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COUNTLESS BATTLES

In a galaxy at war there are no limits to the kinds of missions your kill teams will undertake, and no end to the dangers they face. Kill Team gives you the freedom to play the games you want, how you want, as described here.


Different Ways to Play

Kill Team is a game that pits groups of diehards against one another, but beyond that core premise there is huge variety in the games you can play and the stories you can tell. The different ways of playing are described here under three headings – open play, narrative play and matched play.

Open Play

Open play is the least restrictive type of gaming because it can be as simple or as complex as you like. All you need to play an open play game are your painted miniatures, their datasheets, the Kill Team core rules, a mission, a set of dice, a tape measure and a flat surface on which to play. Then, just set up your models and begin the battle! A simple mission to get you started is included here (Covert War mission), and there are some additional ideas and Open Play missions. You can add extra dimensions to your open play games by incorporating any of the rules or guidelines that appear in this and other Kill Team products, or invent missions and rules of your own.

Matched Play

Matched play games allow for kill teams to be tested against each other under conditions that give no particular advantage to either side, to see which kill team is strongest and which commander is canniest. Kill teams in matched play games are chosen following a set of rules that mean players can be sure that their forces will have a fair fight. Key to these rules are the points values that are given to each model and piece of wargear in matched play. You can find these values at the end of each Faction section in this book.

Matched play is ideal for competitive play as it provides clear guidelines on the size and strength of the kill teams taking part, as well as ensuring that all battles are as fair as they can be.

Narrative Play

Narrative play games are all about telling stories in the grim darkness of the far future. This can be as simple as devising a reason for two kill teams to battle each other, such as a deep-seated rivalry or a vital objective that must be secured. Creating a setting like this turns Kill Team into more than a competitive game, as each battle is woven into the ongoing story of the war-torn galaxy.

There are endless ways to build a story into your games. Kill teams might be modified to better reflect the plot, specific terrain might play a part in recreating the landscape and ‘house rules’ might be invented to represent the consequences of victory and defeat. There are a number of missions available in this book that represent some of the most common archetypes for these stories (see Narrative Play missions). By linking together the narrative battles you fight, you can turn a story into a saga in which your kill team are the protagonists. The campaign rules in this book help you create such a tale.

No Wrong Way to Play

Each mission in this book tells you what type of play it is designed for. However, there’s nothing stopping you from taking elements from a mission meant for matched play and using it for a narrative play game, or taking one of the narrative play missions and basing an open play game on the core idea of that mission. It’s up to you!

Scouting Phase

This section introduces the Scouting phase – a phase that takes place before the battle and represents the kill teams’ efforts before they engage in direct conflict.

Tactics

Some of the missions that follow in this section include Tactics that one or more players gain access to during that mission. For more information about Tactics and how to use them, see Command Points and Tactics.

Objective Markers

Many missions include objective markers. Each objective marker should be around 1" across. When a mission includes objective markers it will tell you how to set them up, but if you are unable to place an objective marker as described by the mission (e.g. because there is terrain in the way), you can instead place it as close as possible to its correct position. Whenever you measure to or from an objective marker, unless stated otherwise measure to the centre of the marker, and when measuring to another objective marker or the edge of the battlefield, only measure the horizontal distance. A player controls an objective marker if there are more models from their kill team within 2" of it than there are enemy models. Models that are shaken do not count.

Standard Deployment

Some Kill Team missions say that they use the Standard Deployment rules. Where a mission states this, use the following rules when deploying your kill teams.

The players each roll 2D6. The highest scorer has the greatest strategic advantage in this mission, the next highest gets the second greatest advantage and so on. Any players who roll the same result roll their dice again to determine which of them has a greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone.

The players then take it in turn, in the order of least to greatest advantage, to deploy one model from their kill team. Models must be set up wholly in their own deployment zone. Once all players have set up one model, they do so again in the same order, and so on. If a player runs out of models to set up, skip them. Once the players have set up all of their models, deployment ends and the first battle round begins.

