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.

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!

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.

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.

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.

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.

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.

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).
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.

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.

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.

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.
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.
| | |
| IRON WILL Commander Trait This model automatically passes Nerve tests. | |
| | |
| | |
| DESTINED BY FATE Commander Trait Roll a D6 each time this model suffers a mortal wound. On a 6, that wound is not lost. | |
| | |
| | |
| 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. | |
| | |
| | |
| STOIC HERO Commander Trait Ignore the penalty to this model’s hit rolls from flesh wounds it has suffered. | |
| | |
| | |
| TACTICAL PLANNER Commander Trait At the start of the first battle round you gain D3 Command Points. | |
| | |
| | |
| 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.
D6 | PSYCHIC 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). |
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.
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.
OR
OR
OR
SNIPER LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

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

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

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

MarksmanAssassin
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).

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

MarksmanSharpshooter
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.

MarksmanSharpshooter
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.
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.

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.
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:
Specialist | Cost | 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.
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.

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.

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.

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.
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.
OR
OR
OR
LEADER LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

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.

Resourceful
This model automatically passes Nerve tests.

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

ResourcefulBold
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.

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

ResourcefulInspiring
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.

ResourcefulInspiring
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.
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.

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.

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.

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.
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.
OR
OR
OR
COMBAT LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

Add 1 to this model’s Attacks characteristic.

Expert Fighter
Add 1 to
hit rolls for this model in the
Fight phase.

Expert FighterWarrior Adept
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.

Expert FighterWarrior Adept
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.

Expert Fighter
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.

Expert FighterDeadly Counter
You can re-roll any failed
wound rolls you make for this model in the
Fight phase.

Expert FighterDeadly Counter
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.
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.

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.

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.

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.
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

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.

Scanner
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.

ScannerExpert
Subtract 1 from the Leadership characteristic of enemy models while this model is on the battlefield, as long as it is not shaken.

ScannerExpert
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.

Scanner
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.

ScannerStatic Screech
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.

ScannerStatic Screech
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.
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.

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.

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.

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.
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

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

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

BreacherPyromaniac
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.

BreacherPyromaniac
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.

Breacher
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.

BreacherGrenadier
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.

BreacherGrenadier
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.
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.

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.

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.

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.
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 re-roll 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

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.

Relentless
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.

RelentlessSuppressor
You can re-roll the damage for this model’s ranged weapons that have a random Damage characteristic (e.g. D3).

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

Relentless
Ignore AP characteristics of -1 for attacks that target this model.

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

RelentlessExtra Armour
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.
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…

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.

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.

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.
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

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

Reassuring
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.

ReassuringField Medic
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.

ReassuringField Medic
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.

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

ReassuringAnatomist
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.

ReassuringAnatomist
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.
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.

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.

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.

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

You can re-roll Advance rolls for this model.

SwiftForward Scout
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.

SwiftForward Scout
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.

SwiftPathfinder
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.

SwiftPathfinder
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.
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.

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.

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.

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.
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

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

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

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

MarksmanAssassin
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).

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

MarksmanSharpshooter
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.

MarksmanSharpshooter
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.
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.

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.

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.

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.
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

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

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

GrizzledPractised
You can add 1 to saving throws for this model.

GrizzledPractised
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.

Grizzled
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.

GrizzledSeen It All
Enemy models suffer -1 Leadership whilst they are within 6" of this model, as long as it is not shaken.

GrizzledSeen It All
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.
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.

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.

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.

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.
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

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

Frenzied
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.

FrenziedExultant
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.

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

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

FrenziedFlagellant
This model automatically passes Nerve tests.

FrenziedFlagellant
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.
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.

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.

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.

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.
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

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.

Counter-attack
You can re-roll failed charge rolls you make for this model.

Counter-attackBloodlust
Subtract 1 from
hit rolls for attacks that target this model in the
Fight phase during a battle round in which it charged.

Counter-attackBloodlust
Subtract 1 from
wound rolls for attacks that target this model in the
Fight phase.

