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CHOOSING A KILL TEAM

No two kill teams are alike – each is assembled to accomplish a specific vital mission, regardless of the odds or the enemy forces stacked against them, and each contains individuals of exceptional and unique talents that can mean the difference between defeat and victory.

The rules for choosing a kill team are different depending on what kind of game you want to play. The three ways to play Kill Team are described earlier in the book (see Different Ways to Play). Whichever way you choose to play, you’ll complete a datacard for each model in your kill team: this acts as a handy reminder for that model’s characteristics, wargear and abilities during the game, and also lets you record details like flesh wounds suffered. For matched play (and narrative play, in some cases) you will also complete a command roster that lists all of the models available for you to choose a kill team from.

Open Play

Simply choose a kill team from the models available to you (using the datasheets included in this book and other Kill Team products), choose one of those models to be the kill team’s Leader and fill in a datacard for each of your models. You can use any other of the rules on this page that you and your opponent(s) agree on.

Matched Play

For a matched play game, you need to create a command roster of up to twenty models available to you, all of which must share a Faction keyword. You’ll find a blank command roster here. Write the details of each of your models in the spaces provided. Once the mission has been determined, you then choose a Battle-forged kill team (see below) from the models on your command roster.

Battle-forged Kill Team

For your kill team to be Battle-forged, you must adhere to the following restrictions:
  • Your kill team must consist of at least three models, and no more than twenty models.
  • Your kill team must include one (and only one) Leader.
  • Your kill team can include up to three other specialists
  • Your kill team cannot include more than the maximum of any particular model, as detailed on its datasheet.
  • All models must share a Faction keyword. Your kill team cannot cost more than 100 points. Each model and each of their pieces of wargear has an associated points cost, as detailed in the points section for each Faction. The total cost of your kill team in points is referred to as its ‘Force’.
It’s a good idea to work out your kill team on a piece of scrap paper first, as you may have to juggle the wargear and models to get as close as you want to the 100-point limit.

Narrative Play

If you want to play a narrative game, the mission may dictate how you choose your kill team, or you may decide to choose a kill team as for open play or matched play, making whatever adjustments you feel are necessary to create the best narrative experience.

In a Kill Team campaign you use the command roster to keep track of all the operatives that you have used in your missions. You can choose kill teams from the models on the command roster, but you can also add new models to the roster as the campaign progresses. In addition, during a campaign battle you may wish to make notes on your command roster or datacards to record details such as which specialists have used a Tactic.

Forging a Narrative

We strongly encourage you to come up with some background for your team: their personalities, quirks, names and the like. Tables full of inspiration for this can be found in the Faction sections of this book. Some of these tables require you to roll a D10 – that is, a tensided dice. Some others use a D66. To roll a D66, simply roll two six-sided dice, one after the other – the first represents tens, and the second represents digits, giving you a result between 11 and 66.

Datacards

You need to record the details of each of the models in your kill team on datacards. You’ll find a photocopiable page of blank datacards for this purpose here. Each datacard has spaces for you to note down all of the most important pieces of information about a model. Each model in your kill team needs to have one of these datacards, and each datacard describes a single, specific model. The example datacard at the bottom of this page is for a Skitarii Ranger.

Command Roster

The command roster contains a summary of all of the models available to you. You’ll find a photocopiable page of blank command roster here. The example command roster below is for a player partway through a campaign.

COMMAND POINTS AND TACTICS

Having a plan is all very well, but any kill team worthy of the name must be able to adapt to the changing circumstances of their mission – reacting in a split second to a new threat or directive, utilising special equipment or ammunition, or simply digging deep to surpass their mortal limits.

When you choose a Battle-forged kill team, you gain access to Command Points. These can be spent to utilise Tactics, each of which represents a tactical asset available to your kill team.

All Battle-forged kill teams generate 1 Command Point at the beginning of each battle round. In addition, at the start of the first battle round your kill team generates 1 additional Command Point for each 10 points difference between your kill team’s Force and that of the kill team with the highest Force (e.g. if your kill team’s Force was 19 points lower than that of the kill team with the highest Force, it would generate 1 additional Command Point. If it was 20 points lower, it would generate 2 additional Command Points). Kill teams may have other ways of generating Command Points in addition to this. Unused Command Points can be carried over to subsequent battle rounds until they are spent.

You can spend Command Points to use a Tactic during a battle. Each time you use a Tactic, reduce your Command Points total by the appropriate amount. If you do not have enough Command Points for a specific Tactic, you cannot use it. Unless otherwise stated, you can use the same Tactic multiple times during the course of a battle, but only once in any given phase. Note that the beginning and end of each battle round are not phases, so you may be able to use certain Tactics multiple times at these points.

The different Tactics available to players depend on the mission they are playing. Players can always use the six Tactics presented below. In addition, each specialism has its own Tactics, presented in the following section, each Faction has their own unique Tactics, presented in the Faction sections of this book, and some missions, killzones and expansions may introduce additional Tactics to your battles.

If you are playing an open play or narrative play game, you may choose to use the Command Point rules – simply discuss this with your opponent(s) before the game. Note that some Kill Team open play and narrative missions may include Tactics – it is best to use the Command Point rules in these games!

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 SHOT
Tactic
Use this Tactic at the start of the Shooting phase. Pick a model from your kill team that is eligible to shoot and shoot with it before any other models. If another player uses this Tactic, roll off: the winner goes first.
2 COMMAND POINTS
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
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
INSANE BRAVERY
Tactic
Use this Tactic before taking any Nerve tests in the Morale phase. You can automatically pass a single Nerve test for a model from your kill team.
1 COMMAND POINT
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

COMMANDERS

Sometimes kill teams will be led into battle by a great hero, a high-ranking officer or even the warlord of a whole army. Such individuals are only committed to action in this way when their unique skills and experience are absolutely critical for mission success.


Including Commanders

You can only include a Commander in your kill team if you are playing a mission that says, in the Kill Teams section, that your kill team can include a Commander. Unless stated otherwise, a kill team can never include more than one Commander.

When you add a Commander to your kill team or command roster, you must choose their wargear in the same way as you would for any other model. A Commander’s wargear options are all described on their datasheet and, for the purposes of Battle-forged kill teams, the points values for these options are found in each datasheet.

Each Commander must have a specialism – this does not count towards the maximum number of specialists you can include in a kill team. The specialisms they can choose from are listed on their datasheet – note that some of these are specific to Commanders. A kill team can still only include one of each kind of specialist.

Commander Tactics

Commanders have access to specific Tactics. Each is identified either as a Commander Tactic or a Tactic, where is the name of a datasheet. The second kind of Commander Tactic is restricted to Commanders chosen from the named datasheet. Your Commander must be on the battlefield and not shaken in order to use them.

Aura Tactics

Kill Team: Commanders includes a new type of Tactic, called Aura Tactics. Aura Tactics are ‘passive’ abilities (i.e. they have a constant effect once they are used), that affect certain models within a given distance for a specific duration of time – most commonly until the end of the phase in which the Aura Tactic was used, or the end of the battle round.

Unless the Aura Tactic in question says otherwise, the model that used the Aura Tactic is always within range of its effects. For example, an Adeptus Astartes or Deathwatch Primaris Captain can use the Rites of Battle Aura Tactic, which affects all friendly models within 6" of him. As the Primaris Captain is a friendly model, he benefits from the Aura Tactic as well, effectively leading by example.

Commander Upgrades

Not all Commanders are created equal. When you include a Commander in your kill team, in addition to their weaponry, you can choose Commander upgrades for them, in the form of Commander Levels and Commander Traits. List the upgrades a Commander has on their datacard.

Commander Levels

When you first include a Commander in your kill team, you must choose whether that Commander is a Level 1, Level 2, Level 3 or Level 4 Commander. The different levels of each Commander have individual points costs for the purposes of Battle-forged kill teams, as detailed on Commander’s datasheet. The level of a Commander determines the Tactics they can use and the abilities they have. Some Kill Team expansions provide rules for Commander specialisms that vary from this system. Where this is the case, they will explain how to determine the abilities of your Commander.

