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BookKindEditionVersionLast update
  Kill Team Annual 2019Expansion81.0December 2019
  Kill Team: The ArchivistWhite Dwarf81.0March 2020

Using Ambul in Kill Team

The Ambull and its Borewyrm offspring do not form a kill team in the traditional way. Instead, they may appear during your kill team battles in the form of a deadly third party.

If you choose to use these rules, set up your battlefield as normal but, in addition, set up a small counter (the Ambull location marker from Blackstone Fortress: The Dreaded Ambull is ideal) in the centre of the battlefield. At the start of each Movement phase, the player with initiative rolls a D6 and adds the battle round number. If the total is 6 or more, the Ambull surfaces. Roll a D6 and move the Ambull counter 2D6" in the direction shown on the diagram below.



If the marker is moved under any other models or terrain features, reduce the distance moved. Then, replace this marker with the Ambull miniature, setting it up as close to the centre of the marker as possible. Once the Ambull has been set up, roll a D3. On a 1, nothing happens. On a 2, set up 1 Borewyrm Infestation model within 1" of the Ambull. On a 3, set up 2 Borewyrm Infestation models within 1" of the Ambull. If the Ambull or any Borewyrm Infestations are set up within 1" of any models (other than each other), they are treated as having made a successful charge move this round.
The following rules apply to the Ambull and Borewyrm Infestation:
  • The Ambull and Borewyrm Infestation models are treated as an enemy model by all player’s kill teams and vice versa.
  • The Ambull and Borewyrm Infestations always move before any models from kill teams each round. They will always move as fast as possible towards the closest enemy model. If they are within 12" of this model, they will attempt to charge. Charge reactions can be taken as normal by the target of this charge.
  • Any rolls which are required for the Ambull or Borewyrm Infestations are always made by the player with Initiative that round. Players cannot pick the Ambull or Borewyrm Infestations as the target of the Decisive Move, Decisive Strike or Gritted Teeth tactics, and cannot use the Tactical Re-roll Tactic to re-roll any rolls made for the Ambull or Borewyrm Infestations.
  • The Ambull and Borewyrm Infestations cannot be broken and do not take Nerve tests.

Ambull

NAME M WS BS S T W A Ld Sv Max
Ambull 6" 3+ 6+ 6 6 7 4 6 3+ 1
This model is armed with enormous claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Enormous claws
Melee
Melee
User
-3
D3
-
ABILITIES
Rad-Maggot Symbiosis: At the start of each battle round, this model regains D3 lost wounds.
SPECIALISTS
None
FACTION KEYWORDS
UNALIGNED
KEYWORDS
MONSTER, AMBULL

Borewyrm Infestation

NAME M WS BS S T W A Ld Sv Max
Borewyrm Infestation 4" 4+ 6+ 3 4 2 3 5 4+ 2
This model is armed with vicious jaws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Vicious jaws
Melee
Melee
User
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved at AP -2 instead.
ABILITIES
Hard to Hit: Your opponent must subtract 1 from hit rolls for ranged weapons that target this model.
SPECIALISTS
None
FACTION KEYWORDS
UNALIGNED
KEYWORDS
SWARM, BOREWYRM INFESTATION

Using the Archivist in Kill Team

The Archivist does not form a kill team in the traditional way. Instead, it roams your Kill Team battlefields as a deadly third party.

If you choose to use these rules, set up your battlefield as normal but, in addition, place the Archivist miniature in the centre of the battlefield. Then roll a D6 and move the Archivist 2D6" in the direction shown on the diagram below. If the model would end this move under any other models or terrain features, reduce the move by the minimum distance required so that the model is not within 1" of any other models or terrain features.



