Warhammer 40,000/Tactics/Kill Team(8E): Difference between revisions
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The Leader specialization focuses on buffing your other kill team members, as well as being your main source of Command points for your team. It is also the only mandatory Specialist, as a Kill-Team must take one (and only one) in order to be Battle-Forged. | The Leader specialization focuses on buffing your other kill team members, as well as being your main source of Command points for your team. It is also the only mandatory Specialist, as a Kill-Team must take one (and only one) in order to be Battle-Forged. Bear in mind that your Leader does not necessarily have to be the guy with the highest leadership or best combat ability. In fact, for most teams, a Leader's most important job is to simply stay alive and keep generating CP, so it's not a bad idea to designate as Leader a unit that's small and will stay out of the way. Bring those bigger tougher units in as other kinds of specialists (usually combat) so they can be free to do what they do best. | ||
*'''Resourceful (Lv 1):''' As long as this model is on the battlefield and is not shaken, gain an additional Command Point at the beginning of each battle round. | *'''Resourceful (Lv 1):''' As long as this model is on the battlefield and is not shaken, gain an additional Command Point at the beginning of each battle round. |
Revision as of 19:04, 27 January 2020
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The Rules
Unlike in vanilla 40k, most actions in the game are handled on a "I go, you go" basis of alternating activation, similar to Warhammer Underworlds. This means the game speed is much faster than 40k's, and also requires players to plan their actions out more carefully.
Gameplay Type
Just like vanilla 40k, the way you can play kill teams is divided into three distinct styles; Open, Narrative, and Matched Play.
- Open Play: Introduced in August 2019's Dev Commentary and Errata for kill teams, just like regular 40k, you can basically do/bring whatever you want.
- Narrative Play: Arguably the meat and potatoes of kill teams, Narrative Play is structured very similarly to Matched Play, but with the added benefits of leveling up your specialists and fireteam as they participate in a campaign. While leveling confers potent passive abilities and stratagems for your specialists to use, it also increases their total point cost in order to take, adding a slight strategic element to consider for future missions. Narrative Play also has players manage four different resources that they can win/lose for defeating or losing to your opponents (most of the time, the winning player just doesn't lose resources). Lastly, models taken out of action roll off a table to determine their fate postgame; this can range from coming back with a power boost to simply perishing and losing all progress they may have made in their respective specialization.
- Matched Play: Your traditional one-and-done gametype, players fine tune a 100pt (125pt for Elite Kill Teams) list of basic, level 1 units and play like normal. As there is no continuity between games, you needn't worry about units being crippled or killed for future games, but your specialists and fireteam can't level up and get new skills.
If things are going tits up for your Kill-Team in a Campaign mission, you can elect to forfeit the battle after the third round. Obviously you'll lose, but on the bright side you won't run the risk of losing an experienced Specialist to an unlucky Casualty roll.
Scouting Phase
After the terrain is set up but before your kill teams are placed, each player secretly chooses 1 of 6 pre-battle actions to perform in the scouting phase to either give themselves an advantage or counter opponents' Scouting Phase actions.
1. Scout Out Enemy Forces: Set aside up to 20% of your kill-team when deploying them; they are set up after normal deployment takes place.
2. Plant Traps: Select up to d3 pieces of terrain. Enemy models that move within 1" of those terrain pieces (or start/finish a move within 1" of them) trigger the trap. The model then rolls a d6, taking a mortal wound on a 1. Regardless of whether the trap caused a wound or not, enemy models treat the trapped terrain and a 1" space around it as dangerous terrain.
3. Disarm Traps: Cancels the effect of Plant Traps, if it was used. If Plant Traps was not used, this does nothing.
4. Scout Out Terrain: d3 pieces of difficult/dangerous terrain no bigger than 8" in any dimension can be moved through without movement penalties. Additionally, models which take a mortal wound from this terrain ignore the wound on a 5+.
5. Take Forward Positions: After deployment, up to 20% of your kill-team can make a normal move as if it was the Movement phase.
6. Eliminate Sentries: If Take Forward Positions was used, up to 20% of your models can make a shooting attack as if it was the Shooting phase, targeting enemy models that were moved by Take Forward Positions. If Take Forward Positions was not used, this does nothing.
Deployment and Reserves
After selecting your Scouting option, you move onto deployment. Missions usually provide rules to follow for deployment that restrict where you can set up models. These rules can be as simple as "This third of the board" to complex shapes based on radii to certain points or weird randomized position like in the Aerial Strike mission.
In any mission where you don't use Arena's Ultra Close Confines rules, when you deploy your models, you can choose to set up a portion of your models in Reserve instead of on the field. The models in Reserve cannot exceed either one half of the total number of models in your kill team (if you have 10 models, you can only put a max of 5 in Reserve) OR half the total points cost of your kill team (So if you have 3 20pt Stealth Suits and 5 8pt Fire Warriors, you can't put all your Stealth Suits in reserve even though they're less than half of your total number of models).
At the end of any Movement Phase, you can choose to set up any number of models in Reserve anywhere on the board that fullfills the following:
- is within 1" from a board edge
- is more than 5" from an enemy model
- is within the deployment zone of the mission, if one is provided.
Every faction has their own tactics and/or abilities that alters these restrictions, usually for a certain number of specific units. The distance from enemies is relatively constant though. Every faction also has access to the Outflank tactic, which eliminates the deployment zone restriction for the cost of 1CP
When they are set up, the models are considered to have made a normal move that phase for all rules purposes, and cannot make another move that round, but otherwise act normally in the following phases.
Any models left in Reserves at the end Round 3 are considered out of action.
Initiative Phase
At the start of each battle round, the players roll off using a 2D6 to determine their initiative for the rest of the battle round. Highest scorer has initiative. Note that it isn't a choice, the one that rolls higher must go first even if its disadvantageous.
Movement phase
Movement works similarly to how it does in 40k, but with three prominent exceptions:
- The player with the highest initiative moves all of their units first, then all of the player with the next highest initiative, and so on until all players have finished their movement.
- Charging is now done in this phase and replaces regular movement. As in vanilla 40k, a successful charge allows the charging unit to go first in the combat phase; an unsuccessful charge does not count even if the unit ultimately ends up in close combat later in the turn. Unlike in vanilla, a charging model that fails its charge can choose to move so long as it moves as close to the intended target of the charge as is possible with that distance rolled, but it isn't forced to do so.
- Because both players move during the same turn, the fall back rules can be very unkind to melee models who begin the turn engaged, As if you win initiative the model does nothing and then the enemy falls back, and if you lose the enemy falls back and you have to choose between staying put (often in the open) and shooting or "falling back" yourself (This interpretation of the rules was confirmed via the Designer's commentary/FAQ document). There are a few ways to avoid this.
- Kill everything you are engaged with during the previous turn, and don't consolidate into melee unless you're going after a non-flying model with a ranged weapon you really, really don't want to shoot next turn. Not always tenable, but something to at least keep in mind when deciding whether to charge multiple models.
- Charge the enemy with another model before it can fall back (As being charged prevents you from falling back for the turn). This only works if you have initiative or use decisive move, however (And can be foiled by your opponent's decisive move).
- Position your own models such that it is impossible for the enemy model to make a normal move without ending up or passing within 1" of one of your models. This generally requires several models and ideal terrain to pull off, but will be immensely satisfying when your opponent tries to fall back and realizes they're trapped. Does not work against Harlequins or Flying Models, who can of course bypass the normal movement restrictions.
- A model can also choose to Ready, skipping their movement phase in favor of shooting first in the Shooting phase.
Terrain can also interfere with movement, with different terrain having different effects.
Psychic Phase
Similar to vanilla, but since only a small selection of available units can even use psychic powers it's much less important; however, it becomes more prominent if Commanders are involved. By default, all psykers know Psybolt, which is basically vanilla 40K's Smite, but Commander Psykers can exchange it or other powers they might know for one of the following:
- Iron Arm (WC 7): User adds +2 to S and T until the next psychic phase.
- Forewarning (WC 6): User gets a 4+ invulnerable save until the next psychic phase.
- Fire Shield (WC 6): A friendly unit within 8" of the psyker counts as being obscured until the next psychic phase.
- Psychic Shriek (WC 5): An enemy unit within 12" is forced to take a Nerve test.
- Enfeeble (WC 7): An enemy unit within 12" must subtract 1 from their rolls to hit and to wound in close combat until the next psychic phase.
- Misfortune (WC 7): An enemy unit within 12" must treat all attacks aimed at them as being one AP stronger (e.g. AP0 becomes AP-1) until the next psychic phase.
Shooting phase
At the start of the shooting phase, the player with the highest initiative shoots first with one of his models that was readied in the movement phase then it goes to the next player with the next highest initiative, and so on until all readied models have shot. Then, each player takes turn choosing a model to shoot that hasn't already shot, starting with the player with the highest initiative then the next player with the next highest initiative until all players have shot.
Cover and range are more important in Kill Team than they are in vanilla 40k; shooting a unit from more than half of a non-Grenade weapon's maximum range imposes a -1 penalty to hit them, as does shooting a unit that is obscured (i.e. if any part of it is blocked by cover). That said, an unmodified 6 to hit will always hit so doubling down on dakka to maximize the chances of a lucky hit is still a viable strategy. Of course, flamers still automatically hit as well.
Units that attempted a charge, or were successfully charged, in the movement phase cannot shoot in the subsequent shooting phase.
Fight Phase
The Fight Phase works similarly to how it does in 40k; whoever charges first attacks first, followed by non-chargers, giving you two "subphases". In each subphase, players alternate "activating" models to fight, starting with the player with the highest initiative, then the next highest, until all players have attacked.
Morale Phase
Morale has two components in Kill Team: the morale of individual fighters and the morale of the team as a whole. If more than half of the squad has gone Out of Action, are shaken, or have sustained Flesh Wounds, then the squad may break and suffer penalties to their hit rolls for the rest of the game. Meanwhile, models that have taken Flesh Wounds or are part of a squad that is currently broken are at risk of becoming Shaken, which forces them to skip their turns entirely and can disable most of their Specialist abilities. The more models in the squad that are shaken or out of action, the more likely it is for other squad members to become shaken.
Flesh Wounds and going Out of Action
When a model loses its last Wound, the player who caused the wound makes an injury roll. On a 4+, the wounded model is Out of Action (i.e. it's no longer in the game); otherwise, it suffers a Flesh Wound and is restored to one wound. Being obscured and within 1" of the terrain that's doing the obscuring is a -1 penalty to the roll, and any previous Flesh Wounds taken by that model add a +1 bonus per wound to the roll. Additionally, attacks with a damage value higher than 1 cause multiple injury rolls, with the highest result being selected.