Commander Traits

Different Commanders employ different tactics or have preferred styles of waging war. When you first include a Commander in your kill team, you can purchase up to three different Commander Traits for them from those listed on the following page. Each has a different points cost for the purposes of Battle-forged kill teams, as shown below.








COMMANDER TACTICS

It is no easy task to command in battle. Such an individual must inspire devotion amongst the troops, be able to make split-second decisions and be counted upon to hold their own in deadly combat against the most dangerous foes the enemy can muster. While leaders in the 41st Millennium are often amongst the most skilled of warriors, it is not enough to simply outfight a foe. Being able to out-think and outmanoeuvre the enemy is equally important, and can often spell the difference between glorious triumph and ignoble death.


DUEL OF HONOUR
Commander Tactic
Use this Tactic at the start of the Fight phase. Your Commander can only target enemy Commanders this phase, but you can re-roll failed hit and wound rolls for your Commander’s attacks until the end of the phase.
1 COMMAND POINT
HEROIC INTERVENTION
Commander Tactic
Use this Tactic at the end of the Movement phase if there are any enemy models within 3" of your Commander and your Commander did not Advance, Fall Back, Retreat or make a charge attempt this phase. Your Commander can immediately make a pile-in move as described in the Fight phase.
1 COMMAND POINT
LOOK OUT, SIR!
Commander Tactic
Use this Tactic when you fail a saving throw for your Commander if there is another model from your kill team within 2" of them (excluding shaken models). Roll a D6; on a 2+ the damage is inflicted on that model instead of your Commander.
1 COMMAND POINT

COMMANDER TRAITS

When you first include a Commander in your kill team, you can upgrade them to have up to three different Commander Traits. Write any traits a Commander has on their datacard. Note that the Generalist and Master Specialist traits are only available to Level 4 Commanders.

5 pts

IRON WILL

Commander Trait

This model automatically passes Nerve tests.
10 pts

DESTINED BY FATE

Commander Trait

Roll a D6 each time this model suffers a mortal wound. On a 6, that wound is not lost.
15 pts

GENERALIST

Level 4 Commander Trait

Instead of choosing the Level 4 ability from their specialism’s ability tree, you can choose a Level 1 ability for this model from a different specialism listed on their datasheet. Their specialism does not change.
10 pts

STOIC HERO

Commander Trait

Ignore the penalty to this model’s hit rolls from flesh wounds it has suffered.
15 pts

TACTICAL PLANNER

Commander Trait

At the start of the first battle round you gain D3 Command Points.
30 pts

MASTER SPECIALIST

Level 4 Commander Trait

Instead of choosing an ability for this model not already chosen from their specialism’s ability tree (for being Level 4), you can choose two abilities not already chosen from their specialism’s ability tree.

PSYCHIC POWERS

The battle psykers of the 41st Millennium are amongst the deadliest adversaries to fight, for each is capable of unleashing a myriad of warp-born powers that can dominate any military engagement.

Any COMMANDER PSYKER can choose to exchange Psybolt and/or any other powers they know for one of the psychic powers listed here. To do so, you can either roll a D6 to generate the powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC POWER
1

IRON ARM

By transmuting their flesh into living metal, the psyker can wade through enemy fire unscathed and pulp skulls with their bare fists.

Iron Arm has a warp charge value of 7. If manifested, then until the start of the next Psychic phase, add 2 to the psyker’s Strength and Toughness characteristics.

2

FOREWARNING

The psyker’s prophetic powers render them all but immune to bullet and bolt, blade and bombardment.

Forewarning has a warp charge value of 6. If manifested, then until the start of the next Psychic phase, the psyker has a 4+ invulnerable save.

3

FIRE SHIELD

With a sweep of their arms, the psyker throws up a towering wall of flame to protect their ally.

Fire Shield has a warp charge value of 6. If manifested, pick a friendly model within 8" of the psyker. Until the start of the next Psychic phase, that model counts as obscured, even if they are completely visible to the firing model.

4

PSYCHIC SHRIEK

The psyker breathes in deeply the power of the warp before emitting a banshee howl of psychic energy that harrows their enemy.

Psychic Shriek has a warp charge value of 5. If manifested, select an enemy model within 12" of and visible to the psyker. That model must immediately take a Nerve test as if it were the Morale phase.

5

ENFEEBLE

As the psyker channels their powers, tendrils of warp energy lash over their victim, every caress sapping strength and vitality from their body.

Enfeeble has a warp charge value of 7. If manifested, select an enemy model within 12" of and visible to the psyker. Until the start of the next Psychic phase, your opponent must subtract 1 from hit and wound rolls for the target model’s close combat attacks.

6

ENFEEBLE

The psyker twists fate so that the bullets and blows of their allies punch through the weakest points in the armour of the hapless victim.

Misfortune has a warp charge value of 7. If manifested, select an enemy model within 12" of and visible to the psyker. Until the start of the next Psychic phase, improve the AP characteristic of any weapon that targets that model by 1 (for example, an AP0 weapon becomes AP-1).


SUB-FACTIONS

This section presents the rules for using Sub-factions in your games of Kill Team. The armies of the galaxy are infinitely diverse, and even amongst the genetically engineered warriors of the Adeptus Astartes there are variations that lead to differing strengths and ways of making war.

Each set of Sub-factions tells you which Faction keyword it applies to (e.g. ADEPTUS ASTARTES). When you add a model with that Faction keyword to your kill team or command roster, you can choose for it to be drawn from a Sub-faction of your choice from those listed in that Faction’s section within this book (so when you add a model with the ADEPTUS ASTARTES keyword to your command roster, you could choose for it be drawn from the Ultramarines, for example). When you choose a Sub-faction for a model in this way, make a note of that on the model’s datacard. Its Sub-faction is treated as an additional keyword that the model has, so a model drawn from the Ultramarines has the ULTRAMARINES keyword.

If your kill team is Battle-forged and all models in your kill team are drawn from the same Sub-faction, models in the kill team gain a Sub-faction ability as described in that Faction’s section. The Sub-faction ability gained depends upon the Sub-faction you chose, as described in that Faction’s section. For example, if you chose the Ultramarines Chapter for your ADEPTUS ASTARTES kill team, the models in your kill team gain the Codex Discipline Chapter Tactic. In addition to gaining a Sub-faction ability for the models in your kill team, you also gain access to Tactics that are unique to that Sub-faction. For example, if you chose the Ultramarines Chapter, you can use Ultramarines Tactics.

Unless stated otherwise, if your kill team is drawn from a Sub-faction that does not have an associated Sub-faction ability, choose a Sub-faction from that Faction’s section that best describes its character and fighting style.

SPECIALISTS

Each kill team is led by a hard-bitten warrior – a veteran of countless conflicts trusted with command of a vital mission. They are supported by specialists – fighters hand-picked for the mission that are a cut above the rest in their bravery, tenacity or skill.


Choosing Specialists

Experienced warriors are represented in Kill Team with rules for specialisms, which reward you for taking specialists on missions by giving you access to their special abilities and Tactics.

Each model’s datasheet tells you which specialisms can be taken by that model. When you add a model to your command roster, you can choose one specialism for it from those listed on its datasheet. When you choose a specialism for a model, note that down on its datacard. You cannot change it later.

Some models can have the Leader specialism. You must include one model with this specialism in your kill team, and this model is your kill team’s Leader.

For a Battle-forged kill team, you can include up to three other models with specialisms, aside from your Leader. Each model’s specialism must be unique – you cannot have two models with the same specialism in your kill team. Note that you may have more than one of any kind of specialist (including Leaders) on your command roster.


