this mission instead of the Feint mission, as long as at otherwise the battle is over. If the battle doesn’t end as
least one of the players who will take part is using the described above, at the end of battle round 5, the attacker
TYRANIDS Faction. rolls a D6. This time the battle continues on a 4+, otherwise
the battle is over. The battle automatically ends at the end of
THE KILL TEAMS battle round 6.
This is a mission for two players. One of those players is THE TRAP IS SPRUNG
the Tyranids player. If more than one player wishes to be
the Tyranids player, those players roll off and the winner is In each battle round, at the start of their turn in the
the Tyranids player. Each player chooses a Faction keyword Movement phase, the defender rolls a D6 for each of their
and the players reveal their choices at the same time. The models that have not yet arrived on the battlefield, adding
Tyranids player must choose the TYRANIDS Faction. Then, 1 to the roll for each battle round that has been completed.
each player chooses a Battle-forged kill team (see the Kill On a 4+ they must set up that model anywhere within 2"
Team Core Manual) that only includes models with the of the centre of any token on the battlefield; that token is
Faction keyword they chose. The Tyranids player is the then removed from play. On a 1-3, the model is not set
defender and their opponent is the attacker; the attacker up – the defender will roll again for that model in the
can spend an additional 20 points on their kill team. Movement phase of the next battle round. Models set up in
this manner cannot Move or Advance in the phase in which
THE BATTLEFIELD they are set up, but can charge. After all of the models in the
defender’s kill team have been set up, any remaining tokens
Create the battlefield and set up terrain. Examples of how are removed from play.
you might do this are shown in the deployment map below.
VICTORY CONDITIONS
THE SCOUTING PHASE
If the battle ends because either kill team is broken, the
Do not use the rules for the Scouting phase in this mission. other kill team’s player wins. Otherwise, a player scores
2 victory points if the enemy Leader is out of action, and
DEPLOYMENT 1 victory point for each other enemy model taken out
of action. The player with the most victory points is the
First, the defender sets up a number of tokens on the winner. If there is a tie, the defender is the winner.
battlefield equal to the number of models in their kill team,
plus three. For example, if the defender had 8 models in RESOURCES
their kill team, they would need to set up 11 tokens. Each
token must be at least 5" from any other tokens and the In a campaign game, if the attacker wins the mission, the
edge of the battlefield. Their models are placed to one side defender loses 1 Morale and 1 Territory. If the defender wins
– they arrive later in the battle. The attacker then sets up all the mission, the attacker loses 1 Morale and 1 Territory.
of their models, anywhere wholly within 3" of the edge of
the battlefield. Once the attacker has set up all their models, BROOD TUNNEL
deployment ends and the first battle round begins.
Attacker Tactic
BATTLE LENGTH
Use this Tactic after setting up a model within 2" of
The battle ends at the end of a battle round if either kill a token. That token remains in play until all of the
team is broken. Otherwise, at the end of battle round 4, models in your kill team have been set up, after which
it is removed from play as normal.
3"
1 COMMAND POINT
Attacker’s Deployment Zone ITCHY TRIGGER FINGER
Defender Tactic
Use this Tactic after firing Overwatch with one of your
models. You can immediately fire Overwatch again.
1 COMMAND POINT
NARRATIVE PLAY MISSION
UUprPisRinISgING
If you are playing a campaign, you can choose to play Otherwise, at the end of battle round 4, the attacker rolls
this mission instead of the Assassinate mission, as long a D6. On a roll of 3+ the battle continues, otherwise the
as at least one of the players who will take part is using battle is over. If the battle doesn’t end as described above,
the GENESTEALER CULTS Faction. at the end of battle round 5, the attacker rolls a D6. This
time the battle continues on a 4+, otherwise the battle is
THE KILL TEAMS over. The battle automatically ends at the end of battle
round 6.
This is a mission for two players. One of those players
is the Genestealer Cults player. If more than one player VICTORY CONDITIONS
wishes to be the Genestealer Cults player, those players
roll off and the winner is the Genestealer Cults player. If the battle ends because there is only one unbroken
Each player chooses a Faction keyword and the players kill team on the battlefield, that kill team’s player wins.
reveal their choices at the same time. The Genestealer Otherwise, at the end of the battle, if the defender’s
Cults player must choose the GENESTEALER CULTS Commander has been taken out of action, the attacker
Faction. Then, each player chooses a Battle-forged is the winner. If the defender’s Commander is still on
kill team (see the Kill Team Core Manual) that only the battlefield at the end of the battle, the defender is
includes models with the Faction keyword they chose. the winner.