Variable Battle Length

Some Kill Team missions last for a variable number of turns (in some cases, they may last for a variable number of turns unless some other condition is met, e.g. there is only one unbroken kill team on the battlefield). Where a mission states that it uses the Variable Battle Length rules, use the following rules to determine when the battle ends. Each mission that uses these rules tells you which player makes the roll.

If the battle does not end otherwise, at the end of battle round 4, roll a D6. The battle continues on a 3+, otherwise the battle ends. If the battle does not end otherwise, at the end of battle round 5, roll a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

Reserves

The rules found here can be used in any games of Kill Team, with the exception of missions that use the Ultra-close Confines rules.

Setting Up In Reserve

During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.

Setting Up From Reserve

A model that is set up in Reserve can be set up on the battlefield at the end of any Movement phase. At the end of the phase, if a player has any models in Reserve, they can decide to set up one or more of them on the battlefield. If more than one player has any models in Reserve, the players take it in turn to set up all of the models they wish to (including using any Reserve Tactics they wish to use, as described below), in the order determined in the Initiative phase.

Players do not have to set up any models from Reserve if they do not wish to, but if any models are still in Reserve at the end of the third battle round, they are considered to be out of action. When a model is set up from Reserve, it must be set up on the battlefield more than 5" from any enemy models and within 1" of the edge of the battlefield. It must also be wholly within your deployment zone, where the mission provides a deployment zone. Note that the restrictions described in Reinforcements in the Kill Team Core Manual apply to models set up in this way.

Reserve Tactics

Some Tactics alter how models arrive from Reserve. When players use these Tactics as part of their models arriving from Reserve, they do so in the sequence described above and by following the instructions on the Tactic. Note that the restrictions described in Reinforcements in the Kill Team Core Manual apply to models set up in this way, unless stated otherwise.

The following Tactic can be used by any player with at least one model in Reserve.

OUTFLANK
Tactic
Use this Tactic at the end of the Movement phase. Choose a model from your kill team that was set up in Reserve and set them up within 1" of the edge of the battlefield and more than 5" away from any enemy models.
1 COMMAND POINT

SCOUTING PHASE

Operatives creep into position, eliminating sentries, disarming or laying traps and relaying information about the distribution of enemy forces. Their success or otherwise will determine who has the upper hand should it come to a contest of arms.

Once you have chosen a mission and your kill teams, and set up the battlefield, but before you set up your kill teams, you play the Scouting phase. This phase is used to determine the success of each kill team’s planning, preparing and manoeuvring before the battle, and may have an impact on how the kill teams are set up, how the terrain affects the battle, and so on.

In the Scouting phase, each player secretly chooses one of the following strategies by hiding a D6 behind their hand with the relevant number showing on the top face of the dice.

1. Scout Out Enemy Forces
2. Plant Traps
3. Disarm Traps
4. Scout Out Terrain
5. Take Forward Positions
6. Eliminate Sentries

Once all players have done so, they reveal their choices simultaneously, with the effects described below.

Once they have done this, the Scouting phase is over and the players continue with deployment.

1. Scout Out Enemy Forces

If you choose this strategy, you can set aside up to 20 per cent of the models in your kill team (rounding up) during deployment. For example, if you have 5 models in your kill team, you can set aside 1 model, if you have 3 models in your kill team, you can set aside 1 model, and if you have 20 models in your kill team, you can set aside 4 models. Once all kill teams have been set up, you can then set these models up, following the rules for deployment in the mission you are playing. If more than one player chooses this, you must roll off. Whichever player wins gains the benefit of this strategy. The other player(s) gain no benefit.

2. Plant Traps

If you choose this strategy you can booby-trap up to D3 pieces of terrain, other than impassable terrain, that are no bigger than 8" in height, length or width. Before any models are set up, you must choose which pieces of terrain your kill team has booby-trapped, and note those down clearly on a piece of paper. If an enemy model moves within 1" of one of these terrain pieces, or begins their move within 1" of one (unless they remain stationary), they trigger the booby trap: reveal to your opponent(s) that the terrain is booby-trapped, and roll a D6 for the enemy model. On a 1, they suffer 1 mortal wound. Models that can FLY do not trigger the booby trap unless they begin or end their move within 1" of a booby-trapped terrain piece (and do not remain stationary). After the model’s move is complete, enemy models treat that piece of terrain, and all open ground within 1" of it, as dangerous terrain. It is no longer booby-trapped.