Abilities

Each specialist has one or more abilities, depending on how experienced they are. These abilities are set out in an ‘ability tree’ on that specialism’s page. A specialist starts at Level 1, and has the ability shown in the band for that level. In a campaign, specialists gain experience and can advance up to Level 4.

When a specialist advances to Level 2, choose one of the abilities shown in the Level 2 band and make a note of this on their datacard. Be sure to choose carefully, as this will have a bearing on which ability you can choose at Level 3. The specialist gains this ability in addition to the ability gained at Level 1.

When a specialist advances to Level 3, choose one of the abilities shown in the Level 3 band that are connected to the ability you chose at Level 2 and make a note of it on the model’s datacard as above – note that you cannot choose abilities connected to the other Level 2 ability.

When a specialist advances to Level 4, you can choose any ability from the ability tree that you have not already chosen for them. They gain this ability in addition to those they already have – make a note of this on their datacard. A specialist cannot advance beyond Level 4.


Marksman: You can re-roll hit rolls of 1 for this model when it makes a shooting attack.

Assassin: You can re-roll wound rolls of 1 for this model when it makes a shooting attack.

Sharpshooter: If this model is Readied, add 1 to hit rolls when it makes a shooting attack.

Deadeye: On an unmodified wound roll of 6 for this model’s shooting attacks, increase the Damage characteristic of that attack by 1.

Armour Piercing: On an unmodified wound roll of 6 for this model’s shooting attacks, improve the AP characteristic of that attack by 1 (e.g. AP0 becomes AP-1).

Mobile: 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: Increase the Range characteristic of all Rapid Fire and Heavy weapons this model is armed with by 6".

Choose any ability from this ability tree that you have not yet chosen for this model.

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SNIPER LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

Here is an example of an ability tree – that of Sniper specialists. A Sniper specialist always has the Marksman ability. When a Sniper advances to Level 2, their player chooses whether they gain the Assassin or Sharpshooter ability.


Tactics

If you have a specialist in your kill team, and they are not currently shaken or out of action, you have access to Tactics that are specific to that model’s specialism. Each of these Tactics has a level: the specialist must be that level or higher for you to be able to use that Tactic.

CAREFUL AIM
Level 1 Sniper Tactic
Use this Tactic when you choose a Sniper specialist from your kill team to shoot in the Shooting phase. You can add 1 to hit rolls for that model until the end of the phase.
1 COMMAND POINT

You can use this specialist Tactic if you have a Sniper in your kill team who is not shaken or out of action.


Worth their Weight

Specialists bring valuable new abilities and Tactics to your kill team. In a Battle-forged kill team, these abilities carry an increased cost for that model, as shown in this table:

SpecialistCost
Level 1+0 points
Level 2+4 points
Level 3+8 points
Level 4+12 points

Note that, in a normal matched play game, you can only include Level 1 specialists in your kill team. The points provided for Level 2-4 specialists allow players to choose Battle-forged kill teams including these hard-bitten veterans in Kill Team campaigns.

Leader Specialists

A kill team’s Leader is its brain and its heart both. Typically the most experienced warrior in the team, the Leader has ultimate responsibility for his warriors’ actions on the battlefield, and the success or failure of their mission. With crisp, concise orders or bellowed roars, the Leader inspires courage or terror in his warriors – whatever they require to keep them in the fight and drive them on to overcome their foes. Nor are Leaders simple figureheads. Most are exceptional combatants who can go blade to blade with the finest warriors amongst the enemy ranks. With unparalleled access to some of their forces’ most powerful weapons and wargear, these individuals have the power to singlehandedly cut a path to victory.



LEAD BY EXAMPLE
Level 1 Leader Tactic
Use this Tactic when you pick a Leader from your kill team to fight in the Fight phase. Choose another friendly model within 3" of them that is eligible to fight. You can fight with each of these models, in an order of your choice, before the next player’s turn.
1 COMMAND POINT
FIRE ON MY TARGET
Level 2 Leader Tactic
Use this Tactic when you pick a Leader of Level 2 or higher from your kill team to shoot in the Shooting phase. Choose another friendly model within 3" of them that is eligible to shoot. You can make a shooting attack with each of these models, in an order of your choice, before the next player’s turn.
1 COMMAND POINT
FORCE OF WILL
Level 3 Leader Tactic
Use this Tactic at the start of the battle round, if a Leader of Level 3 or higher from your kill team is on the battlefield and not shaken. In this battle round, your kill team does not suffer the penalty for being broken.
1 COMMAND POINT


Resourceful: As long as this model is on the battlefield and not shaken, you gain an additional Command Point at the beginning of the battle round.

Bold: This model automatically passes Nerve tests.

Inspiring: Other friendly models within 3" of this model – as long as this model is not shaken – automatically pass Nerve tests.

Paragon: Re-roll hit rolls of 1 for friendly models within 3" of this model, as long as it is not shaken.

Tyrant: 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.

Tactician: As long as this model is on the battlefield and not shaken, roll a D6 each time you use a Tactic. On a 5+ you gain a Command Point.

Mentor: 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.

Choose any ability from this ability tree that you have not yet chosen for this model.

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LEADER LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Combat Specialists

Some warriors excel in the close-quarters cut and thrust of battle. Whether sublimely skilled bladesmen who fight with absolute composure, berserk savages who live to hack their victims limb from limb, or calculating murderers who know every dirty trick in the book, such warriors are an incredible asset to their comrades. Combat specialists are ideal for leading headlong charges into the heart of the foe, or for rushing to intercept and put down enemies that have broken through their own lines. They swiftly and quietly eliminate enemy sentries, charge down ranged combatants and butcher them up close, and often strike the final blow to break the enemy’s nerve altogether.



UP AND AT ’EM!
Level 1 Combat Tactic
Use this Tactic in the Fight phase, after attacking with a model from your kill team. Pick a Combat specialist from your kill team that has not yet attacked this phase: you can choose this model to fight next, before another player chooses a model to fight.
1 COMMAND POINT
DEFENSIVE FIGHTER
Level 2 Combat Tactic
Use this Tactic at the start of the Fight phase. Pick a Combat specialist of Level 2 or higher from your kill team. Until the end of the phase, you must subtract 2 from that model’s Attacks characteristic (to a minimum of 1), but your opponent(s) must re-roll successful hit rolls made against that model.
1 COMMAND POINT
DEADLY CHARGE
Level 3 Combat Tactic
Use this Tactic when a Combat specialist of Level 3 or higher from your kill team finishes a charge move within 1" of an enemy model. Roll a D6; on a 5+ that enemy model suffers 1 mortal wound.
1 COMMAND POINT


Expert Fighter: Add 1 to this model’s Attacks characteristic.

Warrior Adept: Add 1 to hit rolls for this model in the Fight phase.

Deadly Counter: If any hit rolls of 1 or less are 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 thatmade the attack suffers 1 mortal wound after all of their attacks have been resolved.

Deathblow: 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: 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.

Killer Instinct: You can re-roll any failed wound rolls you make for this model in the Fight phase.

Bloodlust: You can re-roll any failed charge rolls you make for this model.

Choose any ability from this ability tree that you have not yet chosen for this model.

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COMBAT LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Comms Specialists

Some kill teams include a warrior whose area of specialisation is signalling and coordination. Be it an Imperial vox operator, an Ork Mek with a penchant for sowing confusion, or even a Tyranid node-beast capable of sending out powerful synaptic pulses, these warriors can prove potent battlefield assets. Providing their comrades with an eagle-eye view of the battlefield, Comms specialists support and enhance the efforts of the warriors around them. Some relay a constant stream of orders from high command, or beam targeting data directly to their allies, while others jam the enemy’s communications and leave them in disarray.