Each kill team can cost up to 200 points. Both players
must include one Commander in their kill team. RESOURCES
The Genestealer Cults player is the attacker and their In a campaign game, if the attacker wins the mission,
opponent is the defender. the defender loses 1 Morale and 1 Intelligence. If the
defender wins the mission, the attacker loses 1 Morale.
THE BATTLEFIELD
SINGULAR PURPOSE
Create the battlefield and set up terrain. Examples of
how you might do this are shown in the deployment Attacker Tactic
map below.
Use this Tactic at the start of the Morale phase.
THE SCOUTING PHASE Models from your kill team automatically pass
Nerve tests until the end of that phase.
Do not use the rules for the Scouting phase in
this mission. 2 COMMAND POINTS
DEPLOYMENT LIFEWARDS
The defender sets up their kill team wholly within their
deployment zone. The attacker then sets up their kill
team wholly within their deployment zones, dividing
their models as they wish between their two deployment
zones. Once the players have set up their models,
deployment ends and the first battle round begins.
BATTLE LENGTH
The battle ends at the end of a battle round if there
is only one unbroken kill team on the battlefield.
6" 4" Defender’s Defender Tactic
Deployment
Zone Use this Tactic at the start of the battle round. Pick
a model from your kill team. Until the end of the
6" 4" 6" battle round, each time your Commander suffers
6" a wound whilst within 3" of this model, you can
roll a dice. On a roll of 3+ that wound is instead
Genestealer Cult Deployment Zone inflicted on the model you picked (unless that
model is shaken).
1 COMMAND POINT
NARRATIVE PLAY MISSION
The PuTrgHinEgPURGING
If you are playing a campaign, you can choose to play end of battle round 4, the attacker rolls a D6. On a roll of 3+
this mission instead of the Ambush mission, as long as the battle continues, otherwise the battle is over. If the battle
at least one of the players who will take part is using the doesn’t end as described, at the end of battle round 5, the
GENESTEALER CULTS Faction. attacker rolls a D6. This time the battle continues on a 4+,
otherwise the battle is over. The battle automatically ends at
THE KILL TEAMS the end of battle round 6.
This is a mission for two players. One of those players is the ESCAPE!
Genestealer Cults player. If more than one player wishes
to be the Genestealer Cults player, those players roll off If a defender’s model finishes a move within 2" of an
and the winner is the Genestealer Cults player. Each player objective marker, the player can remove that model from
chooses a Faction keyword and the players reveal their the battlefield. That model is said to have escaped. Models
choices at the same time. The Genestealer Cults player must which escape are not treated as out of action (e.g. for the
choose the GENESTEALER CULTS Faction. Then, each purposes of checking whether their kill team is broken).
player chooses a Battle-forged kill team (see the Kill Team
Core Manual) that only includes models with the Faction VICTORY CONDITIONS
keyword they chose. The Genestealer Cults player is the
defender and their opponent is the attacker. If the battle ends because there is only one unbroken
kill team on the battlefield, that kill team’s player wins.
THE BATTLEFIELD Otherwise, the defender scores 2 victory points for each
model which escapes. The attacker scores 1 victory point
Create the battlefield and set up terrain. Examples of how for each defender’s model which is taken out of action, or 2
you might do this are shown in the deployment map below. victory points if that model is a Leader. The player with the
Then set up two objective markers 1" from the short edge of most victory points is the winner. If the players are tied for
the battlefield closest to the attacker’s deployment zone, as victory points, the attacker wins.
shown on the map.
RESOURCES
THE SCOUTING PHASE
In a campaign game, if the defender wins the mission, the
Resolve the Scouting phase (see the Kill Team attacker loses 1 Morale and 1 Territory. If the attacker wins
Core Manual). the mission, the defender loses 1 Territory.
DEPLOYMENT LOCKDOWN
The players take it in turns to deploy one model from their Attacker Tactic
kill team, starting with the defender. Models must be set up
wholly within their own deployment zone. Once a player Use this Tactic at the start of a battle round. Pick an
has set up all their models, their opponent continues setting objective marker within 2" of a model from your
up models until both players have set up their kill teams. kill team (other than a shaken model). Models from
Once the players have set up their models, deployment the defender’s kill team cannot escape the battlefield
ends, and the first battle round begins. whilst they are within 2" of that objective marker until
the end of the battle round.