In addition to penalizing future injury rolls (thus making them more likely to be taken Out of Action), Flesh Wounds reduce a model's hit rolls and increase the chances of them becoming shaken in the Morale Phase.
Casualties
Models that went Out of Action must make a Casualty roll on a d10 after the battle. This affects when (or if) you'll be able to use them again.
- 1: The unit is dead. Remove him from the Kill-Team's roster, you can't use him again.
- 2: The unit cannot be used in the next mission.
- 3-8: The unit can be used in the next mission.
- 9-10: As above, and if the unit was a Specialist it gains an extra point of Experience.
Dead units can be replaced at any time during a campaign, but you must use the new guy on the next mission. And of course, he won't have any of his predecessor's Advancements if he's a specialist or benefit from being part of a Fire Team (see below).
Fire Teams
Non-Specialists of the same Datacard (e.g. Skitarii Rangers and Ranger Gunners or Genestealer Cult Acolyte Hybrids and Hybrid Fighters) are organized into groups called Fire Teams, which gain experience and advancements as if they were a single model. As long as at least two members of a Fire Team participate in a battle, the whole group will benefit even if none of the other members were present for the battle.
If a member of a Fire Team dies, its replacement can still benefit from the collective experience and advancements of the group, but only if it first fights in a battle with a more experienced member of the Fire Team.
Fire Teams have the critical downside of having to roll their abilities on a table as they level (in addition to not gaining any abilities at level 1), but the critical upside of legal (in fact, mandatory) duplication of specialties (all Fire Teams roll on the same table). Their abilities aren't even bad ones - for example, two of the options are lifted directly from the Sniper tree, at levels 1 and 2. Plus, they're cheap; Fire Team members cost an additional point per level, whereas Specialists cost an additional 4. Unfortunately, there's no legal way to "undo" leveling them, so you do run the risk of them leveling up (and hence costing more points per model) into abilities you have no use for.
The Fire Team ability list is as follows. At each level from 2 to 4, you roll on the table, re-rolling results the Team in question already has, until you roll an ability they don't have, which they get. Note that this means you can roll an ability that duplicates a rule already on the model, but if the ability has a different name, you get boned - the model now costs a point more, without having changed in any way. An excellent example of this is if you level up a Space Marine Fire Team and roll a 3 on the table - now your team has 2 rules which both re-roll Nerve, but your models are all more expensive, for no benefit.
- +1" Move
- Re-roll saves of 1.
- Re-roll failed Nerve tests.
- Choose 1 when you roll this: Re-roll 1s to hit for shooting attacks or in the Fight phase.
- Choose 1 when you roll this: Re-roll 1s to wound for shooting attacks or in the Fight phase.
- -1 to Injury rolls for this model.
Typically, the "best" results are 4, 5, and 2 or 6, depending on how good your saves are (2 is especially good on a model with an excellent invuln save, and 4 is amazing with plasma because modifiers don't count for supercharging in Killteam).
Specialist Abilities
Specialists gain experience by participating in battles and using Specialist-specific Tactics. While leveling up a Specialist gives them advancements that make them stronger and opens up new Tactics for them to use, leveling up also increases the Specialist's point value by 4 points per level (e.g. a level 2 specialist will cost 4 points more than a level 1 specialist), forcing players to strike a balance between the added effectiveness and the higher price tag. A specialist cannot advance beyond Level 4. The Commander unit which will be added in Kill-Team: Rogue Trader works differently, which will be outlined in its section.
Specialist advancements work on a branching tree model; as they level up, they can pick and choose from different abilities in this order:
- Level 1
- Either Level 2A or 2B
- If Level 2A was chosen, either Level 3AA or Level 3AB; if Level 2B was chosen, either Level 3BA or Level 3BB.
- Any other ability not already chosen in a previous level
As a result, two identical units with the same Specialization and wargear can easily end up with a completely different set of advancements.
Note that some units may not be able to access certain Specialist types, or may have their ability to be a Specialist of a given type linked to specific requirements (e.g. a Guardsman can only become a Comms specialist if he takes a Vox-Caster as part of his wargear, and a Tactical Marine can only be a Leader if he is a Sergeant).
Leader
The Leader specialization focuses on buffing your other kill team members, as well as being your main source of Command points for your team. It is also the only mandatory Specialist, as a Kill-Team must take one (and only one) in order to be Battle-Forged. Bear in mind that your Leader does not necessarily have to be the guy with the highest leadership or best combat ability. In fact, for most teams, a Leader's most important job is to simply stay alive and keep generating CP, so it's not a bad idea to designate as Leader a unit that's small and will stay out of the way. Bring those bigger tougher units in as other kinds of specialists (usually combat) so they can be free to do what they do best.
- Resourceful (Lv 1): As long as this model is on the battlefield and is not shaken, gain an additional Command Point at the beginning of each battle round.
- Bold (Lv 2A): This model automatically passes Nerve tests.
- Paragon (Lv 3AA): Re-roll hit rolls of 1 for friendly models within 3" of this model, as long as it is not shaken. Normally, much better than Mentor, as buffing all models within range (including itself) in every Phase is usually more than enough to make up for not being a full re-roll failures.
- Tyrant (Lv 3AB): Your opponent(s) must add 1 to Nerve tests for any enemy models within 6" of this model, as long as it is not shaken. Since this requires you to get your Leader to be near the enemy to work, this is far better on a Leader who already wants to be close, like a close combat powerhouse.
- Inspiring (Lv 2B): As long as this model is not shaken, other friendly models within 3" of it automatically pass Nerve tests. Now does not affect the Leader itself, so be mindful of that.
- Tactician (Lv 3BA): As long as this model is on the battlefield and is not shaken, roll a D6 each time you use a Tactic. On a 5+ you gain a command point. Synergizes directly with Resourceful, as the model will now both provide a command point and then attempt to refund its use.
- Mentor (Lv 3BB): Once per battle round, when you choose a friendly model within 3" of this model to shoot in the Shooting phase - as long as this model is not shaken - you can re-roll failed hit rolls for that model until the end of the phase. Normally, much worse than Paragon, as it is both limited to the Shooting phase and limited to buffing only one model, which amounts to being much worse than improving from re-rolling 1s to re-rolling all failures.
- Bold (Lv 2A): This model automatically passes Nerve tests.
Unique Tactics
- Level 1 - Lead By Example (1 CP): When this model is selected to fight in the Fight phase, another friendly model within 3" of them that is also eligible to fight can do so as well. The Leader and the other model can fight in any order.
- Level 2 - Fire On My Target (1 CP): Same as Lead By Example, but for shooting instead of melee.
- Level 3 - Force Of Will (1 CP): At the start of the round, if the Leader is on the battlefield and is not shaken, the Kill-Team does not suffer penalties for being broken.
Heavy
Improves shooting, either by boosting the effectiveness of heavy weapons or by making the user tough enough to close in with assault weapons. The Extra Armor branch can also add a little bit of effectiveness in melee combat.
- Relentless (Lv 1): This model does not suffer the -1 penalty for shooting with a heavy weapon after moving in the preceding Movement phase, or for shooting an Assault weapon after Advancing.
- Suppressor (Lv 2A): Enemy models that are targeted by this model in the Shooting phase suffer a -1 penalty to their hit rolls until the end of the phase.
- Devastator (Lv 3AA): You can re-roll the damage for this models ranged weapons that have a random Damage Characteristic.
- Rigorous (Lv 3AB): You can re-roll hit rolls of 1 for this model in the Shooting phase.
- Extra Armour (Lv 2B): Ignore AP characteristics of -1 for attacks that target this model.
- Indomitable (Lv 3BA): Once per battle round, you can make your opponent re-roll the injury dice for this model.
- Heavily Muscled (Lv 3BB): You can re-roll wound rolls of 1 for this model in the Fight phase.
- Suppressor (Lv 2A): Enemy models that are targeted by this model in the Shooting phase suffer a -1 penalty to their hit rolls until the end of the phase.
Unique Tactics
- Level 1- More Bullets (1 CP): During the shooting phase, when selecting a Heavy Specialist whose weapon normally fires more than 1 shot, it fires one extra shot (e.g. Heavy 2 will attack 3 times instead of 2).
- Level 2- Overwhelming Firepower (2 CP): After a Level 2+ Heavy Specialist shoots in the shooting phase, it can shoot again. Cannot be used in the same round as More Bullets.
- Level 3- Unkillable (1 CP): At the start of the morale phase, a Level 3+ Heavy Specialist can remove a flesh wound.
Demolitions
A set of abilities focused on grenades, flamer use, and attacking obscured enemies, with a few post-battle abilities thrown into the mix.
- Breacher (Lv 1): Add 1 to wound against targets that are obscured.
- Pyromaniac (Lv 2A): Re-roll 1s to wound when using a weapon with auto-hit properties (e.g. flamers).
- Saboteur (Lv 3AA): If the model is in the Kill Team and not out of action when making casualty rolls, roll a d6. On a 5+, an opponent loses 1 Materiel.
- Sapper (Lv 3AB): If the model is in the Kill Team and the Plant Traps Strategy is used, an extra piece of terrain can be booby-trapped.
- Grenadier (Lv 2B): Add 3" to the maximum range of any Grenades and re-roll 1s to hit with them.
- Siegemaster (Lv 3BA): Add 1 to injury rolls caused by attacks made in the Shooting Phase if they are made against obscured models.
- Ammo Hound (Lv 3BB): If the model is in the Kill Team and not out of action when making casualty rolls, roll a d6. On a 5+, you gain 1 Materiel.
- Pyromaniac (Lv 2A): Re-roll 1s to wound when using a weapon with auto-hit properties (e.g. flamers).
Unique Tactics
- Level 1- Custom Ammo (1 CP): In the shooting phase, pick a demolitions specialist; its attacks this phase add 1 to their wound rolls.
- Level 2- Lucky Escape (1 CP): At the start of the shooting phase, pick a Level 2+ Demolitions Specialist. It gains a FnP 5+ for the phase.
- Level 3- High Explosives (1 CP): When picking a Level 3+ Demolitions Specialist to shoot in the shooting phase, it fires only one shot even if its weapon normally has more attacks. However, the weapon's damage is increased by 2. Cannot be used in the same round as Custom Ammo.
Combat
All around Improvements involving combat phase, including ways to inflict mortal wounds.
- Expert Fighter (Lv 1): Add 1 to this model’s Attacks characteristics.
- Warrior Adept (Lv 2A): Add 1 to hit rolls for this model in the Fight Phase.
- Deathblow (Lv 3AA): Any wound rolls of 6 you make for this model in the Fight phase inflict 1 mortal wound on the target in addition to any other damage.
- Combat Master (Lv 3AB): Add 1 to the Attacks characteristic of this model for each enemy model within 1” of it at the start of the Fight phase, until the end of the phase.