ROUSING TRANSMISSION
Level 1 Comms Tactic
Use this Tactic in the Morale phase before taking any Nerve tests. Until the end of the phase you can subtract 1 from Nerve tests for models from your kill team as though the Comms specialist was within 2" of them.
1 COMMAND POINT
SCANNER UPLINK
Level 2 Comms Tactic
Use this Tactic when you pick a model from your kill team that is within 6" of a friendly Comms specialist of Level 2 or higher to shoot in the Shooting phase. That model can target an enemy model that is not visible to them. If they do so, a 6 is required for a successful hit roll irrespective of the model’s Ballistic Skill or any other modifiers, even if that weapon would normally hit automatically. The target is treated as obscured.
2 COMMAND POINTS
NEW INTELLIGENCE
Level 3 Comms Tactic
Use this Tactic at the end of the Movement phase. Pick a model from your kill team within 12" of a friendly Comms specialist of Level 3 or higher. Ready that model.
1 COMMAND POINT


Scanner: Once per Shooting phase, if this model is not shaken, when you pick another model from your kill team within 6" of this model to shoot, you can add 1 to hit rolls for that model in this phase.

Expert: 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.

Static Screech: 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.

Vox Ghost: 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: 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 refunded.

Triangulator: 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 dice when determining the number of attacks that model can make.

Vox Hacker: 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.

Choose any ability from this ability tree that you have not yet chosen for this model.

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COMMS LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Demolitions Specialists

There are those warriors for whom the rush of gunfire or bladework simply is not enough, and whose eyes take on a dangerous glint at the mention of high explosives. Such Demolitions specialists excel in the deployment of bombs, grenades and other pyrotechnic munitions, and on a good day they can swiftly be responsible for the explosive demise of swathes of the foe. Fireballs billow to the skies and sundered corpses tumble through the air as the Demolitions specialists ply their lethal trade, and whether they are using carefully laid booby traps, explosive launchers or roaring flamethrowers, Demolitions specialists are terrifying warriors to face.







CUSTOM AMMO
Level 1 Demolitions Tactic
Use this Tactic when you pick a Demolitions specialist from your kill team to shoot in the Shooting phase. You can add 1 to wound rolls for that model’s ranged weapons in this phase.
1 COMMAND POINT
LUCKY ESCAPE
Level 2 Demolitions Tactic
Use this Tactic at the start of the Shooting phase. Pick a Demolitions specialist of Level 2 or higher from your kill team. Roll a D6 each time that model loses a wound in this phase; on a 5+ that wound is not lost.
1 COMMAND POINT
HIGH EXPLOSIVE
Level 3 Demolitions Tactic
Use this Tactic when you pick a Demolitions specialist of Level 3 or higher from your kill team to shoot in the Shooting phase. In this Shooting phase, they can only shoot a single weapon, and that weapon can only fire 1 shot (even if it would normally fire more). However, that weapon’s Damage characteristic is increased by 2. You cannot use this Tactic in the same battle round as the Custom Ammo Tactic.
1 COMMAND POINT


Breacher: You can add 1 to this model’s wound rolls against targets that are obscured.

Pyromaniac: You can re-roll wound rolls of 1 for this model when it is attacking with a weapon that hits automatically.

Grenadier: Add 3" to the range of any Grenade weapon this model uses. You can re-roll hit rolls of 1 for Grenade weapons this model uses.

Saboteur: If this model is in your kill team and not out of action when you make your Casualty rolls, roll a D6. On a 5+ choose an opponent who played that mission to lose 1 Materiel.

Sapper: If this model is in your kill team and you choose the Plant Traps strategy, you can add 1 to the number of pieces of terrain you can booby trap.

Siegemaster: You can add 1 to Injury rolls caused by this model’s attacks in the Shooting phase if those Injury rolls are for models that are obscured.

Ammo Hound: If this model is in your kill team and not out of action when you make your Casualty rolls, roll a D6. On a 5+ you gain 1 Materiel.

Choose any ability from this ability tree that you have not yet chosen for this model.

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DEMOLITIONS LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Heavy Specialists

In a ferocious firefight between small, elite bands of infantry, a doughty warrior toting a suitably heavy weapon can be every bit as devastating as a battle tank or gun emplacement would in a larger battle. Feet planted, heavy weapon kicking and roaring, the Heavy specialist directs relentless hails of fire into the enemy. Those caught in the open are blown apart, reduced to bloody mist and spinning body parts in the blink of an eye. Even those ducked down in cover can only fire blindly back and scream in terror as their temporary haven is rapidly blasted apart by round after explosive round. Thus does the Heavy specialist act as a lynchpin for their kill team, suppressing and slaughtering the foe while their allies advance.


MORE BULLETS
Level 1 Heavy Tactic
Use this Tactic when you pick a Heavy specialist from your kill team to shoot in the Shooting phase. You can add 1 to the number of shots fired by that model’s ranged weapons, with the exception of weapons that would otherwise fire 1 shot (e.g. an Assault 2 weapon would fire 3 shots, but a Rapid Fire 1 weapon at long range would fire 1 shot) in this Shooting phase.
1 COMMAND POINT
OVERWHELMING FIREPOWER
Level 2 Heavy Tactic
Use this Tactic when you pick a Heavy specialist of Level 2 or higher from your kill team to shoot in the Shooting phase. That model can shoot twice in this Shooting phase; after they have shot a first time, immediately shoot with them again. You cannot use this Tactic in the same battle round as the More Bullets Tactic.
2 COMMAND POINTS
UNKILLABLE
Level 3 Heavy Tactic
Use this Tactic at the start of your turn in the Morale phase. Pick a Heavy specialist of Level 3 or higher from your kill team that has one or more flesh wounds. Remove one of that model’s flesh wounds.
1 COMMAND POINT


Relentless: 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: 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.

Extra Armour: Ignore AP characteristics of -1 for attacks that target this model.

Devastator: You can reroll the damage for this model’s ranged weapons that have a random Damage characteristic (e.g. D3).

Rigorous: You can re-roll hit rolls of 1 for this model in the Shooting phase.

Indomitable: Once per battle round, you can make your opponent re-roll the Injury dice for this model.

Heavily Muscled: You can re-roll wound rolls of 1 for this model in the Fight phase.

Choose any ability from this ability tree that you have not yet chosen for this model.

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HEAVY LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Medic Specialists

When fighting deep behind enemy lines, squads of warriors must be as self-sufficient as possible, for they have little – if any – hope of receiving support or aid. In such circumstances, a Medic specialist can prove invaluable. Whether they be a highly trained field surgeon, a leering flesh-stitcher or something altogether stranger, Medic specialists concentrate on keeping their comrades in the fight and allowing them to push through terrible injuries to claim victory regardless. Such warriors are instrumental in ensuring the longterm durability of their squad, repairing physical hurts that would otherwise leave permanent injuries, or even fitting whole new augmetics where necessary. Of course, their skills can also be turned to offensive purposes…

STIMM-SHOT
Level 1 Medic Tactic
Use this Tactic at the start of the Movement phase. Pick a model from your kill team within 2" of a friendly Medic specialist that is not shaken. You can add 1 to Advance rolls and charge rolls for that model, and add 1 to that model’s Attacks characteristic until the end of the battle round.
1 COMMAND POINT
PAINKILLER
Level 2 Medic Tactic
Use this Tactic at the end of the Movement phase. Pick a model from your kill team within 2" of a friendly Medic specialist of Level 2 or higher that is not shaken. Add 2 to that model’s Toughness characteristic until the end of the battle round.
2 COMMAND POINTS
EMERGENCY RESUSCITATION
Level 3 Medic Tactic
Use this Tactic when a Medic specialist of Level 3 or higher from your kill team that is not shaken is within 2" of another model from your kill team that suffers an Out of Action Injury roll result. That model suffers a Flesh Wound result instead.
2 COMMAND POINTS


Reassuring: This model is never treated as being shaken when taking Nerve tests for other models in your kill team.

Field Medic: 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.

Anatomist: Re-roll wound rolls of 1 for this model in the Fight phase.