BATTLE LENGTH
2 COMMAND POINTS
The battle ends at the end of a battle round if there is only
one unbroken kill team on the battlefield. Otherwise, at the
13" 5" Genestealer Cult COVERING FIRE
Deployment
Attacker’s Zone Defender Tactic
Deployment
5" Use this Tactic when it is your turn to pick a model to
Zone shoot with. You can pick a model which has escaped
6" the battlefield. When you do so, draw line of sight
and measure range from any point on the short edge
6" of the battlefield closest to the attacker’s deployment
zone. The model is considered to have moved in the
preceding Movement phase.
2 COMMAND POINTS
MATCHED PLAY
‘We are the Emperor’s deadliest
weapon. We are his foremost agents
of destruction. Remember that,
always. Our purpose lies in fire
and in death. In the eradication of
our foes. All other considerations
are secondary.’
- Brother-Captain Crassun, Flesh
Tearers Chapter
MATCHED PLAY
THE FORGE OF WAR
Strategy, tactics and finely honed gaming nous come to the fore as players deploy their Kill Teams into
matched play missions. Each game is a test of generalship as players cast themselves in the roles of the Kill
Team commanders and pit their abilities against one another in tabletop battles to the death.
Matched play is the most openly competitive of the occasions when you turn up at your local store, gaming
three ways to play Kill Team. Here, the emphasis is on club or whever else you play, and engage in a friendly
out-thinking and outplaying your opponent – hopefully game of Kill Team against an opponent you have never
with a thick slice of good luck on the side to ensure your gamed with before. Having the framework of matched
cunning plans come to fruition, while theirs falter and play to guide your gaming experience ensures that the
fail. Matched play is still fun, of course, and it should two of you can get on with enjoying your tabletop battle
still be an enjoyable experience for everyone involved, with the minimal possible grey areas and variables to
but, within the spirit of friendly competition, this is the cause confusion, or introduce the risk of contention.
Kill Team play style that best supports balanced head-
to-head conflict. A major component of matched play gaming is the
missions that you and your opponent choose to play
Gaming events and organised tournaments most through. Alongside the core game rules, these provide
often lean towards matched play. For Kill Team, just as much of the structure within which your Kill Team
for Warhammer 40,000, it is seen as the most evenly battle takes place. They are designed to provide each
matched type of gaming available. The rules and player with clear and well-matched objectives and
missions of matched play gaming in Kill Team are victory conditions, leaving you free to concentrate on
intended to provide the most level playing field possible, how your daring Kill Team can best secure victory in
making them well-suited to more competitive events. your name! A wealth of matched play missions have
been released across a variety of Kill Team products
Equally, many people see matched play as an excellent since the game’s initial release; on the following pages
medium for what are known as ‘pick up’ games – those you will find them collated for the first time.
MATCHED PLAY MISSION
DMEAaTtcHheIdNPTlaHy EMDisAsiRonKsNESS
Experts in covert warfare are never more at home Any players who roll the same result roll their dice again
than when engaging an unprepared foe, and an to determine which of them has the greater advantage.
assault at night all but guarantees an advantage to the The players then take it in turn, in the order of greatest
attacking force. to least advantage, to choose their deployment zone.
Death in The DarknessIf you are playing a campaign, you can choose to
The players then take it in turn to deploy one model
play this mission instead of the Ambush or Recover from their kill team, in the order of least to greatest
Intelligence missions, as long as at least one of the advantage. Models must be set up wholly within their
players who will take part is using the ADEPTUS own deployment zone, and more than 3" from any
ASTARTES Faction. other player’s deployment zone. Once all players have
THE KILL TEAMS set up one model, they do so again in the same order,
and so on. If a player runs out of models to set up, skip
This is a mission for two to four players. One of those them. Once the players have set up all their models,
players is the Adeptus Astartes player. If more than one deployment ends and the first battle round begins.
player wishes to be the Adeptus Astartes player, those BATTLE LENGTH
players roll off and the winner is the Adeptus Astartes
player. Each player chooses a Faction keyword, and At the end of battle round 4, the Adeptus Astartes
the players reveal their choices at the same time. The player rolls a D6. On a roll of 3+, the game continues,
Adeptus Astartes player must choose the ADEPTUS otherwise the game is over. At the end of battle round
ASTARTES Faction. Then each player chooses a Battle- 5, the Adeptus Astartes player rolls a D6. This time the
forged kill team (see the Kill Team Core Manual) game continues on a 4+, otherwise the game is over. The
that only includes models with the Faction keyword battle automatically ends at the end of battle round 6.
they chose.