- Deadly Counter (Lv 2B): If any hit rolls of 1 or less are made for a model’s attacks that target this model in the Fight phase unless this model is shaken, roll a D6. On a 5+ the model that made the attack suffers 1 mortal wound after all of those attacks have been resolved.
- Killer Instinct (Lv 3BA): You can re-roll any failed wound roll you make for this model in the fight phase.
- Bloodlust (Lv 3BB): You can re-roll any failed charge rolls you make for this model.
- Warrior Adept (Lv 2A): Add 1 to hit rolls for this model in the Fight Phase.
Unique Tactics
- Level 1- Up and At 'Em! (1 CP): In the fight phase, after attacking with a model from your kill-team, pick a Combat Specialist that has not yet fought this turn. It can then be chose to fight next, before any other players pick their next model to fight.
- Level 2- Defensive Fighter (1 CP): At the start of the fight phase, pick a Combat Specialist who is Level 2 or higher. Its Attacks characteristic drops by 2 (down to a minimum of 1) but opponents must re-roll successful hits made against that model.
- Level 3- Deadly Charge (1 CP): When a Combat Specialist who is level 3 or higher makes a successful charge, roll a d6. On a 5+, the target of the charge suffers a mortal wound.
Comms
Can provide buffs to shooting for allied models and/or debuffs nearby models. It can also generate and recycle Command Points with one upgrade branch.
- Scanner (Lv 1): Once per shooting phase, when you pick another model from your kill team to shoot that is within 6" of this model, if this model is not shaken, you can add 1 to hit rolls for that model in this phase. Errata has eliminated the ability to buff your own shooting attack, but this is still an excellent choice, especially used stacked with the bonuses from the Sniper or Heavy specialist tree.
- Expert (Lv 2A): Roll a D6 at the start of each battle round, if this model is not shaken. On a 5+ you gain 1 additional Command point. This additional Command Point is lost at the end of the battle round if not used.
- Vox Ghost (Lv 3AA): Subtract 1 from the Leadership characteristic of enemy models while this model is on the battlefield, as long as it is not shaken.
- Command Relay (Lv 3AB): Roll a D6 each time you use a tactic while this model is on the battlefield and not shaken. On a 6 the Command Points spent on that Tactic are immediately refreshed.
- Static Screech(Lv 2B): Once per battle, at the start of the fight phase, if this model is not shaken, subtract 1 from hit rolls for enemy models that make attacks while they are within 6" of this model until the end of the phase.
- Triangulator (Lv 3BA): Once per shooting phase, when you pick a model from your kill team to shoot a heavy weapon, if this model is not shaken, you can re-roll the die when determining the number of attacks that model can make.
- Vox Hacker (Lv 3BB): After each battle in which this model was in your kill team, if this model is not in Convalescence or dead, roll a D6. On a 5+ you gain 1 intelligence.
- Expert (Lv 2A): Roll a D6 at the start of each battle round, if this model is not shaken. On a 5+ you gain 1 additional Command point. This additional Command Point is lost at the end of the battle round if not used.
Unique Tactics
- Level 1- Rousing Transmission (1 CP): In the morale phase, before any nerve tests are taken, subtract 1 from the nerve tests of other models from your kill-team as though the comms specialist was within 2" of them.
- Level 2- Scanner Uplink (2 CP): In the shooting phase, select a model in your kill-team within 6" of a level 2+ comms specialist to shoot. It can fire at models not visible to it, but can only hit them on a 6 regardless of any modifiers (even on weapons that would normally hit automatically); for the purpose of injury rolls, the target is considered obscured.
- Level 3- New Intelligence (1 CP): At the end of the movement phase, pick a model within 12" of a level 3+ Comms Specialist. It is now readied.
Medic
Focuses on minimizing the impact of injury and casualty rolls, and can grant FnP and other post-battle bonuses. In regular matched play, however, a Medic is only really good for buffing a melee specialist or leader, so don't bother unless you got a good one to pair him up with.
- Reassuring (Lv 1): This model is never treated as being shaken when taking Nerve tests for other models in your kill team.
- Field Medic (Lv 2A): Roll a D6 when a friendly model within 3" of this model suffers a wound, as long as this model is not shaken; on a 6 that wound is not lost.
- Trauma Specialist (Lv 3AA): When an Injury roll is made for a friendly model within 3" of this model as long as this model is not shaken;roll an additional dice and use the lowest result.
- Triage Expert (Lv 3AB): If this model is in your kill team and not out of action at the end of the battle, and you roll a Dead result when making a Casualty roll for a model from your kill team, you can roll a D6. on a 4+ apply the convalescence result instead.
- Anatomist (Lv 2B): Re-roll wound rolls of 1 for this model in the fight phase.
- Interrogator (Lv 3BA): At the end of any battle in which you were victorious if this model was in your kill team and not out of action, roll a D6, on a 5+ you gain 1 intelligence.
- Toxin Synthesiser (Lv 3BB): Before deployment, you can pick up to D3 models from your kill team. Until the end of the battle, those models' melee weapons add 1 to wound rolls made by their attacks.
- Field Medic (Lv 2A): Roll a D6 when a friendly model within 3" of this model suffers a wound, as long as this model is not shaken; on a 6 that wound is not lost.
Unique Tactics
- Level 1- Stimm Shot (1 CP): At the start of the movement phase, pick a model within 2" of a Medic Specialist that's not shaken. It adds 1 to Advance and Charge rolls, and adds 1 to its Attacks stat until the next battle round. Use this to dose up a Combat or Zealot specialist and fire a one-man WAAAGH! at the enemy.
- Level 2- Painkiller (2 CP): At the end of the movement phase, pick a model within 2" of a Level 2+ Medic Specialist that's not shaken. Its Toughness is increased by 2 until the end of the battle round.
- Level 3- Emergency Resuscitation (2 CP): If a Level 3+ Medic Specialist is within 2" of a unit that suffers an Out of Action injury result, it takes a flesh wound instead.
Sniper
Grants improvements to shooting attacks via a combination of rerolls, extra effects when rolling a 6, bonuses to hit, and boosted range. Note that in terms of points, a level 2 sniper with Marksman and Assassin costs 4 points above base, while a generic fire team member that has rolled Skilled and Lethal has the exact same rules, but costs only 2 points above base. (Of course, you have to actually get the rolls first...) Ironically, Marksman and Careful Aim makes Lv 1 Sniper specialization better suited to plasma gunners than actual snipers.
- Marksman (Lv 1): You can re-roll hit rolls of 1 for the model when it makes a shooting attack.
- Assassin (Lv 2A): You can re-roll wound rolls of 1 this model when it makes a shooting attack.
- Deadeye (Lv 3AA): On an unmodified wound roll of 6 by this model’s shooting attacks, increase the damage characteristic of that attack by 1
- Armor piercing (Lv 3AB): On an unmodified wound roll of 6 for this model’s shooting attacks, improve the AP characteristic of this attack by 1 (e.g. AP-1 becomes AP-2)
- Sharpshooter (Lv 2B): If this model is Readied, add 1 to hit rolls when it makes a shooting attack.
- Mobile (Lv 3BA): This model does not suffer the -1 penalty for shooting with a Heavy weapon after moving in the preceding Movement phase, or for shooting an Assault weapon after Advancing.
- Eagle-eye (Lv 3BB): Increase the Range characteristic of all Rapid Fire and Heavy weapons this model is armed with by 6”.
- Assassin (Lv 2A): You can re-roll wound rolls of 1 this model when it makes a shooting attack.
Unique Tactics
- Level 1- Careful Aim (1 CP): When selecting a Sniper specialist to shoot, it adds 1 to its rolls to hit.
- Level 2- Headshot (1 CP): When selecting a level 2+ Sniper Specialist to shoot, any obscured targets it fires at are not considered obscured for the purposes of shooting penalties.
- Level 3- Quick Shot (1 CP): When selecting a level 3+ Sniper Specialist to shoot, it takes a -1 penalty to hit rolls but can fire twice the normal amount of shots. Cannot be used in the same round as Headshot.
Scout
Has access to a variety of movement-related tricks, provides buffs to shooting, and can give extra benefits before and after the battle.
- Swift (Level 1): Re-roll Advance rolls for this model.
- Forward Scout (Level 2A): Automatically pass Dangerous Terrain tests for this model.
- Skirmisher (Level 3AA): Opponents must subtract 1 to hit from shooting attacks if this unit is more than 12" away from the firing model and is not obscured or shaken.
- Vanguard (Level 3AB): If this unit isn't shaken, models from your kill-team attacking models within 6" of this model re-roll 1s to hit in the shooting phase.
- Pathfinder (Level 2B): If this unit isn't in Convalescence, you can add or subtract 1 from the roll to determine the mission type. However, this model must be used in that mission if the roll is modified in this manner.
- Observer (Level 3BA): If this model is in your kill-team, roll a d6 in the Scouting phase. On a 4+, you can use an additional Strategy.
- Explorer (Level 3BB): At the end of any battle in which you were victorious, if this model was in your kill team and not out of action, roll a D6. On a 5+ you gain 1 territory.
- Forward Scout (Level 2A): Automatically pass Dangerous Terrain tests for this model.
Unique Tactics
- Level 1- Quick March (1 CP): When selecting a Scout Specialist to move, it can increase its Move stat by 2".
- Level 2- Marked Positions (1 CP): At the start of the Shooting phase, pick an enemy model within 6" of a Level 2+ Scout Specialist that isn't shaken. Models in your kill-team targeting that model re-roll 1s to hit until the end of the phase.
- Level 3- Move Unseen (2 CP): At the start of your turn in the Movement phase, pick a Level 3+ Scout Specialist. Remove it and set it up again within 18" of its original position and more than 3" of an enemy. The model counts as having advanced during that phase.
Veteran
A jack-of-all-trades with easy re-roll access, resistance to being shaken, and the ability to improve its armor save.
- Grizzled (Level 1): This model ignores penalties to its Leadership and Nerve tests.
- Practiced (Level 2A): Re-roll one hit or wound roll for this model in each battle round.
- Survivor (Level 3AA): The model adds 1 to its armor save.
- One Man Army (Level 3AB): If this unit isn't shaken, it generates one CP per round. CP generated in this manner can only be used on Veteran Tactics.
- Seen It All (Level 2B): If this unit isn't Shaken, models from your kill-team within 3" of this model subtract 1 from Nerve tests.
- Battle Scarred (Level 3BA): If this model is not shaken, enemy models within 6" of it take -1 to their Leadership.
- Nerves of Steel (Level 3BB): This model re-rolls failed hits in Overwatch.
- Practiced (Level 2A): Re-roll one hit or wound roll for this model in each battle round.