Trauma Specialist: 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: If this model is in your kill team and not out of action at the end of a 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 for that model instead.

Interrogator: 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: Before deployment, you can pick up to D3 models from your kill team. Until the end of the battle, add 1 to wound rolls for attacks made with melee weapons those models are armed with.

Choose any ability from this ability tree that you have not yet chosen for this model.

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MEDIC LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Scout Specialists

In fast-paced, squad-on-squad combat, information is key. Knowing the enemy’s disposition, feeling out their movements, spotting traps and ambushes or locating vital objectives to be eliminated: all of these are the role of the Scout specialist. Ghosting ahead of their comrades, these elite warriors are expert at tracking the enemy to their lair, observing without being observed, and scavenging crucial munitions and wargear that can be turned against their former owners. Many Scout specialists are skilled in evading the enemy’s fire, utilising camouflage or natural stealth and agility to defend themselves as effectively as any suit of armour might. Others spread sedition and confusion, ensuring the enemy’s plans fall apart even as battle begins.





QUICK MARCH
Level 1 Scout Tactic
Use this Tactic when you pick a Scout specialist from your kill team to move in the Movement phase. Increase the model’s Move characteristic by 2" this phase.
1 COMMAND POINT
MARKED POSITIONS
Level 2 Scout Tactic
Use this Tactic at the start of the Shooting phase. Pick an enemy model within 6" of a Scout specialist of Level 2 or higher from your kill team that is not shaken. You can re-roll hit rolls of 1 for shooting attacks made by models in your kill team that target that enemy model until the end of the phase.
1 COMMAND POINT
MOVE UNSEEN
Level 3 Scout Tactic
Use this Tactic at the start of your turn in the Movement phase. Pick a Scout specialist of Level 3 or higher from your kill team that is not shaken. Remove that model from the battlefield and set it up again anywhere within 18" of its previous position and more than 3" from any enemy models. It is considered to have Advanced.
2 COMMAND POINTS


Swift: You can re-roll Advance rolls for this model.

Forward Scout: This model automatically passes dangerous terrain tests.

Pathfinder: If this model is not in Convalescence, you can add or subtract 1 from the result when you roll to determine a mission. If you do, this model must be included in your kill team.

Skirmisher: Your opponent(s) must subtract 1 from hit rolls for shooting attacks that target this model if the firing model is more than 12" from this model and this model is not shaken or obscured.

Vanguard: You can re-roll hit rolls of 1 in the Shooting phase for attacks made by models from your kill team against enemy models that are within 6" of this model, as long as this model is not shaken.

Observer: If this model is in your kill team, you can roll a D6 at the start of the Scouting phase. On a 4+ you can pick an additional strategy.

Explorer: After each battle in which this model was in your kill team, if this model is not in Convalescence, you can roll a D6. On a 5+ you gain 1 Territory.

Choose any ability from this ability tree that you have not yet chosen for this model.

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SCOUT LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Sniper Specialists

Many kill teams include operatives who excel in the field of ranged combat. More than merely fine shots, these warriors are so skilled that they can pull off feats of marksmanship that appear nigh-on supernatural. Like predators of the battlefield they hunt their targets, lying concealed amidst the shadows for hours, even days at a time. Only when the moment is perfect do they exhale, squeeze the trigger, and place another perfect, killing shot. Of course, every sniper has their own areas of exceptional talent, from shooting with lethal accuracy while on the move, to finding weak spots in enemy armour or slaying targets far beyond what should be extreme range. Whatever their particular skill, all Snipers bring death from afar.





CAREFUL AIM
Level 1 Sniper Tactic
Use this Tactic when you choose a Sniper specialist from your kill team to shoot in the Shooting phase. You can add 1 to hit rolls for that model until the end of the phase.
1 COMMAND POINT
HEADSHOT
Level 2 Sniper Tactic
Use this Tactic when you pick a Sniper specialist of Level 2 or higher from your kill team to shoot in the Shooting phase. Until the end of the phase, when that model shoots at obscured targets they are considered not to be obscured.
1 COMMAND POINT
QUICK SHOT
Level 3 Sniper Tactic
Use this Tactic when you pick a Sniper specialist of Level 3 or higher from your kill team to shoot in the Shooting phase. In this Shooting phase, double the number of shots fired by that model’s ranged weapons (e.g. an Assault 2 weapon would fire 4 shots), but subtract 1 from hit rolls for that model. You cannot use this Tactic in the same battle round as the Headshot Tactic.
1 COMMAND POINT


Marksman: You can re-roll hit rolls of 1 for this model when it makes a shooting attack.

Assassin: You can re-roll wound rolls of 1 for this model when it makes a shooting attack.

Sharpshooter: If this model is Readied, add 1 to hit rolls when it makes a shooting attack.

Deadeye: On an unmodified wound roll of 6 for this model’s shooting attacks, increase the Damage characteristic of that attack by 1.

Armour Piercing: On an unmodified wound roll of 6 for this model’s shooting attacks, improve the AP characteristic of that attack by 1 (e.g. AP0 becomes AP-1).

Mobile: 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: Increase the Range characteristic of all Rapid Fire and Heavy weapons this model is armed with by 6".

Choose any ability from this ability tree that you have not yet chosen for this model.

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SNIPER LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Veteran Specialists

Some kill teams are lucky enough to include a warrior who has fought through dozens of war zones. These Veteran specialists have reaped vast tallies of battlefield experience, and are now able to share this bounty of martial wisdom with their comrades. The Veterans’ commanders know that they can be relied upon, absolutely and without exception, to do their duty no matter the circumstances. Veterans know when best to strike at the foe, and exactly where to hit them. They have seen the worst that the galaxy has to offer and fought on regardless, their nerves steely and their hands steady. They know all the most important tricks to survival, and in some cases even personalise and adapt their weapons to be even more lethal.




ADAPTIVE TACTICS
Level 1 Veteran Tactic
Use this Tactic at the start of the first battle round, but before the Initiative phase. Pick a Veteran specialist from your kill team. They can make a normal move or Advance. You can only use this Tactic once per battle.
1 COMMAND POINT
WELL DRILLED
Level 2 Veteran Tactic
Use this Tactic at the start of your turn in the Shooting phase. Pick a Veteran specialist of Level 2 or higher from your kill team. Ready them unless they are within 1" of an enemy. They can shoot in that phase as if they had not moved in the Movement phase.
2 COMMAND POINTS
ROLL WITH THE HITS
Level 3 Veteran Tactic
Use this Tactic during your opponent’s turn in the Shooting phase. Pick a Veteran specialist of Level 3 or higher from your kill team that has been Injured, before your opponent makes the Injury roll. Your opponent can only roll a single dice for that Injury roll.
1 COMMAND POINT


Grizzled: This model ignores penalties to its Leadership characteristic and Nerve tests.

Practised: You can re-roll one hit roll or wound roll for this model in each battle round.

Seen It All: You can subtract 1 from Nerve tests for models from your kill team within 3" of this model, as long as it is not shaken.

Survivor: You can add 1 to saving throws for this model.

One-man Army: This model generates 1 Command Point at the beginning of each battle round, unless it is shaken or out of action. This Command Point can only be used for Veteran Tactics.

Battle Scarred: Enemy models suffer -1 Leadership whilst they are within 6" of this model, as long as it is not shaken.

Nerves of Steel: You can re-roll failed hit rolls for this model when it fires Overwatch.

Choose any ability from this ability tree that you have not yet chosen for this model.

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VETERAN LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Zealot Specialists

It is a dark galaxy, and sometimes all the skill and equipment a warrior can possess is simply no match for sheer, bloody-minded faith. Zealots are driven by an absolute belief in their chosen deity or particular world view, their eyes full of fire and their conviction plain for all to see as they storm into battle. It is their deranged fanaticism that allows them to shrug off wounds that ought to have killed them several times over, lends their arm inhuman strength and allows them to inspire their comrades to ever greater feats in battle. In extremis, such warriors think nothing of making the ultimate sacrifice, gladly martyring themselves for the glory of their deity or vindication of their creed.