THE BATTLEFIELD IN THE DEAD OF NIGHT
Models cannot target models that are more than 12"
Create the battlefield and set up terrain. Examples of away, or affect those models with psychic powers.
how you might do this are shown in the deployment
maps below. Set up one objective marker in the centre of VICTORY CONDITIONS
the battlefield. Each player scores 1 victory point for each enemy model
THE SCOUTING PHASE taken out of action by one of their models’ attacks
or psychic powers, and the player that controls the
Resolve the Scouting phase (see the Kill Team objective marker at the end of the battle scores 3 victory
Core Manual). points. The player with the most victory points is the
DEPLOYMENT winner. If players are tied for the most victory points,
those players draw. Any other players lose.
The Adeptus Astartes player has the greatest strategic
advantage. In a three- or four-player game, the RESOURCES
remaining players then each roll 2D6. The highest scorer In a campaign game, the player(s) that lose the mission
has the second greatest advantage in this mission, the each lose 1 Morale and 1 Territory. If players draw they
next highest gets the third greatest advantage, and so on. do not lose Morale or Territory.
Player’s Player’s Deployment Player’s Deployment
Deployment Zone Zone
Zone
7"
7"
Player’s Player’s Deployment Player’s Deployment
Deployment Zone Zone
Zone Three- to four-player battlefield using two gameboards
Two-player battlefield using one gameboard
MATCHED PLAY MISSION
GRUGDruGdEgeMMAaTtCchH
If you are playing a campaign, you can choose to play NO QUARTER!
this mission instead of the Assassinate or Sweep and In the Fight phase of any battle round in which a model
Clear missions, as long as at least one of the players who charged, add 1 to that model’s Strength and Attacks
will take part is using the ADEPTUS ASTARTES Faction. characteristics until the end of the phase.
THE KILL TEAMS ESCALATING HOSTILITIES
Each time a model from your kill team is taken out of
This is a mission for two to four players. One of those action, you receive 1 command point.
players is the Adeptus Astartes player. If more than one
player wishes to be the Adeptus Astartes player, those VICTORY CONDITIONS
players roll off and the winner is the Adeptus Astartes
player. Each player chooses a Faction keyword, and If, at the end of the battle, there is only one Leader on
the players reveal their choices at the same time. The the battlefield, that Leader’s controlling player wins.
Adeptus Astartes player must choose the ADEPTUS Otherwise, the player with the greatest Force (in points)
ASTARTES Faction. Then each player chooses a Battle- on the battlefield (not including shaken models) is the
forged kill team (see the Kill Team Core Manual) that winner. If players are tied for the greatest Force, the tied
only includes models with the Faction keyword they players draw. Any other players lose.
chose. Each kill team can cost up to 125 points.
RESOURCES
THE BATTLEFIELD In a campaign game, the player(s) that lose the mission
each lose 1 Morale, and the winner gains 1 Morale.
Create the battlefield and set up terrain. Examples of Players that draw do not lose or gain Morale.
how you might do this are shown in the deployment
maps below.
THE SCOUTING PHASE
Resolve the Scouting phase (see the Kill Team
Core Manual).
DEPLOYMENT
Players then use the Standard Deployment rules (pg 23)
to set up their kill teams.
BATTLE LENGTH
Use the Variable Battle Length rules (pg 23) – the
player with the greatest advantage (determined during
deployment) rolls. In addition, if there is only one
Leader specialist on the battlefield at the end of a battle
round, or no Leader specialists on the battlefield at the
end of a battle round, the battle ends.
Player’s Player’s
Deployment
Player’s Zone Deployment
Deployment Zone
14"
Zone 4" 4"
4" 4"
4"
4"
Player’s Player’s 14"
Deployment Deployment Player’s
Deployment
Zone Zone
Zone
Two-player battlefield using one gameboard Three- to four-player battlefield using two gameboards
MATCHED PLAY MISSION
STRISKtrEikAeTatTthHeEHHeaErAt RT
If you are playing a campaign, you can choose to play to least advantage, to choose their deployment zone. A
this mission instead of the Assassinate or Sweep and player may only choose a deployment zone in which
Clear missions, as long as at least one of the players who there is an objective marker.
will take part is using the DEATHWATCH Faction.