3. Disarm Traps

If you choose this strategy, choose an enemy player who chose the Plant Traps strategy. That player’s strategy has no effect. If there is no such player, your strategy has no effect.

4. Scout Out Terrain

If you choose this strategy, choose up to D3 pieces of difficult or dangerous terrain (each piece of terrain can be no bigger than 8" in height, length or width). Your models can move through this terrain without penalty in this mission. In addition, if a friendly model suffers a mortal wound from this terrain, roll a D6. On a 5+, that mortal wound is ignored.

5. Take Forward Positions

If you choose this strategy, once all kill teams have been set up but before the first battle round begins, up to 20 per cent of the models in your kill team (rounding up) can make a normal move as if it were your turn in the Movement phase. If more than one player chooses this strategy, those players must roll off. Whichever player wins gains the benefit of this strategy. The other player(s) gain no benefit.

6. Eliminate Sentries

If you choose this strategy, once all kill teams have been set up but before the first battle round begins, up to 20% of the models in your kill team (rounding up) can make a shooting attack as if it were your turn in the Shooting phase. When they do so, they must target a model that has made a normal move as a result of the Take Forward Positions strategy. If more than one player chooses this strategy, those players must roll 2D6 to establish an Initiative order as if it were the Initiative phase, and then take it in turn to resolve any attacks as if it were the Shooting phase, in the order just established. If no player chose the Take Forward Positions strategy, this strategy has no effect.

BEHIND ENEMY LINES

Kill team operations take place under any number of unusual circumstances. On these pages you will find three examples of open play missions for playing games of Kill Team. You will also find a few ideas below to spark your imagination for other exciting open play games of Kill Team.

  • Surrounded by a numerically superior foe, an elite force must break out or drive off the enemy.
  • A ragtag band of survivors from various units come together in no man’s land to try to get back to their own lines.
  • A routine patrol is ambushed in dense terrain when returning with essential intelligence. They must escape to bring this information to their commander.
  • A small band of planetary defenders must hold a vital communications array until reinforcements can arrive from orbit.
  • Command wants to use a fleet of bombers to annihilate the enemy headquarters, but there is only one viable route to the target, covered by anti-air defences. These guns must be destroyed.
  • A sorcerer is conducting a fell ritual. An army will not be able to get past his forces, but if a small team can defeat his elite guards they can stop the sorcerer before he completes his work.
  • A spy has been wounded while trying to escape your camp and must be hunted down before he can get back to his comrades.
  • A key artefact was buried in a ruined city when it fell. Your team must retrieve this artefact before the enemy can find it.
  • A traitor has gone over to the enemy! Find and eliminate him before he can give up his secrets.
  • The enemy has seeded this area with explosives. You must disarm them all before the rest of the army can move through.

COMMANDERS’ MISSIONS

Below you will find three examples of open play missions for games of Kill Team with Commanders, along with ideas to spark your imagination for other open play games. In addition on this page you will find six narrative play missions, also you will find six matched play missions.

  • A commander herds a disposable band of misfits on a suicidal mission behind enemy lines.
  • A leader has shown great potential, and is being assessed in the field by their commanding officer.
  • A newly promoted commander is given a baptism of fire to prove their worth.
  • Though not a commander as such, a solitary warrior of rare and incredible skill sets off into the darkness to take the fight to the enemy alone.
  • High command is convinced that a traitor lurks within their ranks. Those most suspected are sent into battle under the watchful gaze of a commander tasked with rooting out the informant.
  • A commander has sworn to avenge the death of their comrade at the hands of an enemy officer.
  • Surrounded after a terrible defeat, a general and the last few survivors of their army prepare to make their final stand.
  • An audacious junior officer is eager for promotion, and volunteers to lead a small band of hard-bitten veterans on a dangerous raid into no man’s land.
  • A senior officer lies wounded in the field, defended only by their loyal aide-de-camp and bodyguard. They must hold out long enough for an emergency extraction.
  • The last survivors of a crashed aerial transport must evade their hunters and make their way through enemy lines back to safety.
  • A legendary sniper has been plying their deadly trade in this area. Hunt them down or die in the attempt.