Unique Tactics
- Level 1- Adaptive Tactics (1 CP): At the start of the first battle but before the initiative phase, pick a Veteran Specialist. It can make a normal move or advance. This tactic can only be used once per game.
- Level 2- Well Drilled (2 CP): At the start of the Shooting phase, pick a Level 2+ Veteran Specialist that isn't within 1" of an enemy. It is Readied, and does not count as having moved this turn.
- Level 3- Roll with the Hits (1 CP): During the opponent's turn in the Shooting phase, pick a Level 3+ Veteran Specialist that has been injured but has not yet rolled injury dice. The opponent can only roll one injury die for attacks against it, even if that attack would normally generate more.
Zealot
A more defensive melee specialist that can buff allies, debuff enemies, and mess with morale. One of its advancement branches also grants it FnP and immunity to being shaken.
- Frenzied (Level 1): This model gains +1 to its Strength and Attacks if it charged this round.
- Exultant (Level 2A): : Opponents must re-roll unmodified hit rolls of 6 for models from their kill-team within 3" of this model, as long as it is not shaken.
- Puritan (Level 3AA): The model re-rolls failed hits in the fight phase if its target doesn't share faction keywords with it.
- Rousing (Level 3AB): If this unit isn't shaken, models from your kill-team within 6" of it gain +1 to their Leadership.
- Flagellant (Level 2B): This model gets FnP on a 6+.
- Fanatical (Level 3BA): This model never fails Nerve tests.
- Strength of Spirit (Level 3BB): This model subtracts 1 from injury rolls it takes.
- Exultant (Level 2A): : Opponents must re-roll unmodified hit rolls of 6 for models from their kill-team within 3" of this model, as long as it is not shaken.
Unique Tactics
- Level 1- Killing Frenzy (1 CP): When a Zealot Specialist is selected to fight, attacks which hit on a 6+ generate a bonus attack.
- Level 2- Martyr (2 CP): When a Level 2+ Zealot Specialist loses its last wound (but before it rolls injury dice), it can either shoot as if it was the shooting phase or pile in and make a single attack as if it was the combat phase.
- Level 3- Terrifying Rampage (2 CP): At the start of the Morale phase, pick a Level 3+ Zealot Specialist that took an enemy model Out of Action in the combat phase. Enemies within 6" of that model must make a nerve test and become shaken if they fail it.
Choose Your Own Specialist
placeholder for new content in Annual 2019. Chose your own specialism out of parts of other specialism (eg. Heavy 1, Sniper 2A, Veteran 3BB, Heavy 3AB and tactics of the correct level) but only for Open Play.
Commander Specialisms
These specialisms are exclusive to Commanders. They typically make a much bigger impact than normal specialisms, because you can only have one commander. Not all commanders can use every specialism, and different models have various specialisms they can use (e.g. Primaris Lieutenant can be Strategist, but Primaris Librarian cannot). Commanders also don't level up like normal specialists. Instead, their level and skill tree are chosen before the game. There are also some specialisms for specific named characters. Instead of increasing by only 4 points per level, commanders instead increase by much more due to the bigger impact that they make.
Strategist
Introduced in Kill-Team: Rogue Trader, reprinted and slightly updated in Kill Team: Commanders. A force multiplier focusing primarily on CP production and enhancing the abilities of other Specialists.
- Resourceful (Level 1): As long as this model is on battlefield and not shaken, you gain 1 additional Command Point at the beginning of the battle round. A direct copy of the baseline Leader ability, but, of course, they'll stack.
- Advisor (Level 2A): Whilst this model is within 3" of other friendly specialists, those other specialists are treated as being one level higher than they actually are (max level 4) for the purposes of determining what tactics you can use. Utility depends on what you brought and their level (since high level specialists receive no benefit at all from this), but excellent for leveling up your specialists, since access to more tactics makes you more likely to have a use for one of them, generating the experience point for the specialist without otherwise forcing you to "waste" CP on a tactic you have no other use for.
- Counter-Strategist (Level 3AA): As long as this model is on the battlefield and not shaken, roll 1d6 each time an opponent uses a tactic. On a 5+ you gain one Command Point. Utterly fantastic.
- Master Tactician (Level 3AB): As long as this model is on the battlefield and not shaken, subtract 1 from the Command Point cost of all Tactics you use (to a minimum of 1). Obviously doesn't help with 1 CP tactics, but 2 CP tactics are fairly abundant.
- Feigned Retreat (Level 2B): This model can Shoot or React even if it Fell Back or Retreated earlier in the battle round. Would be great on a model intended to be a shooting powerhouse, but has no direct synergy with the CP powers elsewhere in this tree.
- Famed Commander (Level 3BA): If this model is on the battlefield and not shaken, gain one additional Command Point at the start of the battle round. This can only be spent on an Aura Tactic (the ones that Commanders get) for this model in this battle round.
- Mission-Critical Mastermind (Level 3BB): Your kill team cannot be broken while this model is on the battlefield. Basically forces the enemy to kill this model before they can even get the chance to break your Kill-Team. Don't let it die.
- Advisor (Level 2A): Whilst this model is within 3" of other friendly specialists, those other specialists are treated as being one level higher than they actually are (max level 4) for the purposes of determining what tactics you can use. Utility depends on what you brought and their level (since high level specialists receive no benefit at all from this), but excellent for leveling up your specialists, since access to more tactics makes you more likely to have a use for one of them, generating the experience point for the specialist without otherwise forcing you to "waste" CP on a tactic you have no other use for.
Unique Tactics
- Level 1- Decoys (1 CP):Use before the initiative phase at the start of the game. Roll 1d3 - you can remove a number of friendly models from the battlefield up to the number rolled and set them up again. Can only be used once.
- Level 2- Inspired Tactics (1 CP): Use this tactic after you have used a Tactic from the "Command Points and Tactics" section of the core manual if you have a Strategist specialist of level 2 or higher on battlefield that is not shaken. You can use that tactic again this phase.
- Level 3- Counter-Tactics (2 CP): Use this tactic if you have a Strategist specialist of level 3 or higher that is not shaken; use when your opponent uses a tactic. Your opponent must spend one additional Command Point to use the Tactic. If they can't afford it, their points get refunded but they can't use the tactic again that phase.
Strength
Introduced in Kill-Team: Rogue Trader, reprinted and slightly updated in Kill Team: Commanders. Another melee-focused specialist, Strength doubles down on straight-up boosts to the user's innate attack power.
- Muscular (Lv 1): Add 1 to this model’s Strength characteristic.
- Juggernaut (Lv 2A): Add 1 to wound rolls for this model in the Fight Phase if it made a successful charge. Absolutely wonderful, despite any concerns about overlap with the baseline +1S.
- Bull Charge (Lv 3AA): Add 1 to the Attacks characteristic for this model in the Fight Phase if it made a successful charge.
- Sunderer (Lv 3AB): Subtract -1 from the AP of this model's melee attacks (e.g. AP0 becomes AP-1).
- Brutal Strikes (Lv 2B): Re-roll wound rolls of 1 in the Fight phase.
- Devastating Power (Lv 3BA): All melee attacks from this model deal 1 extra damage. Put this on a model with a melee weapon with low str (since you have +1 from Muscular) and low damage, but has excellent AP, such as a Power Sword, to really notice this thing in action.
- Crusher (Lv 3BB): Add 1 to all injury rolls caused by melee attacks from this model.
- Juggernaut (Lv 2A): Add 1 to wound rolls for this model in the Fight Phase if it made a successful charge. Absolutely wonderful, despite any concerns about overlap with the baseline +1S.
Unique Tactics
- Level 1- Body Slam (1 CP): After a successful charge from a Strength specialist, roll a d6 for each enemy model within 1". They take mortal wounds on a 6.
- Level 2- Mighty Blow (1 CP): Use before rolling to hit. When choosing a Strength Specialist who is Level 2 or higher to fight, if their attack hits, the enemy model takes a mortal wound and the attack sequence ends.
- Level 3- Grab and Throw (1 CP): Use when an enemy model takes a falling test within 1" of a Strength Specialist who is Level 3 or higher (which does not have to take a falling test). Instead of taking the test normally, the controlling players of both models roll off and add their respective model's Strength to the result. If the user's score is greater than or equal to the opponent's, the falling test is failed.
Stealth
Introduced in Kill-Team: Commanders. Focuses on movement and improved bonuses from being obscured.
- Steady Aim (Lv 1): This model always counts as Readied in the Shooting phase provided that is remained stationary or made a normal move of no more than half of its Move characteristic in the Movement phase of this battle round.
- Skulker (Lv 2A): If this model is completely visible but within 1" of any terrain, it is considered to be obscured.
- One with the Shadows (Lv 3AA): If this model is obscured when it is targeted in the Shooting phase, your opponent must subtract 1 from the firing model's hit rolls (in addition to any other modifiers).
- Lurker (Lv 3AB): Roll a D6 each time this model loses a wound in the Shooting phase when it is obscured from the attacking model. On a 5+ the wound is not lost. If a model already has a similar ability (e.g. Disgustingly Resilient) choose which effect applies, and re-roll 1s when making these rolls.
- Climber (Lv 2B): If this model climbs any distance vertically (up or down) when making a normal move, halve the distance moved (e.g. climbing up a 4" wall counts as 2").
- Prowler (Lv 3BA): Enemy models cannot fire Overwatch at this model if it was within 6" of them at the start of your turn in the Movement Phase.
- Sure-footed (Lv 3BB): This model is never affected by difficult terrain, dangerous terrain, or terrain pieces that were booby-trapped in the Scouting phase.
- Skulker (Lv 2A): If this model is completely visible but within 1" of any terrain, it is considered to be obscured.
Unique Tactics
- Level 1- Hidden Deployment (1 CP): Use this Tactic at the start of the first battle round, before the Initiative phase. A Stealth specialist from your kill team can immediately make a normal move as if it were the Movement phase. You can only use this Tactic once per battle.
- Level 2- Dive for Cover (1 CP): Use this Tactic at the start of the Shooting phase if a Stealth specialist of Level 2 or higher from your kill team is within 2" of any terrain feature. The specialist is considered to be obscured from all enemy models until the end of the phase.
- Level 3- Backstab (2 CP): Use this Tactic in the Fight phase when a Stealth specialist of Level 3 or higher from your kill team makes an attack against a target that is within 1" of any other friendly model (before the hit roll). If the attack hits, the specialist inflicts a number of mortal wounds on the target equal to the weapon's Damage characteristic - the attack sequence then ends.
Shooting
Introduced in Kill-Team: Commanders. The name says it all, really.
- Shootist (Lv 1): Re-roll hit rolls of 1 for this model when it makes a shooting attack.
- Trick-shooter (Lv 2A): This model does not suffer penalties to their hit rolls due to their target being obscured.