The players then take it in turn to deploy one model
THE KILL TEAMS from their kill team, in the order of least to greatest
advantage. Models must be set up wholly within their
This is a mission for two to four players. One of those own deployment zone, and more than 3" from any
players is the Deathwatch player. If more than one other player’s deployment zone. Once all players have
player wishes to be the Deathwatch player, those players set up one model, they do so again in the same order,
roll off and the winner is the Deathwatch player. Each and so on. If a player runs out of models to set up, skip
player chooses a Faction keyword, and the players reveal them. Once the players have set up all their models,
their choices at the same time. The Deathwatch player deployment ends and the first battle round begins.
must choose the DEATHWATCH Faction. Then each
player chooses a Battle-forged kill team (see the Kill BATTLE LENGTH
Team Core Manual) that only includes models with the
Faction keyword they chose. At the end of battle round 4, the Deathwatch player
rolls a D6. On a 3+, the game continues, otherwise the
THE BATTLEFIELD game is over. At the end of battle round 5, the same
player rolls a D6. This time the game continues on a
Create the battlefield and set up terrain. Examples of 4+, otherwise the game is over. The battle automatically
how you might do this are shown in the deployment ends at the end of battle round 6.
maps below. Each player sets up one objective marker
in a different deployment zone, at least 6" away from POSITION COMPROMISED
the edge of the battlefield. The objective marker in a In the Morale phase, if a player’s home objective is
player’s deployment zone is known as that player’s home held by an opponent, add 1 to all Nerve rolls that
objective, while all other objective markers are known to player makes.
that player as enemy objectives.
VICTORY CONDITIONS
THE SCOUTING PHASE
At the end of the game, each player scores 1 victory
Resolve the Scouting phase (see the Kill Team point for each enemy model that was taken out of action
Core Manual). by one of their models’ attacks or psychic powers, 1
victory point for holding their home objective, and
DEPLOYMENT 3 victory points for holding an enemy objective. The
player with the most victory points is the winner. If
The Deathwatch player has the greatest strategic players are tied for the most victory points, those players
advantage. In a three- or four-player game, the draw. Any other players lose.
remaining players then each roll 2D6. The highest scorer
has the second greatest advantage in this mission, the RESOURCES
next highest gets the third greatest advantage, and so on. In a campaign game, the player(s) that lose the
Any players who roll the same result roll their dice again mission each lose 2 Morale. If players draw they do not
to determine which of them has the greater advantage. lose Morale.
The players then take it in turn, in the order of greatest
Player’s Player’s Player’s Player’s
Deployment Deployment Deployment Deployment
Zone Zone Zone Zone
7"
7"
8"
Player’s Player’s
Deployment 8" Deployment
Zone 7" 7" Zone
Two-player battlefield using one gameboard Three- to four-player battlefield using two gameboards
MATCHED PLAY MISSION
BBEeSstTofOthFeTBHesEt BEST
If you are playing a campaign, you can choose to play advantage. Models must be set up wholly within their
this mission instead of the Assassinate or Sweep and own deployment zone, and more than 3" from any
Clear missions, as long as at least one of the players who other player’s deployment zone. Once all players have
will take part is using the ASTRA MILITARUM Faction. set up one model, they do so again in the same order,
THE KILL TEAMS and so on. If a player runs out of models to set up, skip
them. Once the players have set up all their models,
This is a mission for two to four players. One of those deployment ends and the first battle round begins.
players is the Astra Militarum player. If more than one BATTLE LENGTH
player wishes to be the Astra Militarum player, those
players roll off and the winner is the Astra Militarum The battle ends at the end of a battle round if there
player. Each player chooses a Faction keyword, and the is only one unbroken kill team on the battlefield.
players reveal their choices at the same time. The Astra Otherwise, at the end of battle round 4, the Astra
Militarum player must choose the ASTRA MILITARUM Militarum player rolls a D6. On a roll of 3+ the game
Faction. Then each player chooses a Battle-forged kill continues, otherwise the game is over. If the battle
team (see the Kill Team Core Manual) that only includes doesn’t end as described above, at the end of battle
models with the Faction keyword they chose. round 5, the Astra Militarum player rolls a D6. This
THE BATTLEFIELD time the game continues on a 4+, otherwise the game is
over. The battle automatically ends at the end of battle
Create the battlefield and set up terrain. Examples of round 6.
how you might do this are shown in the deployment VICTORY CONDITIONS
maps below.
THE SCOUTING PHASE If the battle ends because there is only one unbroken
kill team on the battlefield, that kill team’s player wins.