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

Counter-attackIgnore Pain
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.

Counter-attackIgnore Pain
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.
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.

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.

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.

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.
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

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.

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

Hardy ConstitutionIndomitable
Opponent(s) must subtract 1 from
Injury rolls made for this model.

Hardy ConstitutionIndomitable
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.

Hardy Constitution
Halve the Damage characteristic of each weapon used to attack this model (rounding up) for the duration of the attack.

Hardy ConstitutionHard to Kill
Add 1 to this model’s Toughness characteristic.

Hardy ConstitutionHard to Kill
Add 1 to this model’s Wounds characteristic.

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

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.

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.

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.
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

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

Symbol of Courage
Increase the range of all Aura Tactics used by this model by 3".

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

Symbol of CourageAura of Command
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.

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

Symbol of CourageInspiring
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.

Symbol of CourageInspiring
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.
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.

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.

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).

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.
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

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

Extra Armour
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.

Extra ArmourQuartermaster
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.

Extra ArmourQuartermaster
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.

Extra Armour
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.

Extra ArmourArmed to the Teeth
Pick one of this model’s weapons. Add 1 to that weapon’s Damage characteristic.

Extra ArmourArmed to the Teeth
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.
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.

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.

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.

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.
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.
Duellist: Roll a D6 each time you use the
Duel of Honour Commander Tactic on this model. On a 2+, you gain a
Command Point.
Precision Strike: 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

Add 1 to this model’s Attacks characteristic.

Expert Fighter
Re-roll
hit and
wound rolls of 1 for this model in the
Fight phase.

Expert FighterWarrior Born
Roll a D6 each time you use the
Duel of Honour Commander Tactic on this model. On a 2+, you gain a
Command Point.

Expert FighterWarrior Born
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.

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

Expert FighterSwift Parry
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.

Expert FighterSwift Parry
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.
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.

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.

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.

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.
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.
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PSYKER LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

Add 1 to this model’s Psychic tests.

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

Student of the ArcanePsychic Onslaught
If you manifest the Psybolt psychic power with this model, the range of the power is 24" instead of 18".

Student of the ArcanePsychic Onslaught
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.

Student of the Arcane
Add 1 to this model’s Deny the Witch tests.

Student of the ArcaneWarp Drain
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.

Student of the ArcaneWarp Drain
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.
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.

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.

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.

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.
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.
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SHOOTING LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

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

Shootist
This model does not suffer penalties to their hit rolls due to their target being obscured.

ShootistTrick-shooter
Add 1 to wound rolls for this model’s attacks when it makes a shooting attack.

ShootistTrick-shooter
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.

Shootist
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.

ShootistPistoleer
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.

ShootistPistoleer
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.
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.

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.

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.

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.
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.
Choose any ability from this ability tree that you have not yet chosen for this model.
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STEALTH LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

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.

Steady Aim
If this model is completely visible but within 1" of any
terrain, it is considered to be
obscured.

Steady AimSkulker
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).

Steady AimSkulker
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.

Steady Aim
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").

Steady AimClimber
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.

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

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.

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.

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.
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
OR
OR
STRATEGIST LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

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.

Resourceful
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.

ResourcefulAdvisor
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.

ResourcefulAdvisor
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).

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

ResourcefulFeigned Retreat
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.

ResourcefulFeigned Retreat
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.
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.

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.

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.

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.
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
OR
OR
STRENGTH LEVEL 1
LEVEL 2
LEVEL 3
LEVEL 4

Add 1 to this model’s Strength characteristic.

Muscular
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.

MuscularJuggernaut
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.

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

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

MuscularBrutal Strikes
Improve the Damage characteristic of this model’s melee weapons by 1.

MuscularBrutal Strikes
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.
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.

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.

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.

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.
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

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

Hard Case
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.

Hard CaseSudden Ambush
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.