- Targeting Weak Spots (Lv 3AA): Add 1 to wound rolls for this model's attacks when it makes a shooting attack.
- Precision Strike (Lv 3AB): Each time you make a wound roll of 6+ for this model's attack in the Shooting phase, inflict a number of mortal wounds on the target equal to the weapon's Damage characteristic - the attack sequence then ends.
- Pistoleer (Lv 2B): This model can shoot twice with one Pistol weapon they are armed with in the Shooting phase: after they have shot their Pistol a first time, immediately shoot with it again.
- Hip Shooter (Lv 3BA): This model can shoot an Assault, Rapid Fire or Pistol weapon in the Shooting phase (or React to fire Overwatch) even if it Advanced earlier that battle round. If it does so, you must subtract 1 from any hit rolls made when firing that weapon unless it is an Assault weapon.
- Long Bomb (Lv 3BB): Double the Range characteristic of any Grenade weapon this model uses. In addition, this model can target an enemy model that is not visible to them with a Grenade weapon, though if they do so, the enemy model counts as obscured.
- Trick-shooter (Lv 2A): This model does not suffer penalties to their hit rolls due to their target being obscured.
Unique Tactics
- Level 1- Itchy Trigger Finger (1 CP): Use this Tactic at the start of the Shooting phase to immediately Ready a Shooting specialist from your kill team that is neither shaken nor within 1" of an enemy model.
- Level 2- Lucky Hit (1 CP): Use this Tactic when a Shooting specialist of Level 2 or higher from you kill team makes an attack that hits an enemy model in the Shooting phase (use the Tactic before the wound roll is made). Do not make a wound roll - it is automatically successful.
- Level 3- Impossible Shot (1 CP): Use this Tactic when a Shooting specialist of Level 3 or higher from your kill team makes an attack that targets an enemy model in the Shooting phase (use the Tactic before the hit roll is made). Do not make a hit roll - it is automatically successful. You cannot use this Tactic in the same battle round as the Lucky Hit Tactic.
Psyker
Introduced in Kill-Team: Commanders. The first branch improves Psybolt and other powers directly, and the other one buffs Deny the Witch. Either way, you'll probably want this on anyone with psychic powers.
- You may want quite a few CP spare for this specialism. You need 1 every round as a backup re-roll if you get perils of the warp and didn't take the Warp Drain upgrade branch, and more is always useful to drop on getting off that extra utility spell (2CP) or switching out your known spells (2CP). If you have the points and have access to to the Strategist Specialism, you might want to get the Generalist trait and go for the Level 1 Strategist ability (+1 CP per turn) at level 4.
- Student of the Arcane (Lv 1): Add 1 to this model's Psychic tests.
- Psychic Onslaught (Lv 2A): Add 1 to this model's Psychic tests for each psychic power they manifested earlier in the battle round. A must have, keep this in mind when casting powers, especially for that +2 bonus on a third power.
- Psionic Potency (Lv 3AA): If you manifest the Psybolt psychic power with this model, the range of the power is 24" instead of 18".
- Omniscience (Lv 3AB): If you manifest the Psybolt psychic power with this model, you can target any visible enemy model within 18" of them instead of the closest.
- Warp Drain (Lv 2B): Add 1 to this model's Deny the Witch tests.
- Protective Wards (Lv 3BA): If this model suffers Perils of the Warp, roll a D6 for each mortal wound they suffer. On a 4+, that wound is not lost. If a model already has an ability with a similar effect (such as Disgustingly Resilient), you can shoose which effect applies, and re-roll 1s when making these rolls.
- Witchbane (Lv 3BB): This model can make one additional Deny the Witch attempt in each battle round.
- Psychic Onslaught (Lv 2A): Add 1 to this model's Psychic tests for each psychic power they manifested earlier in the battle round. A must have, keep this in mind when casting powers, especially for that +2 bonus on a third power.
Unique Tactics
- Level 1- Mental Focus (1-2 CP): Use this Tactic after a manifesting the Psybolt psychic power with a Psyker specialist from your kill team. You can attempt to manifest Psybolt a second time this phase. This Tactic costs 1 Command Point unless the specialist can normally attempt to manifest only one psychic power in each Psychic phase, in which case it costs 2 Command Points instead.
- Incredible tactic that should be used almost every round, for a psyker that can manifest 2 powers it allows you to manifest an extra psybolt for only 1CP. Although some would consider this a technicality so in future errata will probably change the cost of psybolt as a third psychic power to 2CP.
- Level 2- Loremaster (2 CP): Use this Tactic at the start of the Psychic phase. You can exchange one psychic power that a Psyker specialist of Level 2 or higher from your kill team knows (other then Psybolt) for a new power generated from the Psychic Powers list (pg 17).
- Level 3- Psychic Barrage (2 CP): Use this Tactic when you choose a Psyker specialist of Level 3 or higher from your kill team to manifest a psychic power in the Psychic phase. That model can attempt to manifest one additional psychic power in this phase that it has not already attempted to manifest in this phase.
Melee
Introduced in Kill-Team: Commanders. Take one guess as to what it improves.
- Expert Figher (Lv 1): Add 1 to this model's Attacks characteristic.
- Warrior Born (Lv 2A): Re-roll hit and wound rolls of 1 for this model in the Fight phase.
- Duellist (Lv 3AA): Roll a D6 each time you use the Duel of Honour Commander Tactic on this model. On a 2+ you gain a Command Point.
- Precision Strike (Lv 3AB): Each time you make a wound roll of 6+ for this model's attack in the Fight phase, inflict a number of mortal wounds on the target equal to the weapon's Damage characteristic - the attack sequence then ends.
- Swift Parry (Lv 2B): Opponent must re-roll hit rolls of 6 for attack that target this model in the Fight phase.
- Impenetrable Defence (Lv 3BA): Subtract 1 from the Attacks characteristic (to a minimum of 1) of all enemy models within 1" of this model when they fight in the Fight phase, until the end of the fight phase.
- Lighting Reflexes (Lv 3BB): Roll a D6 each time this model suffers a wound in the Fight phase. On a 5+ that wound is not lost. If a model already has an ability with a similar effect (e.g. Disgustingly Resilient), you can choose which effect applies, and re-roll 1s when making these rolls.
- Warrior Born (Lv 2A): Re-roll hit and wound rolls of 1 for this model in the Fight phase.
Unique Tactics
- Level 1- Stunning Blow (1 CP): Use this Tactic when a Melee specialist from your kill team makes an attack that targets an enemy model in the Fight phase (use the Tactic before the hit roll is made). If that attack hits (whether or not the wound roll is successful), your opponent must subtract 1 from the model's hit rolls for the rest of the battle round.
- Level 2- Haymaker (1 CP): Use this Tactic when a Melee specialist of Level 2 or higher from your kill team makes an attack that targets an enemy model in the Fight phase (use the Tactic before the hit roll is made). If that attack is successful, any damage inflicted is doubled.
- Level 3- Fight Dirty (2 CP): Use this Tactic when an enemy model makes any attacks that target a Melee specialist of Level 3 or higher from your kill team in the Fight phase (use the Tactic before any hit rolls are made). For the rest of the battle round, the enemy model's controlling player must subtract 2 from hit rolls for that model's attacks.
Logistics
Introduced in Kill-Team: Commanders. An eclectic mix of campaign bonuses, offensive abilities, and defensive abilities.
- Extra Armour (Lv 1): Ignore Ap characteristics of -1 for attacks that target this model.
- Quartermaster (Lv 2A): If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission which you lose any Materiel, roll a D6 for each point you lose. On a 2+, that point of Materiel is not lost.
- Scavenger (Lv 3AA): If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission, roll a D6 and add the number of enemy models that were out of action at the end of the mission (before any Casualty rolls). On 7+, you gain 1 Materiel.
- Master of Sabotage (Lv 3AB): If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission, roll a D6 for each opponent that played that mission. On a 5+, the player being rolled for loses 1 Materiel.
- Armed to the Teeth (Lv 2B): In each Shooting phase, instead of only a single model from your kill team being able to fire a Grenade weapon, this model and one other model in your kill team may each fire a Grenade weapon they are armed with instead of firing any other weapons.
- Master Artisan (Lv 3BA): Pick one of this model's weapons. Add 1 to the weapon's Damage characteristic.
- Rangefinder Scope (Lv 3BB): Pick one of this model's Assault, Rapid Fire, Heavy or Pistol weapons. Increase the Range characteristic of the weapon by 6", and re-roll hit rolls of 1 when this model makes a shooting attack with that weapon.
- Quartermaster (Lv 2A): If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission which you lose any Materiel, roll a D6 for each point you lose. On a 2+, that point of Materiel is not lost.
Unique Tactics
- Level 1- Grav-Chute (1 CP): Use this Tactic at the start of the first battle round, before the Initiative phase. Pick a model from your kill team. For the duration of the battle, that model never suffers falling damage, and never falls on another model. If it would, instead place that model as close as possible to the point where it would have landed. This can bring it within 1" of an enemy model.
- Level 2- Armour Piercing Ammunition (1 CP): Use this Tactic in the Shooting phase when a Logistics specialist of Level 2 or higher from your kill team makes a shooting attack with an Assault, Rapid Fire, Heavy or Pistol weapon. When resolving the attacks, increase the weapon's Strength characteristic by 1. and improve its AP by 1. (e.g. AP0 becomes AP-1)
- Level 3- Refractor Field (1 CP): Use this Tactic at the start of the first battle round, before the Initiative phase. Pick a model from your kill team; for the duration of the battle, that model has a 5+ invulnerable save.
Leadership
Introduced in Kill-Team: Commanders. The main draw here is amplifying the effects of Aura Tactics, but the ability to use an Objective Secured equivalent and Leader-like skills isn't to be trifled with either. With Second in Command, you can also get more flexibility as to where you want the buff auras to go.
- Symbol of Courage (Lv 1): As long as this model is on the battlefield and not shaken, subtract 1 from Nerve tests for friendly models.
- Aura of Command (Lv 2A): Increase the range of all Aura Tactics used by this model by 3".
- Master of War (Lv 3AA): Each time this model uses an Aura Tactic, roll a D6. On a 3+ you regain 1 Command Point.
- Heroic (Lv 3AB): As long as this model is on the battlefield and not shaken, you gain on additional Command Point at the start of each battle round. This Command Point can only be used for Commander Tactics.
- Inspiring (Lv 2B): Friendly models within 3" of this model - as long as it is not shaken - automatically pass Nerve tests.
- Grim Determination (Lv 3BA): Friendly models within 3" of this model - as long as it is not shaken - do not suffer penalties to their hit rolls for one flesh wound they have.
- Tenacious (Lv 3BB): This model always controls an objective marker if it is within 2" of it, even if there are more enemy models within 2" of that objective marker. If an enemy model with a similar ability is also within 2" of that objective marker, neither ability has an effect for either model.