ELITES’ MISSIONS

Below you will find three examples of open play missions for games of Kill Team that include elite warriors, along with ideas to spark your imagination for other open play games. Also you can find four narrative play missions, and four matched play missions.

  • A group of diehards is sent deep behind enemy lines to intercept and eliminate an enemy commander.
  • A kill team has failed to report in. The army’s elite are sent to ascertain their fate.
  • High command wants to put some newly requisitioned assets through their paces, and sends them on a dangerous mission.
  • Seeking revenge for a teammate, an elite team defy orders and set out to hunt down an assassin.
  • A lone operative is trapped behind enemy lines, which is unfortunate for the enemy – this terrifying warrior is more than a match for whole platoons.
  • The army’s most potent warriors are teleported into the heart of the enemy’s command.
  • A commander and their accompanying bodyguard are the only survivors of an ambush, and must fight through hostile territory to rejoin their army.
  • A small band of warriors has been tasked with the defence of vital assets, but they are isolated and vastly outnumbered by the approaching enemy.
  • A handful of elite killers has been wreaking havoc far from the front. A team of hunters is assembled to track them down and bring an end to their rampage.
  • A chance meeting in no man’s land between two scouts quickly escalates as all of the assets available on both sides are funnelled into the conflict.
  • A macabre contest between elite forces leads to a mismatched team venturing into enemy territory, with each warrior determined to claim the most kills.

OPEN PLAY MISSIONS


Open play mission

Aerial Strike

Sometimes the only way to get troops into a critical fortified position is from above, dropping from the sky on grav-chutes or by other means to sabotage vital enemy equipment.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a kill team.

THE BATTLEFIELD
Create the battlefield and set up terrain. The defender then places 3 objective markers anywhere on the battlefield. Each objective marker must be at least 6" from other objective markers.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The defender sets up their models, anywhere on the battlefield. Divide the battlefield into four even quarters and number them 1-4. The attacker then rolls a D6 for each of their models. On a 1-4, that model is set up in the quarter corresponding to the number rolled. On a 5-6, the attacker may pick which quarter the model is set up in. The attacker’s models must be set up more than 4" from any of the defender’s models.

BATTLE LENGTH
The battle automatically ends at the end of battle round 5.

VICTORY CONDITIONS
If any of the attacker’s models are within 1" of an objective marker at the end of a battle round, they may attempt to destroy it. Roll a D6 for each of those models. On a 5+, that objective is destroyed: remove it from the battlefield. At the end of the battle, each objective marker is worth 2 victory points to the attacker if it has been destroyed or 2 victory points to the defender if it is still on the battlefield. Each player also scores 1 victory point for each enemy specialist that is out of action at the end of the battle. The player with the most victory points is the winner. If the players have the same number of victory points, the defender wins.

Open play mission

Search and Rescue

When a key operative is lost behind enemy lines, the rest of their unit must retrace their steps and locate their missing comrade before the enemy does.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the rescuer and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a kill team.

THE BATTLEFIELD
Create the battlefield and set up terrain. The defender places 5 objective markers anywhere on the battlefield. Each objective marker must be at least 4" from other objective markers and the edge of the battlefield. They then divide the battlefield into even halves.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The rescuer picks a battlefield half to be their deployment zone and sets up a model anywhere in that deployment zone, more than 8" from the enemy deployment zone. Players then alternate setting up models in this way. If one player finishes deploying first, the other player may continue to set up models until all members of both kill teams are set up.

BATTLE LENGTH
The battle ends at the end of battle round 5.