Resolve the Scouting phase (see the Kill Team Otherwise, each player scores 2 victory points for each
Core Manual). enemy specialist taken out of action by one of their
DEPLOYMENT specialists’ attacks or psychic powers, and 1 victory
point for each other enemy model taken out of action
The Astra Militarum player has the greatest strategic by one of their specialists’ attacks or psychic powers.
advantage in this battle. In a three- or four-player game, The player with the most victory points is the winner. If
the remaining players then each roll 2D6. The highest players are tied for the most victory points, those players
scorer has the second greatest advantage in this mission, draw. Any other players lose.
the next highest gets the third greatest advantage, RESOURCES
and so on. Any players who roll the same result roll
their dice again to determine which of them has the In a campaign game, the player(s) that lose the mission
greater advantage. The players then take it in turn, in each lose 1 Morale, and the player that wins gains 1
the order of greatest to least advantage, to choose their Morale. If players draw they do not gain or lose Morale.
deployment zone.
The players then take it in turn to deploy one model
from their kill team, in the order of least to greatest
Player’s Player’s
Deployment 8" Deployment
Zone Zone
Player’s 7" Player’s
Deployment Deployment
Zone Zone
8" 7"
Player’s 7" 7" Player’s
Deployment Deployment
Zone Zone
Two-player battlefield using one gameboard Three- to four-player battlefield using two gameboards
MATCHED PLAY MISSION
DaDtaAwTiApWe IPE
If you are playing a campaign, you can choose to play this to greatest advantage. Models must be set up wholly within
mission instead of the Feint or Terror Tactics mission as their own deployment zone. Once all the players have set up
long as at least one of the players who will take part is using one model, they do so again in the same order, and so on. If
the ADEPTUS MECHANICUS Faction. a player runs out of models to set up, skip them. Once the
THE KILL TEAMS players have set up all their models, deployment ends and
the first battle round begins.
This is a mission for two to four players. One of those BATTLE LENGTH
players is the Adeptus Mechanicus player. If more than
one player wishes to be the Adeptus Mechanicus player, At the end of battle round 4, the Adeptus Mechanicus
those players roll off and the winner is the Adeptus player rolls a D6. On a roll of 3+, the battle continues,
Mechanicus player. Each player chooses a Faction keyword, otherwise the battle is over. At the end of battle round 5, the
and the players reveal their choices at the same time. The Adeptus Mechanicus player rolls a D6. This time the battle
Adeptus Mechanicus player must choose the ADEPTUS continues on a 4+, otherwise the battle ends. The battle
MECHANICUS Faction. Then each player chooses a Battle- automatically ends at the end of battle round 6.
forged kill team (see the Kill Team Core Manual) that only
includes models with the Faction keyword they chose. DESTROY DATA CACHES
THE BATTLEFIELD If any models from the same kill team (other than shaken
models) are within 1" of the same data cache at the end of
Create the battlefield and set up terrain. Examples of how the battle round, for two consecutive battle rounds, and
you might do this are shown in the deployment maps there are no enemy models (other than shaken models)
below. Then set up four objective markers midway between within 1" of that data cache, then that kill team’s player may
the centre of the battlefield and the battlefield edge, as choose to destroy that cache. Remove the marker from the
shown in the deployment maps. The objective markers battlefield and take note of the player who destroyed the
represent data caches in this mission. data cache.
SCOUTING PHASE VICTORY CONDITIONS
Resolve the Scouting phase (see the Kill Team Each player scores 2 victory points for destroying the cache
Core Manual). furthest from their deployment zone, and 1 victory point
for each other cache they destroy. The player with the most
DEPLOYMENT victory points at the end of the battle wins. Players tied for
the most victory points draw. Any other players lose.
The Adeptus Mechanicus player has the greatest strategic
advantage. In a three- or four-player game, the remaining RESOURCES
players then each roll 2D6. The highest scorer has the
second greatest advantage, the next highest gets the third In a campaign game, the player(s) that lose the mission
greatest advantage, and so on. Any players who roll the each lose 1 Intelligence and 1 Territory. Players that draw
same result roll their dice again to determine which of do not lose any resources.
them has the greater advantage. The players then take it in
turn, in the order of greatest to least advantage, to choose
their deployment zone. The players then take it in turn to
deploy one model from their kill team, in the order of least
Player’s Deployment Zone Player’s Player’s
5" Deployment Zone Deployment Zone
5"
4"
Player’s Deployment Zone 4"
Two-player battlefield using one gameboard
Player’s 4" 4" Player’s
Deployment Zone Deployment Zone
Three- to four-player battlefield using two gameboards
MATCHED PLAY MISSION
ANNIHILAATnInOiNhilaPtRioOnTPOroCtOocLoSls
If you are playing a campaign, you can choose to play must be set up wholly within their own deployment
this mission instead of the Assassinate mission as long zone. Once all the players have set up one model, they
as at least one of the players who will take part is using do so again in the same order, and so on. If a player runs
the ADEPTUS MECHANICUS Faction. out of models to set up, skip them. Once the players
have set up all their models, deployment ends and the
THE KILL TEAMS first battle round begins.