KILLING FRENZY
Level 1 Zealot Tactic
Use this Tactic when you pick a Zealot specialist from your kill team to fight in the Fight phase. Until the end of the phase, each time you make a hit roll of 6+ for that model you can make an additional attack with the same weapon against the same target. These attacks cannot themselves generate any further attacks.
1 COMMAND POINT
MARTYR
Level 2 Zealot Tactic
Use this Tactic when a Zealot specialist of Level 2 or higher from your kill team loses their last wound, before any player rolls on the Injury table. You may immediately shoot with one of its weapons as if it were the Shooting phase, or pile in and make one attack as if it were the Fight phase.
2 COMMAND POINTS
TERRIFYING RAMPAGE
Level 3 Zealot Tactic
Use this Tactic at the start of the Morale phase. Pick a Zealot specialist of Level 3 or higher from your kill team that took an enemy model out of action in the preceding Fight phase. Each enemy model within 6" of the Zealot must take a Nerve test. If the test is failed the model is shaken.
2 COMMAND POINTS


Frenzied: You can add 1 to this model’s Attacks and Strength characteristics in a battle round in which they charged.

Exultant: 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.

Flagellant: Roll a D6 each time this model loses a wound. On a 6 the wound is ignored.

Puritan: You can re-roll hit rolls in the Fight phase for this model against enemy models that do not have a Faction keyword in common with it.

Rousing: Add 1 to the Leadership characteristic of models from your kill team within 6" of this model, as long as it is not shaken.

Fanatical: This model automatically passes Nerve tests.

Strength of Spirit: Subtract 1 for Injury rolls made for this model.

Choose any ability from this ability tree that you have not yet chosen for this model.

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ZEALOT LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Ferocity Specialists

Sheer, unchecked fury can be a powerful weapon for any warrior. A mad-eyed berserker charging into battle slathered in the blood of their foes is a fearsome sight to behold, striking terror into the hearts of even veteran soldiers as they bellow their terrible war cries. These ferocious killers live only for the sensation of gore splattering across their skin, and the feel of their weapons biting deep into flesh. Driven by an uncontrollable rage, they shrug off all but the most grievous wounds, striking back at their foes with frenzied blows that cleave heads and crush spines. Even when mortally wounded some berserkers are capable of entering a murderous frenzy, butchering their foes in one last surge of violence before death takes them.


MURDERLUST
Level 1 Ferocity Tactic
Use this Tactic when it is your turn to move in the Movement phase. A Ferocity specialist from your kill team that is not shaken can make a charge attempt against an enemy model within 15" of them, and you can add D3 to their charge roll.
1 COMMAND POINT
BELLOW OF WRATH
Level 2 Ferocity Tactic
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.
2 COMMAND POINTS
FURY UNLEASHED
Level 3 Ferocity Tactic
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 this phase.
2 COMMAND POINTS


Counter-attack: This model can always be chosen to fight in the Hammer of Wrath section of the Fight phase, even if they did not charge in that battle round.

Bloodlust: You can re-roll failed charge rolls you make for this model.

Ignore Pain: This model’s attacks do not suffer any penalties to their hit rolls from flesh wound(s) in the Fight phase.

Fearsome War Cry: Subtract 1 from hit rolls for attacks that target this model in the Fight phase during a battle round in which it charged.

Berserker: Subtract 1 from wound rolls for attacks that target this model in the Fight phase.

Death Frenzy: If this model is taken out of action in the Fight phase, you can immediately fight with them before removing the model from the battlefield, even if they have already been chosen to fight in that phase.

Indignant Rampage: Add D3 to this model’s Attacks characteristic for the duration of the Fight phase if it has less than half of its wounds remaining.

Choose any ability from this ability tree that you have not yet chosen for this model.

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FEROCITY LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Fortitude Specialists

Some commanders are legendary not only for their combat skill, but for their ability to dismiss pain and fight resolutely on through the most horrendous injuries. These iron-tough, utterly unyielding warriors refuse to give in even when all seems lost. Impossible odds are nothing to these heroes. They deny the enemy’s every attack with sheer stubbornness and strength of will, spitting defiance in the face of their foes. Such utter contempt for danger inspires those the commander fights alongside, lending them a portion of their leader’s implacable resolve.




PAIN IS FOR THE WEAK!
Level 1 Fortitude Tactic
Use this Tactic when an opponent makes an Injury roll for 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 that Injury roll.
1 COMMAND POINT
IT’S JUST A SCRATCH
Level 2 Fortitude Tactic
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.
1 COMMAND POINT
REFUSAL TO FALL
Level 3 Fortitude Tactic
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.
2 COMMAND POINTS


Hardy Constitution: Roll a D6 each time this model loses a wound. On a 6+ that wound is not lost. If a model already has an ability with a similar effect (such as Disgustingly Resilient), you can choose which effect applies, and re-roll 1s when making these rolls.

Indomitable: Once per battle round, you can make your opponent re-roll an Injury roll for this model.

Hard to Kill: Halve the Damage characteristic of each weapon used to attack this model (rounding up) for the duration of the attack.

Feel No Pain: Opponent(s) must subtract 1 from Injury rolls made for this model.

Unyielding Will: This model can attempt to deny one psychic power in each Psychic phase. If it can already do so, it can make one additional attempt to deny a psychic power in each Psychic phase.

True Grit: Add 1 to this model’s Toughness characteristic.

Iron Constitution: Add 1 to this model’s Wounds characteristic.

Choose any ability from this ability tree that you have not yet chosen for this model.

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   FORTITUDE LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Leadership Specialists

It is a rare and invaluable gift to inspire true loyalty in those under your command. Those leaders who develop an unbreakable bond with their charges can motivate them to accomplish truly heroic deeds. With their force of personality and charismatic drive they can forge a ragtag squad of specialists into a band of heroes whose actions can change the course of a battle. Words are as much a weapon for these commanders as blades or bolters. With an exhortation of zealous fury or a passionate speech amidst the carnage of battle, they fill the hearts of their warriors with resolve, driving them to stand defiant in the face of impossible odds, fulfilling their mission even when horrendously outgunned.



SECOND IN COMMAND
Level 1 Leadership Tactic
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.
1 COMMAND POINT
BRING THEM DOWN!
Level 2 Leadership Tactic
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 models’ attacks made in this phase that target the model you picked.
1 COMMAND POINT
INSPIRATIONAL ORATORY
Level 3 Leadership Tactic
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 tests made in this phase.
2 COMMAND POINTS


Symbol of Courage: As long as this model is on the battlefield and not shaken, subtract 1 from Nerve tests for friendly models.

Aura of Command: Increase the range of all Aura Tactics used by this model by 3".

Inspiring: Friendly models within 3" of this model – as long as it is not shaken – automatically pass Nerve tests.

Master of War: Each time this model uses an Aura Tactic, roll a D6. On a 3+ you regain 1 Command Point.

Heroic: As long as this model is on the battlefield and not shaken, you gain one additional Command Point at the start of each battle round. This Command Point can only be used for Commander Tactics.

Grim Determination: 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: 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.

Choose any ability from this ability tree that you have not yet chosen for this model.

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   LEADERSHIP LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Logistics Specialists

It is a universal truth that the more prepared warrior has the advantage – the ability to produce the right equipment for any strategic situation can turn the tide of a battle in a moment. Logistics specialists know this well, and ensure that their warriors enter battle equipped for any possible eventuality, whether that means they carry armour-piercing slugs for bringing down towering foes or rangefinder scopes for precision, long-range kills. Of course, one cannot always rely on having a steady supply of munitions at hand, and so many logistical experts master the art of scavenging and improvisation.