VICTORY CONDITIONS
At the end of the Movement phase, roll a D6 in turn for each objective marker within 1" of any of your models and more than 1" from any enemy models (if both players can do so, take it in turn following the order determined in the Initiative phase). On a 6, immediately remove all the other markers from the battlefield, including any yet to be rolled for. From this point onwards, do not make any further rolls for objectives. At the end of the battle, whichever player has the most models within 2" of the remaining objective marker is the winner. If neither player has more models within 2" of the objective marker than their opponent, or if all of the objective markers are still on the battlefield, the rescuer wins.

Open play mission

Lines of Battle

Sometimes it is up to a single unit to try to hold a flank and stop the enemy from breaking through to their defenceless support and supply trains. If they fail, the war is almost certainly lost!

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a kill team.

THE BATTLEFIELD
Create the battlefield and set up terrain. The defender then picks one battlefield edge to be the line they must hold.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The defender sets up their kill team anywhere within 6" of the battlefield edge they must hold. The attacker then sets up their kill team anywhere within 6" of the opposite battlefield edge.

BATTLE LENGTH
At the end of battle round 4, the attacker rolls a D6. The battle continues on a 3+, otherwise the battle ends. At the end of battle round 5, the attacker again rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
The attacker can move their models off the defender’s battlefield edge, if that model’s move is sufficient to take it wholly over the edge of the battlefield. A model that does so has broken through – it is not out of action, but takes no further part in the mission. At the end of the battle, the attacker scores 1 victory point for each model that has broken through, while the defender scores 1 victory point for each of the attacker’s models that has not broken through. The player with the most victory points is the winner. If the players have the same number of victory points, the defender wins.

Open play mission

None Shall Pass

A commander leads an elite band of specialist warriors to guard a route into the heart of a city against the vanguard of an impossibly large enemy host.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a kill team. The defender can include one Commander, and all of their other models can be specialists if you wish. We recommend that the attacker’s only specialist be a Leader, but their kill team should heavily outnumber the defender’s kill team.

THE BATTLEFIELD
Create the battlefield and set up terrain. The defender then picks one battlefield edge to be the line they must hold.
SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The defender sets up their kill team anywhere wholly within 6" of the battlefield edge they must hold. The attacker then sets up their kill team anywhere wholly within 6" of the opposite battlefield edge.

BATTLE LENGTH
The battle ends at the end of battle round 5.

VICTORY CONDITIONS
The attacker can move any of their models off the defender’s battlefield edge if that model’s move is sufficient to take them wholly over the edge of the battlefield. A model that does so has broken through – it is not considered to be out of action, but takes no further part in the mission. At the end of the battle, the attacker scores 1 victory point for each model that has broken through, while the defender scores 1 victory point for each of the attacker’s models that was taken out of action. The player with the most victory points is the winner. If the players have the same number of victory points, the defender wins.

Open play mission

Heroic Stand

Surrounded on all sides by the enemy, a valiant commander chooses to stand their ground to buy time for their kill team to escape.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a kill team. The defender can include one Commander, whilst we recommend that the attacker does not.

THE BATTLEFIELD
Create the battlefield and set up terrain.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The defender first sets up their entire kill team anywhere wholly within 5" of the centre of the battlefield. The attacker then sets up their entire kill team anywhere on the battlefield that is more than 8" from the defender’s models.

BATTLE LENGTH
The battle ends at the end of battle round 5.

VICTORY CONDITIONS
The defender can move any of their models, other than their Commander, off any battlefield edge if that model’s move is sufficient to take them wholly over the edge of the battlefield. A model that leaves the battlefield this way is not considered to be out of action, but takes no further part in the mission.

If the defender manages to move at least half of the models in their kill team (excluding their Commander) off the battlefield before their Commander is taken out of action, the defender wins. Otherwise the attacker wins.

Open play mission

Face-off

In the middle of a raging battle, two commanders find themselves alone in the eye of the storm. With weapons loaded and blades drawn, they are both ready to face their moment of destiny.

THE KILL TEAMS
This is a mission for two players. Each player chooses a kill team consisting of one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. The players roll off, with the winner picking one table edge to be their starting position.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The player that won the earlier roll-off sets up their Commander anywhere wholly within 3" of the battlefield edge they chose. Their opponent then sets up their Commander anywhere wholly within 3" of the opposite battlefield edge.