Hard CaseSudden AmbushStealthy Hunter
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.
Kill Team operatives come from a variety of backgrounds and are recruited for a range of specialised skills, ensuring that, when a mission needs completing, they have the tools to carry out the job.
This section gives you a series of rules that allow you to create new
specialisms, of your own devising, to fit the skills and personalities of your own kill team fighters. Perhaps you’ve always wanted to use a
Sicarian Ruststalker who is a master of stealth and assassination, killing his targets with a transonic blade in the back, before his prey is even aware. The following rules allow you to create such specialisms for your
open play games, allowing you to devise exciting, bespoke missions, and play Kill Team in a completely new way.
Creating a Specialism
Firstly, you will need a
blank specialism sheet.
Name and Archetype
The first thing to do is decide what to call your specialism. This can be as vague or as specific as you want, and will usually be influenced by the model it is intended for. This will also help to shape the decisions you make further down the line. It should be inspired by something in the background of Warhammer 40,000 ideally, but can be as prominent or as niche as you like. Examples include:
- Militarum Tempestus Scions can often be assigned as bodyguards to high-ranking officials. You might, therefore, decide to create a specialism called ‘Tempestus Bodyguard’, and give them abilities appropriate to this role.
- A Harlequin has taken on a role as part of their troop, playing a doomed hero destined to die to save their race. You might, therefore, create a specialism around this theme called ‘Tragic Hero’.
- A Tyranid Warrior has been specifically bio-engineered to slaughter hordes of foes as swiftly as possible, and equipped with an array of rapid-firing weaponry. They might be colloquially known by the survivors of their attacks as the ‘gun-beast’.
Once you have chosen your name, mark that in the ‘Specialism’ box at the top of your custom specialism sheet.
Abilities
The next thing to do is select an ability for each tier of your specialism. The specialisms found in other Kill Team publications usually feature a branching tree, which allows you to personalise that specialism to your tastes a little, and to suit the model that is gaining these abilities. In this case, we are creating a bespoke specialism, and so only need to select one ability for each level to help characterise your specialism. You should select one ability from the list of
level 1 abilities, one ability from the list of
level 2 abilities, and one ability from the list of
level 3 abilities. Each of these should be noted in the appropriate box on your custom specialism sheet. Finally, select one other ability from either the level 1, level 2 or level 3 abilities, and note this in the box marked for your ability from either the level 1, level 2 or level 3 abilities, and note this in the box marked for your specialism’s level 4 ability.
Tactics
Once you have selected your abilities, you should then select one tactic for your specialism from the list of
level 1 tactics, one tactic from the list of
level 2 tactics, and one tactic from the list of
level 3 tactics. Once you have selected each of these, write them into the appropriate tactics boxes on your specialism sheet, along with their
Command Point costs.
Designer’s Note: Several of these tactics or abilities will have ‘[Specialist]’ in their ability. Where this is the case, replace that with the name of your specialism. For example, if you were to create an Assassin specialism and had chosen the Deadly Charge Level 3 Tactic, its ability would read:
‘Use this Tactic when an Assassin 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.’
Level 1 Tactics

Level 1 Leader Tactic
Use this Tactic when you pick a [Specialist] 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.

Level 1 Combat Tactic
Use this Tactic in the
Fight phase, after attacking with a model from your kill team. Pick a [Specialist] from your kill team that has not yet attacked this phase: you can immediately fight with them.

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 [Specialist] was within 2" of them.

Level 1 Demolitions Tactic
Use this Tactic when you pick a [Specialist] from your kill team to shoot in the
Shooting phase. You can add 1 to
wound rolls for that model’s ranged weapons in this phase.

Level 1 Heavy Tactic
Use this Tactic when you pick a [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.

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 [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.

Level 1 Scout Tactic
Use this Tactic when you pick a [Specialist] from your kill team to move in the
Movement phase. You can either increase the model’s Move characteristic by 2" this phase, or you can re-roll the dice when this model
Advances in this phase.

Level 1 Sniper Tactic
Use this Tactic when you choose a [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.

Level 1 Veteran Tactic
Use this Tactic at the start of the first battle round, but before the
Initiative phase. Pick a [Specialist] from your kill team. They can make a
normal move or
Advance. You can only use this Tactic once per battle.