GRAV-CHUTE
Level 1 Logistics Tactic
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.
1 COMMAND POINT
ARMOUR-PIERCING AMMUNITION
Level 2 Logistics Tactic
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).
1 COMMAND POINT
REFRACTOR FIELD
Level 3 Logistics Tactic
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.
1 COMMAND POINT


Extra Armour: Ignore AP characteristics of -1 for attacks that target this model.

Quartermaster: If this model is in your kill team and not out of action after all Casualty rolls have been made after a mission in which you lose any Materiel, roll a D6 for each point you lose. On a 2+, that point of Materiel is not lost.

Armed to the Teeth: 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.

Scavenger: 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 a 7+, you gain 1 Materiel.

Master of Sabotage: 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.

Master Artisan: Pick one of this model’s weapons. Add 1 to that weapon’s Damage characteristic.

Rangefinder Scope: Pick one of this model’s Assault, Rapid Fire, Heavy or Pistol weapons. Increase the Range characteristic of that weapon by 6", and re-roll hit rolls of 1 when this model makes a shooting attack with that weapon.

Choose any ability from this ability tree that you have not yet chosen for this model.

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   LOGISTICS LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Melee Specialists

True mastery of the blade takes a lifetime, but for those commanders who devote themselves to the arts martial the rewards are great indeed. Peerless duellists, these champions wield their weapons as if they were extensions of their own flesh. To even land a blow upon them seems all but impossible. They fight with almost preternatural grace, carving their foes apart with precise ripostes and counter-strikes, their bladework so swift it is little more than a blur. Though these champions favour precision over blunt savagery, they are not above using less subtle tactics in order to achieve victory. A swift haymaker or pommel strike can leave an enemy dazed and reeling, perfect prey for a killing strike.

STUNNING BLOW
Level 1 Melee Tactic
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 that model’s hit rolls for the rest of the battle round.
1 COMMAND POINT
HAYMAKER
Level 2 Melee Tactic
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.
1 COMMAND POINT
FIGHT DIRTY
Level 3 Melee Tactic
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.
2 COMMAND POINTS


Expert Fighter: Add 1 to this model’s Attacks characteristic.

Warrior Born: Re-roll hit and wound rolls of 1 for this model in the Fight phase.

Swift Parry: Opponents must re-roll hit rolls of 6 for attacks that target this model in the Fight phase.

Swift Parry: Opponents must re-roll hit rolls of 6 for attacks that target this model in the Fight phase.

Precision Strike: 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.

Impenetrable Defence: 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 phase.

Lightning Reflexes: Roll a D6 each time this model loses 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.

Choose any ability from this ability tree that you have not yet chosen for this model.

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MELEE LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Psyker Specialists

Psyker commanders wield the devastating power of the warp, channelling psychic energies in order to bolster their allies and obliterate their foes. These imposing figures dominate the battlefield, summoning aetheric storms that melt armour and sear flesh even as they weave complex protective wards to deflect incoming fire. In order to fend off the corrupting influence of the immaterium these figures have developed formidable mental focus, and are capable of manifesting multiple psychic powers at once. To meet such a fearsome opponent upon the battlefield is to risk not just death, but complete annihilation of the soul.


MENTAL FOCUS
Level 1 Psyker Tactic
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.
1-2 COMMAND POINTS
LOREMASTER
Level 2 Psyker Tactic
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 than Psybolt) for a new power generated from the Psychic Powers list.
2 COMMAND POINTS
PSYCHIC BARRAGE
Level 3 Psyker Tactic
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.
2 COMMAND POINTS


Student of the Arcane: Add 1 to this model’s Psychic tests.

Psychic Onslaught: Add 1 to this model’s Psychic tests for each psychic power they manifested earlier in the battle round.

Warp Drain: Add 1 to this model’s Deny the Witch tests.

Psionic Potency: If you manifest the Psybolt psychic power with this model, the range of the power is 24" instead of 18".

Omniscience: 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.

Protective Wards: 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 choose which effect applies, and re-roll 1s when making these rolls.

Witchbane: This model can make one additional Deny the Witch attempt in each battle round.

Choose any ability from this ability tree that you have not yet chosen for this model.

OR
OR
OR

PSYKER LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Shooting Specialists

The greatest sharpshooters and gunslingers in the galaxy can end a war with a single perfect shot. To these expert marksmen, the impossible is ordinary. Whether they opt to wield heavy rifles or pistols, they mow down their foes with uncanny accuracy. To the enemy it seems as if they are under fire from many opponents at once, so overwhelming is the intensity of the assault. Heavily armoured foes are slain by pinpoint shots that breach minuscule weaknesses in their defences. Even those who hunker down behind seemingly impenetrable cover are not safe – the sharpshooter’s bolts or las-blasts find them still, bursting heads and burning vital organs to ash. Some of these ranged-combat specialists have dedicated time to mastering the use of grenades, hurling these weapons seemingly impossible distances with the same unerring accuracy displayed in their shooting.


ITCHY TRIGGER FINGER
Level 1 Shooting Tactic
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.
1 COMMAND POINT
LUCKY HIT
Level 2 Shooting Tactic
Use this Tactic when a Shooting specialist of Level 2 or higher from your 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.
1 COMMAND POINT
IMPOSSIBLE SHOT
Level 3 Shooting Tactic
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.
1 COMMAND POINT


Shootist: Re-roll hit rolls of 1 for this model when it makes a shooting attack.

Trick-shooter: This model does not suffer penalties to their hit rolls due to their target being obscured.

Pistoleer: 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.

Targeting Weak Spots: Add 1 to wound rolls for this model’s attacks when it makes a shooting attack.

Precision Strike: 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.

Hip Shooter: 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: 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.

Choose any ability from this ability tree that you have not yet chosen for this model.

OR
OR
OR

   SHOOTING LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Stealth Specialists

For some commanders, the best method for winning a war is not to meet the enemy head-on, but to strike from the shadows, crippling the foe before they even realise they are under attack. To these stealth specialists, concepts of honour and fair play are entirely irrelevant – only the success of the mission matters. They are the finest hunters in the galaxy, capable of stalking through densely populated war zones without alerting their prey before striking with a single, devastatingly precise assault. Should the enemy manage to return fire, they will find their assailants all but impossible to pin down, darting from cover to cover with lightning speed to outmanoeuvre their foes and deliver another unexpected strike.




HIDDEN DEPLOYMENT
Level 1 Stealth Tactic
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.
1 COMMAND POINT
DIVE FOR COVER
Level 2 Stealth Tactic
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.
1 COMMAND POINT
BACKSTAB
Level 3 Stealth Tactic
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.
2 COMMAND POINTS


Steady Aim: This model always counts as Readied in the Shooting phase provided that it 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: If this model is completely visible but within 1" of any terrain, it is considered to be obscured.

Climber: 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").

One with the Shadows: 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: 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+ that 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.

Prowler: 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: This model is never affected by difficult terrain, dangerous terrain, or terrain pieces that were booby-trapped in the Scouting phase.

Choose any ability from this ability tree that you have not yet chosen for this model.

OR
OR
OR

STEALTH LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Strategist Specialists

At their best, a mastermind of battle strategy is a force multiplier, their perfectly timed commands enabling a few troops to have the impact of many times their number. To be able to think clearly and stay focused on tactical goals in the maelstrom of combat is a skill worth much more than mere brawn. The best strategic leaders can not only maximise their followers’ strengths, but capitalise on their foes’ weaknesses. They know when and how to drive their warriors onwards, and also when to employ a cunning ruse, such as a feigned retreat or a tactical counter that foils their enemy’s most carefully laid plans.