- Aura of Command (Lv 2A): Increase the range of all Aura Tactics used by this model by 3".
Unique Tactics
- Level 1- Second in Command (1 CP): Use this Tactic at the start of the battle round. Until the end of the battle round, your kill team's Leader can use any of your Commander's Aura Tactics. When they do so, they are the model that gains the aura ability, rather than your Commander.
- Level 2- Bring them Down! (1 CP): Use this Tactic at the start of the Shooting phase. Pick an enemy model that is visible to a Leadership specialist of Level 2 or higher from your kill team. You can re-roll hit rolls of 1 for friendly model's attacks made in this phase that target the model you picked.
- Level 3- Inspirational Oratory (2 CP): Use this Tactic at the start of the Morale phase. As long as a Leadership specialist of Level 3 or higher from your kill team is on the battlefield and not shaken, all friendly models on the battlefield automatically pass Nerve test made in this phase.
Fortitude
Introduced in Kill-Team: Commanders. You've got 2 paths here; make it more likely you'll survive injury rolls or make it harder to get you there in the first place. Don't forget that all the Fortitude Tactics revolve around impeding injury rolls as well, and they stack with the rank boosts. If you want to be really mean, combine the Injury tree with the 'Trauma Specialist' Level 3 Medic ability to add an extra die to the injury roll pool and force the lowest result to be picked. There's very few bad options here, and it can turn almost any commander into 'The Thing That Will Not Die'.
- Hardy Constitution (Level 1): Ignore wounds on a 6+. As usual, if you already have something similar you can re-roll 1s.
- Indomitable(Level 2A): You can force a re-roll of an Injury roll made by an attack targeting this model once per round.
- Feel No Pain (Level 3AA): Subtract 1 for injury rolls made for this model.
- Unyielding Will(Level 3AB): You can attempt to deny a psychic power in the Psychic phase one more time than you could otherwise (even if you normally can't).
- Hard to Kill (Level 2B): Halve the damage characteristic of each weapon used to attack this model (rounding up) for the duration of the attack. Note that this reduces injury dice rolled as well.
- True Grit (Level 3BA): Add 1 to this model's Toughness characteristic.
- Iron Constitution (Level 3BB): Add 1 to this model's Wounds characteristic.
- Indomitable(Level 2A): You can force a re-roll of an Injury roll made by an attack targeting this model once per round.
Unique Tactics
- Level 1- Pain is for the Weak! (1 CP): Use this Tactic when an opponent makes an Injury roll of a model from your kill team that is within 3" of a friendly Fortitude specialist (use this Tactic before the Injury roll is made). Subtract 1 from all dice rolled as part of the Injury roll.
- Level 2- It's just a Scratch (1 CP): Use this Tactic at the start of the Morale phase. Roll a D6 for each flesh wound that a Fortitude specialist of Level 2 or higher from your kill team has suffered. On a 5+ that flesh wound is removed.
- Level 3- Refusal to Fall (2 CP):Use this Tactic when your opponent makes an Injury roll for a Fortitude specialist of Level 3 or higher from your kill team (use the Tactic before the Injury roll is made). Apply a -2 modifier to that Injury roll.
Ferocity
Introduced in Kill-Team: Commanders. Focuses on making charges better, reducing the penalties from flesh wounds, and making you stronger when near death. High risk, high return.
- Counter-Attack (Level 1): This model can fight in the Hammer of Wrath section of the fight phase even when it hasn't charged.
- Bloodlust (Level 2A): This model can re-roll failed charge rolls.
- Fearsome War-Cry (Level 3AA): Attacks that target this model in the fight phase subtract 1 from their hit rolls if this model charged.
- Berserker (Level 3AB): Subtract 1 from wound rolls that target this model in the fight phase.
- Ignore Pain (Level 2B): Flesh wounds do not cause penalties for this model in the fight phase.
- Death Frenzy (Level 3BA): If this model is taken out of action during the fight phase, you can immediately fight with them even if they were chosen to fight previously in the phase.
- Indignant Rampage (Level 3BB): If this model has less than half its wounds left, it gains d3 attacks.
- Bloodlust (Level 2A): This model can re-roll failed charge rolls.
Unique Tactics
- Level 1- Murderlust (1 CP): Use this Tactic when it is your turn to move in the Movement phase. A Ferocity specialist form your kill team that is not shaken can make a charge attempt against an enemy model with 15" of them, and you can add D3 to their charge roll.
- Level 2- Bellow of Wrath (2 CP): Use this Tactic at the start of the Morale phase. In this phase your opponent(s) must re-roll successful Nerve tests taken for enemy models within 6" of a Ferocity specialist of Level 2 or higher from your kill team that is not shaken.
- Level 3- Fury Unleashed (2 CP): Use this Tactic in the Fight phase, before attacking with a Ferocity specialist of Level 3 or higher from your kill team. Add 1 to Injury rolls you make when resolving attacks for this model in the phase.
Legendary Hunter
Introduced in Kill-Team: Elites. An especially potent Specialism limited to a small handful of named Commanders; it doesn't give many abilities, but the ones it does give are some of the best around. However, having this Specialism disables the use of Commander Traits.
- Level 1- Hard Case: Flesh wounds this model has suffered do not cause hit roll penalties. Essentially gives you the Custodes' Superior Transhuman Physiology.
- Level 2- Sudden Ambush: When setting this unit up from reserves, they can be set up anywhere more than 5" from an enemy model.
- Level 3- Stealthy Hunter: When this model is obscured, enemy shooting attacks take an additional -1 penalty to hit and injury rolls.
- Level 4- Like Fighting a Shadow: Once per battle, if this unit is not shaken and doesn't have any enemies within 6" of it then it can leave the battlefield and enter reserves.
Unique Tactics
- Level 1- Nine Lives (1 CP): When the enemy makes an injury roll for this unit, the roll takes a -1 penalty...to all dice rolled.
- Level 2- Fighting With The Legend (1 CP): If this model isn't shaken, it and all friendly models within 2" auto-pass Nerve tests.
- Level 3- Legendary Skill (2 CP): When choosing to shoot or fight with this model, it can reroll failed hits and wounds until the end of the corresponding phase.
Commanders
Introduced in Kill Team: Rogue Trader, and added to all other factions in Kill Team: Commanders. Commanders are a unique form of Specialist that acts as the equivalent of a Character in vanilla 40k. A Commander can take the skill tree of any specialist allowed to them on their datacard, which does not count towards the normal number of specialists you can have in your kill-team. They do not gain experience normally, but instead select their level (and by extension their base cost) when added to the Kill-Team, and can choose to add up to 3 Commander Traits at the expense of further points increases. They are much stronger than normal units in Kill-Team, but they can take up to half of a Kill-Team's total points cost even when taken at level 1 with no Traits, so don't splurge too much on them.
In campaigns, Commanders have the following limitations:
- Only 1 Commander model can be present in a Kill-Team.
- Specialists taken Out of Action by a Commander gain the "Hard Knocks" benefit on a casualty roll of 8-10 rather than the normal 9-10.
- Specialists and Fire Teams gain 1 bonus experience if one of their attacks took a Commander out of action.
- If a Commander is taken out of action, its controlling player loses 1 Morale, regardless of the game's outcome.
- Commanders use their own casualty roll table:
- 1: The Commander begins the next mission with a flesh wound and reduces their Move, Attacks, Ld, S, and Wounds stats by 1.
- 2-3: The Commander begins the next mission with a flesh wound and reduces their Move, Attacks, and Ld stats by 1.
- 4-5: The Commander begins the next mission with a flesh wound.
- 6-10: The Commander takes no penalties.
Universal Commander Tactics
- Look Out, Sir! (1 CP): If the Commander fails a save and a non-shaken friendly model is within 2" of them, roll a d6. On a 2+, the damage from the attack is taken by the other model instead.
- Heroic Intervention (1 CP): If there are enemy models within 3" of the Commander by the end of the movement phase and the Commander did not advance, fall back, retreat, or attempt a charge, the Commander can pile in as if it was the Fight phase.
- Duel of Honor (1 CP): At the start of the fight phase, the Commander can only attack other Commanders but re-rolls all failed hits and wounds.
Universal Commander Traits
- Iron Will (5 pts): Commander auto-passes Nerve tests.
- Stoic Hero (5 pts): Commander ignores penalties from first flesh wound suffered.
- Destined by Fate (10 pts): Commander has FnP 6+ against mortal wounds.
- Tactical Planner (15 pts): Commander gets d3 bonus CP at the start of the first battle round.
- Generalist (15 pts, only available for Level 4 Commanders): Instead of picking any other advancement from their chosen specialist type as a level 4 ability, the Commander may take the level 1 ability from any other type of specialist they are allowed to select.
- Master Specialist (30 pts, only available for Level 4 Commanders): The Commander can select 2 previously unselected specialist advancements from their tree as their level 4 specialist advancement instead of 1.
Tactics
Tactics are Kill-Team's version of Stratagems, and like them are used by expending Command Points (CP).
Universal
Everyone can use these Tactics.
- [Core] Tactical Re-Roll (1 CP): Re-roll a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, wound roll, saving throw, Injury roll or Nerve test. Just like in vanilla 40k and just as valuable.
- [Core] Decisive Move/Shot/Strike (1/2/2 CP): Three Stratagems, all of which activate in their respective phases. Pick a model; that model moves, shoots, or fights before everyone else.
- [Core] Insane Bravery (1 CP): Auto-pass a Nerve test.
- [Core] Gritted Teeth (1 CP): For either the shooting or fight phase, ignore hit penalties from flesh wounds.
- [Elites] Outflank (1CP): Set up any single model out of reserves anywhere that is both within 1" of the board edge and without 5" of an enemy
Killzone-Specific
These Tactics can only be used in specific Killzones. Some of these also require a specific Faction or Specialist as well; faction-linked tactics of this type listed with their respective factions.
Killzone: Death World Forest
- Universal:
- Malevolent Flora (0 CP):
- Vicious Spines (0 CP):
- Tangled Overgrowth (0 CP):
- Deadly Vines (0 CP):
- Living Barrier (0 CP):
- Tap the Ruins (1 CP):
- Anti-Plant Grenade (2 CP):
- Specialist Specific:
- Poison Blades (2 CP): Use when you chose to a Combat specialist to fight in the Fight Phase. Reroll failed wound rolls until the end of the phase.
- Grisly End (2 CP): Use when you chose to a Combat specialist of Level 2 or higher to fight in the Fight Phase, if they are within 1" of an enemy model that is within 1" of any terrain features. Any wound rolls of 6+ by the specialist against that model inflict a mortal wound in addition to any other damage until the end of phase.