This is a mission for two to four players. One of those BATTLE LENGTH
players is the Adeptus Mechanicus player. If more than
one player wishes to be the Adeptus Mechanicus player, At the end of battle round 4, the Adeptus Mechanicus
those players roll off and the winner is the Adeptus player rolls a D6. On a roll of 3+, the battle continues,
Mechanicus player. Each player chooses a Faction otherwise the battle is over. At the end of battle round 5,
keyword, and the players reveal their choices at the the Adeptus Mechanicus player rolls a D6. This time the
same time. The Adeptus Mechanicus player must choose battle continues on a 4+, otherwise the battle ends. The
the ADEPTUS MECHANICUS Faction. Then each player battle automatically ends at the end of battle round 6.
chooses a Battle-forged kill team (see the Kill Team Core
Manual) that only includes models with the Faction VICTORY CONDITIONS
keyword they chose. Each kill team can cost up to 200
points, and must include one Commander. Each player scores 3 victory points for each enemy
Commander or Leader taken out of action by an attack
THE BATTLEFIELD or psychic power made by a model from their kill team,
and 1 victory point for each other enemy model taken
Create the battlefield and set up terrain. Examples of out of action by an attack or psychic power made by a
how you might do this are shown in the deployment model from their kill team. The player with the most
maps below. victory points at the end of the battle is the winner.
Players tied for the most victory points draw. Any other
SCOUTING PHASE players lose.
Resolve the Scouting phase (see the Kill Team RESOURCES
Core Manual). In a campaign game, the player(s) that lose the mission
each lose 1 Materiel and 1 Morale. Players that draw do
DEPLOYMENT not lose any resources.
The Adeptus Mechanicus player has the greatest
strategic advantage. In a three- or four-player game, the
remaining players then each roll 2D6. The highest scorer
has the second greatest advantage, the next highest gets
the third greatest advantage, and so on. Any players who
roll the same result roll their dice again to determine
which of them has the greater advantage. The players
then take it in turn, in the order of greatest to least
advantage, to choose their deployment zone. The players
then take it in turn to deploy one model from their kill
team, in the order of least to greatest advantage. Models
Player’s Player’s 4" 4" Player’s
Deployment Deployment Zone Deployment Zone
Zone 4"
6" Player’s 4"
Deployment
Zone Player’s Player’s
Deployment Zone Deployment Zone
Two-player battlefield using one gameboard
Three- to four-player battlefield using two gameboards
MATCHED PLAY MISSION
EXEPxEpRerIiMmEeNntTaAl WL eWapEoAnPs ONS
If you are playing a campaign, you can choose to play EXPERIMENTAL WEAPON
this mission instead of the Assassinate mission, as long as
at least one of the players who will take part is using the Choose one of the weapons that is on the datacard of the
DEATH GUARD Faction. model that you chose to carry your experimental weapon.
Roll a D3 and apply the relevant modifier from the table
THE KILL TEAMS below to that weapon for this battle:
This is a mission for two to four players. One of those 1 Add 1 to that weapon’s Type (e.g. Assault D6 becomes
players is the Death Guard player. If more than one Assault D6+1, Rapid Fire 1 becomes Rapid Fire 2). If the
player wishes to be the Death Guard player, those players chosen weapon has the Melee Type, re-roll this result.
roll off and the winner is the Death Guard player. Each
player chooses a Faction keyword, and the players reveal 2 Add D3 to that weapon’s Strength characteristic.
their choices at the same time. The Death Guard player
must choose the DEATH GUARD Faction. Then each 3 Add 1 to that weapon’s Damage characteristic.
player chooses a Battle-forged kill team (see the Kill
Team Core Manual) that only includes models with the In addition, if you roll any unmodified hit rolls of 1 for that
Faction keyword they chose. Each kill team can cost up to weapon’s attacks, the bearer suffers a mortal wound after all
125 points. of its declared attacks have been resolved.