Level 1 Zealot Tactic
Use this Tactic when you pick a [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.
Level 2 Tactics

Level 2 Leader Tactic
Use this Tactic when you pick a [Specialist] 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.

Level 2 Combat Tactic
Use this Tactic at the start of the
Fight phase. Pick a [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.

Level 2 Comms Tactic
Use this Tactic when you pick a model from your kill team, that is within 6" of a friendly [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.

Level 2 Demolitions Tactic
Use this Tactic at the start of the
Shooting phase. Pick a [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.

Level 2 Heavy Tactic
Use this Tactic when you pick a [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.

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 [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.

Level 2 Scout Tactic
Use this Tactic at the start of the
Shooting phase. Pick an enemy model within 6" of a [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.

Level 2 Sniper Tactic
Use this Tactic when you pick a [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.

Level 2 Veteran Tactic
Use this Tactic at the start of your turn in the
Shooting phase. Pick a [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.

Level 2 Zealot Tactic
Use this Tactic when a [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.
Level 3 Tactics

Level 3 Leader Tactic
Use this Tactic at the start of the battle round, if a [Specialist] 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.

Level 3 Combat Tactic
Use this Tactic when a [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.

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 [Specialist] of Level 3 or higher.
Ready that model.

Level 3 Demolitions Tactic
Use this Tactic when you pick a [Specialist] of Level 3 or higher from your kill team to shoot in the
Shooting phase. In this Shooting phase, they can only shoot a single weapon, and that weapon can only fire 1 shot (even if it would normally fire more). However, that weapon’s Damage characteristic is increased by 2. You cannot use this Tactic in the same battle round as the
Custom Ammo Tactic.

Level 3 Heavy Tactic
Use this Tactic at the start of your turn in the
Morale phase. Pick a [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.

Level 3 Medic Tactic
Use this Tactic when a [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.

Level 3 Scout Tactic
Use this Tactic at the start of your turn in the
Movement phase. Pick a [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.

Level 3 Sniper Tactic
Use this Tactic when you pick a [Specialist] of Level 3 or higher from your kill team to shoot in the
Shooting phase. In this Shooting phase, 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.

Level 3 Veteran Tactic
Use this Tactic during your opponent’s turn in the
Shooting phase. Pick a [Specialist] of Level 3 or higher from your kill team that has been Injured, before your opponent makes the
Injury roll. Your opponent can only roll a single dice for that Injury roll.

Level 3 Zealot Tactic
Use this Tactic at the start of the
Morale phase. Pick a [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 [Specialist] must take a
Nerve test. If the test is failed, the model is shaken.
Abilities Options (Tier 1)
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.
Expert Fighter: Add 1 to this model’s Attacks characteristic.
Scanner: Once per
Shooting phase, when you pick a model from your kill team to shoot that is within 6" of this model, if this model is not
shaken, you can add 1 to
hit rolls for that model in this phase.
Breacher: You can add 1 to this model’s wound rolls against targets that are obscured.
Frenzied: You can add 1 to this model’s Attacks and Strength characteristics in a battle round in which they charged.
Reassuring: This model is never treated as being shaken when taking Nerve tests for other models in your kill team.
Swift: You can re-roll Advance rolls for this model.
Marksman: You can re-roll hit rolls of 1 for this model, when it makes a shooting attack.
Grizzled: This model ignores penalties to its Leadership characteristic and Nerve tests.
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.
Abilities Options (Tier 2)
Bold: This model automatically passes Nerve tests.
Inspiring: Friendly models within 3" of this model – as long as it is not shaken – automatically pass Nerve tests.
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 that made the attack suffers 1
mortal wound, after all of their attacks have been resolved.
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.
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.
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.
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.
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.
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.
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.
Abilities Options (Tier 3)
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.
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.
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.
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.
Devastator: You can re-roll 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.
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.
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.
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. AP 0 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".
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 [Specialist] 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.
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.