The following rules apply to the Archivist:
  • The Archivist model is treated as an enemy model by all players’ kill teams and vice versa.
  • Any dice rolls that are required for the Archivist are always made by the player with the initiative that round. Players cannot pick the Archivist as the target of the Gritted Teeth Tactic, and cannot use the Tactical Re-roll Tactic to re-roll any rolls made for the Archivist.
  • At the start of each battle round, each player can select one Shaken enemy model that is within 12" of the Archivist and visible to it. Until the end of that battle round, models selected in this way are said to be manipulated by the Archivist. Manipulated models can be controlled by the player who selected them as though they were a model from that player’s kill team. Manipulated models are treated as not Shaken for the purposes of this rule.
  • In the Movement phase, the Archivist always moves before any models from kill teams. If, when it is time to make this move, the Archivist is within 1" of any enemy models, it remains stationary. Otherwise, if the Archivist is within 12" of any enemy models that are themselves within 6" of an objective marker, it will attempt to charge whichever of those models it is closest to. If more than one enemy model is equally close, the target is chosen by the player with the initiative. If the Archivist is not within 1" of any enemy models and not within 12" of any enemy models that are themselves within 6" of an objective marker, it moves as fast as possible towards the closest objective marker. If the mission you are playing does not include any objective markers, the Archivist moves as fast as possible towards the closest enemy model, attempting to charge that model if it is within 12". The Archivist can only Advance if there are no visible enemy models within 18".
  • In the Shooting phase, the Archivist always shoots before any models from kill teams, following the normal shooting sequence. When doing so, the Archivist must target the closest visible enemy model. If more than one enemy model is equally close, the target is chosen by the player with the initiative.
  • In the Fight phase, the Archivist always fights after all other charging models have fought in the Hammer of Wrath section of the Fight phase, following the normal fight sequence. When doing so, the Archivist must target the closest visible enemy model. If more than one enemy model is equally close, the target is chosen by the player with the initiative.
  • When the Archivist is chosen as the target of a charge and it is able to React, it always Reacts by firing Overwatch; the Archivist cannot Retreat.
  • The Archivist cannot be broken and does not take Nerve tests.

The Archivist

NAME M WS BS S T W A Ld Sv Max
The Archivist 5" 3+ 3+ 5 4 6 4 9 3+ 1
This model is armed with an atomic disassembler and an eradicator glove.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Atomic disassembler
18"
Pistol 1
8
-3
D6
Attacks made with this weapon do not suffer the penalty to hit rolls and injury rolls for the target being obscured.
Eradicator glove
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
ABILITIES
Disruptive Influence: When taking Nerve tests for models in your kill team that are within 6" of any models with this ability, do not apply the -1 modifier for each other friendly model within 2".
SPECIALISTS
None
FACTION KEYWORDS
UNALIGNED
KEYWORDS
MONSTER, THE ARCHIVIST


Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Atomic disassembler
18"
Pistol 1
8
-3
D6
Attacks made with this weapon do not suffer the penalty to hit rolls and injury rolls for the target being obscured.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Enormous claws
Melee
Melee
User
-3
D3
-
Eradicator glove
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Vicious jaws
Melee
Melee
User
0
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved at AP -2 instead.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
eact
After you have declared a charge, any opponents take it in turn to make Reactions with any models from their kill teams that are allowed to do so, if they wish to do so, in the order determined in the Initiative phase. Once one opponent has resolved all of their models’ Reactions, the next player can do so, and so on.

A model can React if it is the target of a charging model and it is more than 1" from an enemy model. A model can either fire Overwatch or Retreat when it Reacts. If, at any point, the charging model is slain, no further Reactions can be made for this charge sequence.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Roll-offs
Some rules instruct players to roll off. To do so, each player rolls a D6 (or 2D6 if there are more than two players), and whoever scores highest wins the roll-off. In the case of a tie, those players re-roll their dice – if the second and subsequent rolls are also tied, keep on rolling until a winner is determined; this is the only time players can re-roll a re-roll.
DECISIVE MOVE
Tactic
Use this Tactic at the start of the Movement phase. Pick a model from your kill team and make a move with it before any other models (including an Advance move, Fall Back move or charge attempt if you wish). If another player uses this Tactic, roll off: the winner goes first.
1 COMMAND POINT
DECISIVE STRIKE
Tactic
Use this Tactic at the start of the Fight phase. Pick a model from your kill team that is eligible to fight and fight with it before any other models. If another player uses this Tactic, roll off: the winner goes first.
2 COMMAND POINTS
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
GRITTED TEETH
Tactic
Use this Tactic when you choose a model with one or more flesh wounds to shoot in the Shooting phase or fight in the Fight phase. Until the end of the phase, this model’s attacks do not suffer any penalty to their hit rolls from this model’s flesh wound(s).
1 COMMAND POINT
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
TACTICAL RE-ROLL
Tactic
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.
1 COMMAND POINT
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

The UNALIGNED keyword is used in following Unaligned datasheets:

Datasheet
• Ambull

The MONSTER keyword is used in following Unaligned datasheets:

Datasheet
• Ambull
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Atomic disassembler used in following datasheets:

Datasheet

Enormous claws used in following datasheets:

Datasheet
• Ambull

Eradicator glove used in following datasheets:

Datasheet

Vicious jaws used in following datasheets:

Datasheet
Army List
© Vyacheslav Maltsev 2013-2020