- Close Call (1 CP): Use if your Veteran suffers a mortal wound from a Dangerous Terrain test. On a 2+ ignore it.
- Expert Forager (1+ CP): Use this at the end of the final battle round if you have a Level 2 Scout or higher on your kill team and not out of action. For every CP spent on this tactic, roll a D6. If 1 or more dice rolls a 6, gain 1 Materiel
- Follow My Lead (1 CP): Use at the start of the movement phase. Models that begin the phase within 3" of the chose Scout do not take dangerous terrain tests if they also end their movement within 3".
Killzone: Sector Fronteris
- Universal:
- Specialist Specific:
Killzone: Sector Mechanicus
- Universal:
- Specialist Specific:
Killzone: Sector Munitorum
- Universal:
- Specialist Specific:
Killzone: Wall of Martyrs
- Universal:
- Report Position (2 CP): Add or subtract 1 from the roll to see if the battle ends.
- Take the Bunker (1 CP): A model can get into a bunker.
- Vacate the Bunker (1 CP): A model can get out of a bunker.
- Relative Safety (1 CP): Subtract 2 from Nerve tests for models in a bunker.
- Fire in the Hole (1 CP): A grenade thrown into a bunker hits everyone in the bunker.
- Firing Step (1 CP): Re-roll failed Overwatch hits if you're on a defense emplacement.
- Go to Ground (1 CP): Give up shooting for a model on a defense line to make enemy models take -2 to shoot at it.
- Sturdy Barrier (0 CP): The penalty to hit for intervening terrain in the Fight phase is -2. Does not trigger regeneration of CP.
- Specialist Specific:
- Minesweeper (1 CP): Your opponent must tell you if they've booby-trapped terrain within 6" of your Scout specialist.
- Inspiring Vantage (1 CP): If your Leader is standing on top of a bunker, re-roll failed Nerve tests for your team.
- Loot the Battlefield (1 CP): A Veteran specialist near terrain gains an experience point. Once per mission.
- Call In Fire Support (2 CP): A level 2 Comms specialist picks an enemy model it can see and makes it and everything near it take mortal wounds on 6.
The Truehawk/Ministorum Shrine
- Point-Blank Overwatch (1 CP): Largely the same as the tactic of the same name from Arena, with some slight language differences.
- Remote Access (1 CP): If an INFANTRY model ends a normal move within 1" of a Control Panel, and there are no enemies within 1" of the same Panel, it can open or close one door as if it was within 1" of it. If the model is a Comms specialist, choose up to D3 doors.
Disposition Specific
These Tactics can only be used by Kill Teams whose models all have a specific Disposition. Added by the January 2020 issue of White Dwarf, and restricted to Narrative Play.
- Ferocious
- Bloodlust (1 CP): Use this Tactic when consolidating with a Ferocious model from your kill team. Until the end of the phase, when that model consolidates, you can move it up to 6" instead of up to 3"
- Heavy Blow (1 CP): Use this Tactic when you pick a Ferocious model from your kill team to fight in the Fight Phase. Until the end of the phase, improve the Armour Penetration characteristic of melee weapons that model is armed with by 1 (e.g. AP -1 becomes AP -2).
- Mania (1 CP): Use this Tactic at the end of a Fight sequence in which a Ferocious model from your kill team takes an enemy model out of action. So long as that model is within 1" of an enemy model, it can immediately fight again.
- Guerrilla
- Feigned Retreat (1 CP): Use this Tactic when you Fall Back with a Guerrilla model from your kill team in the Movement phase. That model can shoot later in that battle round.
- Coordinated Attack (? CP): Use this Tactic after Guerrilla model from your kill team has resolved all of its attack against one enemy model in the Shooting phase. Until the end of the phase re-roll hit rolls of 1 for attacks made with ranged weapons by other Guerrilla models in your kill team that target that enemy model.
- Raider (1 CP): Use this Tactic when you pick a Guerrilla model from your kill team to fight with. For that fight sequence, that model can pile in and consolidate in any direction, rather than having to end the move closer to the nearest enemy model.
- Headhunters
- Critical Hit (1 CP): Use this Tactic after a saving throw is failed as a result of an attack made by a Headhunter model from your kill team. Increase the damage inflicted as a result of that attack by 1.
- The Hidden Blade (1 CP): Use this Tactic when you pick a Headhunter model from your kill team to fight in the Fight phase. until the end of the phase,that model can only make a single attack with one weapon, but on an unmodified wound roll of 4+ that attack inflicts one mortal wound in addition to any normal damage.
- Target Eliminated (1 CP): Use this Tactic after an enemy Leader of Commander is taken out of action as a result of an attack made or psychic power manifested by a Headhunter model from your kill team. Gain D3 Command Points.
- Dread
- Fear (1 CP): Use this Tactic at the start of the take Nerve tests step of the Morale phase. Pick one Dread model from your kill team. Until the end of the phase, opponents must roll one additional D6 and select the highest when taking Nerve tests for their models whilst they are withing 6" of that model.
- No Escape (1 CP): Use this Tactic when an opponent picks an enemy model with 1" of a Dread model from your kill team to Fall Back. Until the end of the phase, that enemy model, and all other enemy models within 1" of your model, can only fall back on a D6 roll of 5+.
- Reaper (1 CP): Use this Tactic when an enemy model that is shaken or has one or more flesh wounds is reduced to 0 wounds as a result of an attack made or psychic power manifested by a Dread model from your kill team. That enemy model is taken out action (do not make an Injury Roll).
- Covert
- Hidden Hunter (1 CP): Use this Tactic when you pick a Covert model from your kill team to shoot with in the Shooting phase. Until the end of the phase, if the firing model is obscured from the target, ignore all negative modifiers to hit rolls and Injury rolls for attacks made by that model against that target.
- Conceal (1 CP): Use this Tactic at the start of the Shooting phase. Pick one Covert model from your kill team that is more than 8" from any enemy models. Until the end of the phase, that model cannot be chosen to shoot, but counts as obscured. If it would already count as being obscured, it counts as being at long range as well.
- Ambush (1 CP): Use this Tactic when you pick an enemy model as the target of a charge for a Covert model from your kill team. If the charging model is obscured from that model, that enemy model cannot react to that charge.
Mission-Specific
These Tactics can only be used in specific missions.
Specialist-Specific
These Tactics can only be used on a matching Specialist that meets its minimum level, and will grant that Specialist Experience in addition to its immediate benefits. They are listed above, under their respective Specialist type.
Faction-Specific
Some Tactics are restricted to specific Factions, and are discussed in the tactics for those factions.
Building a Kill-Team
Rather than having a set roster, a Kill-Team can have a pool of up to 20 different members. While there are limits to how many Leaders and Specialists can be deployed in a game as seen below, you can have any number of them in your roster. As the models chosen to participate in a given Kill-Team game are decided in secret before the game begins, it is advised to have a variety of different specialist types to counter your opponent's choices (e.g. a demolition specialist for cover campers, or a combat specialist to handle Tau and IG).
Of course your opponent will be trying to predict what you'll bring too, and the only thing you'll know for sure about his list is his Kill-Team's faction. You shouldn't get too predictable with your choices either, or you'll be open to getting countered yourself.
To be Battle-Forged, a Kill-Team must follow these restrictions:
- The Kill-Team must have at least 3, but no more than 20 models.
- Custodes teams are considered Battle-Forged when they contain at least 2 models, as long as all other conditions are met.
- The Kill-Team must have one (and only one) Leader.
- The Kill-Team can include up to 3 other Specialists, but no specialism can be taken more than once.
- Specialist Retainers may may be taken to exceed the 3 specialist limit, but the Uniqueness requirement is still in force. You cannot have a Combat Retainer and a Combat Specialist.
- The Kill-Team cannot include more models of a single type than its maximum, as given on the corresponding datasheet.
- All models must share a Faction keyword.
- The total cost of the Kill-Team cannot exceed 100 points. In some cases, this may be increased to 125, 150 or 200 points depending on what is specified by the mission.
Killzones
The different map types in Kill-Team are called Killzones. In addition to all the typical terrain you can expect from 40k, each Killzone has a set of environmental conditions that can add additional effects to a battle. For example, in a Sector Munitorum Killzone you might be forced to avoid the battlefield edges or risk your models being smacked on the head by falling containers. Additionally, some Tactics only work in specific Killzones.
Sector Imperialis
Sector Imperialis Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Abandoned Habs: Nothing.
- 2- Abandoned Munitions: In each battle round, each Kill-Team can have two different models use their grenades in a phase instead of one.
- 3- Smoke in the Air: All shooting attacks subtract 1 from their hit rolls.
- 4- Traps: The upper floors of all ruins are dangerous terrain.
- 5- Tunnels: If a model from your kill team begins your turn in the Movement phase within 1" of a manhole and more than 1" from any enemy models, and they are not shaken, they can enter the tunnels. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1" of any manhole that is within 24" of the manhole they used to enter the tunnels, and more than 1" from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action.
- 6- Hidden Cache: In campaign games, the winner of this mission gains 1 Materiel. Outside of campaign games, this has no effect.
Sector Mechanicus
Sector Mechanicus Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Quiet Industry: Nothing.
- 2- Artificial Quakes: Roll a D3 each battle round, on a 1 all open ground is difficult terrain until the end of the round.
- 3- Gouts of Flame: Roll a D6 each battle round for every model within 1" of an embedded pipe. On a roll of 1, suffer a mortal wound.
- 4- Service Hatches: If a model fails a nerve test within 1" of a service hatch or begins your turn in the movement phase within 1" of a service hatch, they can hide. They are out of action but do not make a casualty roll for them after the battle.
- 5- Toxic Emissions: +1 to all injury rolls.
- 6- Raw Materials: In campaign games, the winner of this mission gains 1 Materiel. Outside of campaign games, this has no effect.
Sector Munitorum
Sector Munitorum Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Vacant Warehouse: Nothing.
- 2- Container Collapse: Roll a D3 each battle round, on a 1 randomly pick a map edge. Any model within 3 inches of that edge get a mortal wound.
- 3- Pitch Darkness: Models can't target models further than 12" away with shooting or psychic powers.
- 4- Triggered Alarm: -1 to all rolls to determine if the battle ends
- 5- Unstable Cargo: Randomly pick a piece of terrain at least 4" in 1 dimension to be dangerous terrain.
- 6- Scavenged Bounty: In campaign games, the winner of this mission gains 1 Morale. Outside of campaign games, this has no effect.
Sector Fronteris
Sector Fronteris Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Deserted Wasteland: No additional rule.
- 2- Sandstorm: Roll a d6 at the start of every round. On a 1, any model not within 1" of a Ryza-pattern Ruin are shaken and all ranged weapons have their range of 6"
- Weirdly, due to the wording, actually increases the range of weapons with under 6" of range, like the Melta Bomb.