THE BATTLEFIELD If the bearer of an experimental weapon is taken out of
action, after removing the model from the battlefield, that
Create the battlefield and set up terrain. Examples of model’s player places an objective token on the battlefield,
how you might do this are shown in the deployment with the centre of the objective token at the centre of where
maps below. the removed model was standing. If another model from
that player’s kill team moves into contact with that objective
THE SCOUTING PHASE token in any phase, that model is treated as having the
experimental weapon (roll for one of that model’s weapons
Resolve the Scouting phase as described in the Kill Team as described above).
Core Manual.
VICTORY CONDITIONS
DEPLOYMENT
Players score 1 victory point for each enemy model that is
Use the Standard Deployment rules (pg 23) with the taken out of action by an attack made with an experimental
exception that the Death Guard player has the greatest weapon by a model from their kill team. The player with the
strategic advantage – the other players roll to determine most victory points at the end of the mission is the winner.
their advantage relative to each other as normal. When each If players are tied for the most victory points, those players
player sets up their last model, they must choose a model draw. Any other players lose.
from their kill team that is on the battlefield. That model is
carrying their experimental weapon (see right). RESOURCES
BATTLE LENGTH In a campaign game, the player(s) that lose the mission
each lose 1 Intelligence and 1 Materiel. Players that draw do
Use the Variable Battle Length rules (pg 23) – the Death not lose any resources.
Guard player rolls.
Player’s Deployment Zone Player’s Player’s
5" Deployment Deployment
Zone Zone
5" 5" 5"
Player’s Deployment Zone Player’s Player’s
Two-player battlefield using one gameboard Deployment Deployment
Zone Zone
Three- to four-player battlefield using two gameboards
MATCHED PLAY MISSION
DestDinEeSdTOINnEeD ONE
If you are playing a campaign, you can choose to play BATTLE LENGTH
this mission instead of the Assassinate mission, as long Use the Variable Battle Length rules (pg 23) – the
as at least one of the players who will take part is using Thousand Sons player rolls. In addition, if there is only
the THOUSAND SONS Faction. one Destined One on the battlefield at the end of a battle
THE KILL TEAMS round, the battle ends.
This is a mission for two to four players. One of those CRUEL FATE
players is the Thousand Sons player. If more than one If, at the end of a battle round, a player’s Destined One
player wishes to be the Thousand Sons player, those is out of action, that player must reveal this. Their kill
players roll off and the winner is the Thousand Sons team plays no further part in the battle – their models
player. Each player chooses a Faction keyword, and are removed from the battlefield.
the players reveal their choices at the same time. The
Thousand Sons player must choose the THOUSAND
SONS Faction. Then each player chooses a Battle-forged
kill team (see the Kill Team Core Manual) that only
includes models with the Faction keyword they chose.
Each kill team can cost up to 125 points.
THE BATTLEFIELD VICTORY CONDITIONS
Create the battlefield and set up terrain. Examples of If the battle ends because there is only one Destined
how you might do this are shown in the deployment One on the battlefield, the Destined One’s controlling
maps below. Then set up a single objective marker in the player wins. Otherwise, the player whose Destined One
centre of the battlefield. is closest to the objective marker wins. If more than
one player has a Destined One closest to the objective
THE SCOUTING PHASE marker, those players draw and the other players lose.
If there are no Destined Ones on the battlefield, all
Resolve the Scouting phase as described in the Kill Team players lose.
Core Manual.
RESOURCES
DEPLOYMENT In a campaign game, the player(s) that lose the mission
each lose 1 Morale and 1 Territory. Players that draw do
Before any models are deployed, each player secretly not lose any resources. In addition, in a campaign game
chooses one of the models in their kill team to be a the Destined One of the winning player (or their fire
Destined One and makes a note of this. Then, use the team) gains 1 additional experience (unless they cannot
Standard Deployment rules (pg 23) with the exception gain experience).
that the Thousand Sons player has the greatest strategic
advantage – the other players roll to determine their
advantage relative to each other as normal. Players
cannot set up a Destined One in Reserve.
Player’s 8" Player’s
Deployment
Deployment 7"
Zone
12" Zone
Player’s 8"
4" Deployment 4"
Player’s
Zone
Deployment 4"
4" Zone
12" 8"
Player’s 8" Player’s
Deployment
7" Deployment
Zone
Zone
Two-player battlefield using one gameboard Three- to four-player battlefield using two gameboards