DECOYS
Level 1 Strategist Tactic
Use this Tactic at the start of the first battle round, before the Initiative phase. Roll a D3; you can remove up to that number of models from your kill team from the battlefield and set them up again, following any restrictions described in the mission (e.g. that they must be set up in your deployment zone). You can only use this Tactic once per battle.
2 COMMAND POINTS
INSPIRED TACTICS
Level 2 Strategist Tactic
Use this Tactic after you have used a Tactic from the Command Points and Tactics section of the Kill Team Core Manual. You can use that Tactic again this phase.
1 COMMAND POINT
COUNTER-TACTICS
Level 3 Strategist Tactic
Use this Tactic after your opponent has spent Command Points to use a Tactic. Your opponent must spend 1 additional Command Point to use that Tactic. If they choose not to (or they cannot) their Command Points are refunded but the Tactic they attempted to use is not resolved and cannot be attempted again this phase.
2 COMMAND POINTS


Resourceful: As long as this model is on the battlefield and not shaken, you gain an additional Command Point at the beginning of the battle round.

Advisor: Whilst this model is within 3" of other friendly specialists and not shaken, those other specialists are treated as being one level higher than they actually are (to a maximum of Level 4) for the purposes of determining what Tactics you can use.

Feigned Retreat: This model can shoot or React even if it Fell Back or Retreated earlier in the battle round.

Counter-strategist: As long as this model is on the battlefield and not shaken, roll a D6 each time an opponent uses a Tactic. On a 5+ you gain 1 Command Point.

Master Tactician: 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).

Famed Commander: If this model is on the battlefield and not shaken, gain an additional Command Point at the beginning of the battle round. This can only be spent on an Aura Tactic for this model in this battle round.

Mission-critical Mastermind: Your kill team cannot be broken whilst this model is on the battlefield.

Choose any ability from this ability tree that you have not yet chosen for this model.

OR
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   STRATEGIST LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Strength Specialists

Those possessed of not just great but superlative strength can single-handedly wreck entire enemy warbands. Such power can be used to deliver piledriver blows or brutish body slams, and with fists alone the mightiest beings can shatter ferrocrete walls. Charging forwards with unstoppable momentum, these living wrecking balls throw themselves into the enemy ranks, not offering even a moment’s respite as they take the fight up close and personal. Against such raw force even the foes’ finest armour can be battered and rent. Combat tactics for these specialists range from barging attacks that hit multiple enemies like an avalanche, to physically picking up and hurling individual foes or pulverising them with bone-crunching impact.







BODY SLAM
Level 1 Strength Tactic
Use this Tactic when a Strength specialist from your kill team ends a charge move within 1" of any enemy models. Roll a D6 for each enemy model within 1" of that Strength specialist; on a 6, that enemy model suffers 1 mortal wound.
1 COMMAND POINT
MIGHTY BLOW
Level 2 Strength Tactic
Use this Tactic when a Strength 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 the attack hits, this specialist inflicts 1 mortal wound on the target – the attack sequence then ends.
1 COMMAND POINT
GRAB AND THROW
Level 3 Strength Tactic
Use this Tactic when a model in an opposing kill team has to take a Falling test whilst within 1" of a Strength specialist of Level 3 or higher from your kill team that is not shaken and does not have to take a Falling test. Instead of taking the Falling test in the normal fashion, the controlling player for each model rolls a D6 and adds their model’s Strength characteristic to the result. If your score equals or beats your opponent’s, the Falling test is failed, otherwise it is passed.
1 COMMAND POINT


Muscular: Add 1 to this model’s Strength characteristic.

Juggernaut: Add 1 to wound rolls for this model in the Fight phase of a battle round in which it ended a charge move within 1" of an enemy model.

Brutal Strikes: Re-roll wound rolls of 1 for this model in the Fight phase.

Bull Charge: Add 1 to this model’s Attacks characteristic in a battle round in which it ended a charge move within 1" of an enemy model.

Sunderer: Improve the AP characteristic of this model’s melee weapons by 1 (e.g. an AP0 weapon becomes AP-1).

Devastating Power: Improve the Damage characteristic of this model’s melee weapons by 1.

Crusher: Add 1 to Injury rolls made as a result of damage inflicted by this model’s attacks in the Fight phase.

Choose any ability from this ability tree that you have not yet chosen for this model.

OR
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OR

   STRENGTH LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4


Legendary Hunter Specialists

When a Commander has the Legendary Hunter specialism, their datasheet will state what level they are (they are always at that level and cannot gain experience). The Commander has the abilities stated at that level and all lower levels (so a Commander who is a Level 3 Legendary Hunter has the Hard Case, Sudden Ambush and Stealthy Hunter abilities). You also have access to the Legendary Hunter Tactics for your Commander’s level and all lower levels. Legendary Hunter specialists cannot have Commander Traits.

NINE LIVES
Level 1 Legendary Hunter Tactic
Use this Tactic when your opponent makes an Injury roll for a Legendary Hunter specialist from your kill team. They must subtract 1 from each of the dice rolled.
1 COMMAND POINT
FIGHTING WITH THE LEGEND
Level 2 Legendary Hunter Tactic
Use this Tactic at the beginning of the Morale phase if there is a Legendary Hunter of Level 2 or higher that is not shaken on the battlefield. That model and friendly models within 2" of them automatically pass any Nerve tests in this phase.
1 COMMAND POINT
LEGENDARY SKILL
Level 3 Legendary Hunter Tactic
Use this Tactic when you choose a Legendary Hunter of Level 3 or higher to attack in the Shooting phase or Fight phase. You can re-roll failed hit and wound rolls for that model until the end of the phase.
2 COMMAND POINTS


Hard Case: Ignore the penalty to this model’s hit rolls from flesh wounds it has suffered.

Sudden Ambush: When you set up this model from Reserve, set them up anywhere on the battlefield that is more than 5" away from any enemy models.

Stealthy Hunter: When an opponent makes a hit roll or Injury roll for a shooting attack that targets this model, and this model is obscured, that hit roll or Injury roll suffers an additional -1 modifier.

Like Fighting a Shadow: Once per battle, at the start of any Movement phase, if there are no enemy models within 6" of this model (other than shaken models) and this model is not shaken, you may remove this model from the battlefield and place them in Reserve.

LEGENDARY HUNTER LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

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.
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.
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.
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.
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.
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.
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.

The PRIMARIS and CAPTAIN keywords are used in following Adeptus Astartes datasheets:

Commander
RITES OF BATTLE
Adeptus Astartes Tactic
Primaris Captain Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a PRIMARIS CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
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.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.

The profiles using COMMANDER and PSYKER keywords can be found in following Factions:

Chaos: Heretic Astartes, Thousand Sons.
Imperium: Adeptus Astartes, Deathwatch, Grey Knights.
Aeldari: Asuryani, Harlequins.
Xenos: Genestealer Cults, Tyranids.

The COMMANDER and PSYKER keywords are used in following datasheets:

Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
RAPID FIRE

Rapid Fire weapons are capable of single aimed shots at long range and controlled bursts at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
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.
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.
Aura Tactics
Kill Team: Commanders includes a new type of Tactic, called Aura Tactics. Aura Tactics are ‘passive’ abilities (i.e. they have a constant effect once they are used), that affect certain models within a given distance for a specific duration of time – most commonly until the end of the phase in which the Aura Tactic was used, or the end of the battle round.

Unless the Aura Tactic in question says otherwise, the model that used the Aura Tactic is always within range of its effects. For example, an Adeptus Astartes or Deathwatch Primaris Captain can use the Rites of Battle Aura Tactic, which affects all friendly models within 6" of him. As the Primaris Captain is a friendly model, he benefits from the Aura Tactic as well, effectively leading by example.
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.
Perils of the Warp
If you roll a double 1 or a double 6 when taking a Psychic test, the psyker immediately suffers Perils of the Warp. The psyker suffers D3 mortal wounds. If the psyker is taken out of action by Perils of the Warp, the power they were attempting to manifest automatically fails and each model within 3" immediately suffers D3 mortal wounds.
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.
© Vyacheslav Maltsev 2013-2020