- 3- Shifting Sands: All desert areas thats not already Dangerous or Impassible Terrain is now Difficult.
- 4- Solar Storm: Roll a D6. From that number round (eg roll 2, from the second round) onwards, Comms tactics and abilities cannot be used, and all players get +1 to wound when the target is not at least partially underneath the roof of a Ryza-pattern Ruin.
- 5- Stinging Vermin: Roll a d6 when a model advances or declares a charge. On a 1, take a mortal wound.
- 6- Abandoned Safe House: In a campaign game, the player who wins the mission gains 1 Materiel. Otherwise, there is no additional rule
Sector Sanctoris
Sector Sanctoris Killzones have specific rules pertaining to the wall surrounding the shrine that is printed on the board. Namely that if you perform a ranged attacks across the wall, the target is considered obscured. Additionally, any non-flying models that move across the wall must end their move touching the shrine wall, but not on it. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Shattered Shrine: No additional rule.
- 2- Deafening Proclamations: Any attack within 6" of an Imperial Statue takes a -1 penalty to hit.
- 3- Consecrated Area: IMPERIUM Models on the Shrine floor gain a 6+ FNP. If they already have a FNP, the model instead gets no benefit.
- 4- Desecrated Shrine: -1 Ld for any IMPERIUM Models on the Shrine floor
- 5- Encroaching Battle: Roll a D6 for each model with 3" of the board edge. On a 1, it suffers a Mortal Wound
- 6- Recovered Relic: In campaign games, the winner of this mission gains 1 Materiel. Outside of campaign games, this has no effect.
Death World Forest
Death World Forest Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Too Quiet: No additional rule.
- 2- Aggressive Fauna: At the beginning of each battle round, roll a D6. On a 4+, randomly select one model on the battlefield. that model suffers a mortal wound.
- 3- Crawling Undergrowth: Whenever a model Advances you must roll an additional dice and use the lowest roll. When determining a model's charge distance you must roll an additional dice and use the two lowest results.
- 4- Terrifying Sounds: You must add 1 to all Nerve tests.
- 5- This Was A Mistake: All terrain on the battlefield other than impassable terrain is dangerous terrain.
- 6- Not Entirely Lethal: In a campaign game, the player who wins the mission gains 1 Territory. Otherwise, there is no additional rule.
The Truehawk
The Truehawk killzone forces the rules for ultra-close confines to be used and disables the Scouting Phase. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- All Systems Running Normally: No additional rule.
- 2- Crawlways: If a model from your kill team begins your turn in the Movement phase within 1" of a crawlway entrance and more than 1" from any enemy models, and they are not shaken, they can enter the crawlways. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1" of any crawlway entrance that is within 24" of the manhole they used to enter the crawlways, and more than 1" from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action.
- 3- Engine Coolant Leak: All players subtract 1 to hit in the shooting phase if a firing model or its target is within 6" of either Engine Coolant Station terrain feature. All open ground within 1" of the Engine Coolant Stations is dangerous terrain.
- 4- Logis Lockdown: The Remote Access Tactic requires 2 CP instead of 1.
- 5- Grav Plate Malfunction: The player with the greatest strategic advantage rolls a d6 at the start of each round. On a 1, the entire battlefield becomes difficult terrain for the rest of the round; if a model advances or charges, it treats the battlefield as dangerous terrain instead.
- 6- Compromised Hull Integrity: When a player rolls a 1 to hit, they must roll a second d6. If the second result is a 1, everyone rolls a d6 for each model in their kill-team. On a 1, the model takes a mortal wound. This effect can only happen once per game.
Ministorum Shrine
The Ministorum Shrine killzone forces the rules for ultra-close confines to be used and disables the Scouting Phase. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Deserted Shrine: No additional rule.
- 2- Stronghold of the Ecclesiarchy: All Imperial units get +1 to Ld, and all Chaos units get -1 to Ld.
- 3- Defiled Sanctum: As above, but Chaos is buffed and Imperials are debuffed instead.
- 4- Dust and Debris: Everyone subtracts 1 to hit in the shooting phase.
- 5- Crypt Tunnels: If a model from your kill team begins your turn in the Movement phase within 1" of a crypt access trapdoor and more than 1" from any enemy models, and they are not shaken, they can enter the crypt tunnels. When they do so, remove them from the battlefield. At the end of your turn in the Movement phase of the next battle round, you can place that model within 1" of any crypt access trapdoor that is within 24" of the crypt access trapdoor they used to enter the crypt tunnels, and more than 1" from any enemy models. They are considered to have made a normal move. While they are not on the battlefield, they are considered to be out of action for the purposes of Nerve tests and checking whether your kill team is broken. If they are not on the battlefield at the end of the battle, they are considered to be out of action.
- 6- Fog of Incense: All ranged weapons subtract 6" to range and all charge rolls take a -2 penalty.
Wall of Martyrs
Wall of Martyrs Killzones can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Nothing But Bodies: No additional rule.
- 2- Inspiring Sacrifice: Players can subtract 1 from Nerve tests for models within 1" of any terrain in the Morale phase.
- 3- Minefield: If a player chooses the Plant Traps stratagy, they may booby-trap an additional D3 Pieces of terrain. If this mission has no Scouting phase, there is no additional rule.
- 4- Shattered Plain: Subtract 1 from the rolls made when any model advances or charges.
- 5- War Unending: Add 1 to any rolls made to determine whether or not the battle ends.
- 6- Prime Location: In a campaign game, the player who wins the mission gains 1 Territory. Otherwise, there is no additional rule.
Generatorium
Generatorium Killzones force the rules for ultra-close confines to be used, and requires a specific terrain setup unless the mission instructs otherwise. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Safeguards Operational: No additional rule.
- 2- Hot as Hell in Here: Roll a D6 every time you move a model. On a 1, subtract 1 from hit rolls made by that model for this battle round.
- 3- Venting Steam: Player with Initiative rolls a D6 at the end of each battle round. If the result is the same as the battle round number, roll a D6 for every model within 2" of any pipes. On a 5+, that model suffers a mortal wound.
- 4- Emergency Lockdown: Player with Initiative rolls a D6 at the end of each battle round. On a 5+ all doors close.
- 5- Explosive Barrels: Barrels become valid targets in the shooting phase. Only 1 can be made against the barrel. If it succesfully hits, roll a D6. On a 4+ the barrel is removed from the battlefield, any model standing on the barrel is out of action and any models within 2" must roll a D6. On a 4+ they suffer a Mortal Wound.
- 6- Unstable Cargo: All crate stacks are dangerous terrain.
Catacombs
Catacombs Killzones force the rules for ultra-close confines to be used, and requires a specific terrain setup unless the mission instructs otherwise. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Quiet as the Grave: No additional rule.
- 2- Creeping Roots: When rolling a charge, if 2 or more dice have the same result, halve the total.
- 3- Shrouding Haze: Roll a D6 every time you Charge or Advance. On a 1, subtract 1 from hit rolls made by that model for this battle round.
- 4- Oppressive Gloom: Models cannot shoot at models >12" away.
- 5- Toxic Storage Facility: -1T when within 2" of barrel stacks
- 6- Lost in the Dark: At the end of each round, roll a D6 for any model not within 8" of a friendly model. On a 1, that model is taken out of action. For the Casualty Roll in Campaign Missions, treat rolls of Dead or Convalescence as Full Recovery. You can still get Hard Knocks as usual.
Armorium Stockpile
Armorium Stockpile Killzones force the rules for ultra-close confines to be used, and requires a specific terrain setup unless the mission instructs otherwise. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Nothing Very Useful: No additional rule.
- 2- Ammunition Crates: Models readied within 1" of crates can reroll 1's in the shooting phase.
- 3- Oil Leak: Roll a D6 every time a model attempts to Advances or Charge within 2" of a barrel. On a 1, they don't move this phase. They are still considered to have Advanced or attempted a Charge.
- 4- Security Lockdown: Roll a D6 every time you attempt to open a door. On a 1, the door stays closed.
- 5- Prowling Xenos Predator: At the end of the Movement phase, roll a D6 for any model not within 8" of any other model. On a 1, that model is taken out of action.
- 6- Prototype Weapon: At the end of the Movement phase, roll a D6 for any model that is within 1" of a crate and more than 1" from any enemy models. On a 6, instead of shooting in the Shooting phase, that model can instead inflict D3 Mortal Wounds to any visible enemy model within 12".
Garrison Vault
Armorium Stockpile Killzones force the rules for ultra-close confines to be used, and requires a specific terrain setup unless the mission instructs otherwise. Additionally, it can have one of the following environmental effects, as determined by rolling a d6 once the battlefield is set up:
- 1- Squared Away: No additional rule.
- 2- Leaking Sewage Pipes: Roll a D6 for any models with 2" of a pipe at the start of the Shooting Phase. On a 1, subtract 1 from hit rolls made by that model for the rest of the phase.
- 3- Ration Storage: Randomly select an objective marker, if they are in play. Any models with 1" can reroll Nerve tests when within 1" of that marker.
- 4- Fortified Blockhouse: -2 to hit rolls when obscured by walls, instead of -1.
- 5- Lighting Malfunction: At the end of the Initiative Phase, roll a D6. On a 1, models cannot shoot at models more than 12" away.
- 6- Unstable Munitions: Roll a D6 when moving onto or over a barrel or crate stack. On a 1, that model suffers D3 flesh wounds and the barrel or crate stack is removed from the battlefield.
Blackstone Fortress
Blackstone Fortress Killzones force the rules for ultra-close confines to be used, and have no random environmental effects. Instead there are several additional rules about layouts, deployments and portals as well as specifications on how to interpret the ultra-close confines rules on Blackstone Fortress tiles. You first choose a layout from one of the combat cards either by choice or at random, and then set up that layout as specified. Replace any Discovery Markers with Objective Markers placed on the center of the hex and any Maglev Transport Chambers with Portals. Pink lines on the tiles are considered Walls, and Walls are considered to also exist on any tile edge is not adjacent to another tile . When deploying, the players roll off. Winner selects one the Portals to deploy to. Their opponent must use the the Portal furthest away from that one. Take turns deploying one model each wholly within 3" of their respective Portal. Any models that can't fit can be brought onto the board during the movement phase by putting them on the the edge of the Portal tile adjacent to another tile and then moving them as normal. Any models not brought onto the board by the start of Round 3 is considered out of action.
Factions
Imperium
- Space Marines
- Imperial Guard
- Grey Knights
- Adeptus Custodes
- Deathwatch
- Adeptus Mechanicus
- Sisters of Battle
- Elucidian Starstriders
Chaos
- Chaos Space Marines
- Death Guard
- Thousand Sons
- Gellerpox Infected
- Chaos Daemons
- Servants of the Abyss