BATTLE LENGTH
The battle lasts until one player’s Commander is taken out of action.

VICTORY CONDITIONS
The player that took their opponent’s Commander out of action wins.

Open play mission

Deep Strike

A key defensive emplacement must be taken before the army can advance. High command authorises a dangerous strike directly onto the target, the better to overwhelm the defenders.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a kill team.

THE BATTLEFIELD
Create the battlefield and set up terrain.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The defender sets up their kill team anywhere wholly within 6" of the centre of the battlefield. The attacker must set up all of their models in Reserve.

PRIORITY TARGET
When an attacker’s model is set up from Reserve, it can be set up within 1" of the edge of the battlefield and more than 5" away from any enemy models. In addition, if the attacker’s kill team is Battle-forged they gain an additional 1CP at the start of each battle round.

BATTLE LENGTH
The battle ends at the end of battle round 5.

VICTORY CONDITIONS
If, at the end of the battle, the defender’s models are all shaken or out of action, the attacker wins. Otherwise, the defender wins.

Open play mission

Against the Odds

Cornered and vastly outnumbered, a small team of diehards prepares to overcome insurmountable odds or perish in the attempt.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a kill team. The defender’s kill team cannot include more than 5 models, and the attacker’s kill team cannot include fewer than 10 models.

THE BATTLEFIELD
Create the battlefield and set up terrain.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
The defender first sets up their entire kill team anywhere wholly within 5" of one of the short edges of the battlefield. The attacker then sets up their entire kill team anywhere wholly within 5" of the opposite edge of the battlefield.

BATTLE LENGTH
The battle ends at the end of battle round 5.

LAST STAND
Subtract 2 (rather than 1) from Nerve tests taken for the defender’s models for each other model (do not count shaken models) from their kill team that is within 2".

VICTORY CONDITIONS
If, at the end of the battle, the defender’s models are all shaken or out of action, the attacker wins. Otherwise, the defender wins.

Open play mission

All or Nothing

As their fortunes in the ongoing war begin to wane, one side decides on an all-or-nothing gambit – a strike by their mightiest warriors to eliminate a key enemy strategist, in an attempt to change destiny.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a kill team that may include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. The defender picks one half of the battlefield to be their deployment zone. The other half of the battlefield is the attacker’s deployment zone.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The players alternate setting up models, starting with the defender. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill team. A player’s models must be set up wholly within their deployment zone.

BATTLE LENGTH
The battle ends at the end of battle round 5.

VICTORY CONDITIONS
At the end of the battle, each player scores 3 victory points if the enemy Leader is out of action, 5 victory points if an enemy Commander is out of action, and 1 victory point for each other enemy model that is out of action. The player with the most victory points is the winner. If there is a tie, the defender wins if their Leader and/or Commander is still on the battlefield, otherwise the attacker wins.

NARRATIVE PLAY MISSIONS


Narrative play mission

Disrupt Supply Lines

The success or failure of an army depends on how well it is supplied, and kill teams play a vital part in both sabotaging and safeguarding supply lines. When high command receives intelligence that a supply line is in danger, they will quickly despatch a kill team to intercept and eliminate the saboteurs.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below. The players roll off, and the player that wins chooses which of the short edges of the battlefield their deployment zone is touching. The defender then places three objective markers in their territory. Each objective marker must be at least 6" from other objective markers and the edge of the battlefield.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players roll off, and then alternate setting up models, starting with the player who lost the roll-off. A player’s models must be set up wholly within their deployment zone. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill teams. Once the players have set up all their models, deployment ends and the first battle round begins.

BATTLE LENGTH
At the end of battle round 4, the attacker rolls a D6. The battle continues on a 3+, otherwise the battle ends. At the end of battle round 5, the attacker again rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
At the end of the battle, each objective marker is worth 3 victory points to the player who controls it. In addition, the attacker scores 1 victory point for each objective marker they have destroyed, and a player scores 1 victory point if the enemy player’s kill team is broken. The player with the most victory points is the winner. If the players have the same number of victory points, the defender wins.

RESOURCES
In a campaign game if the attacker wins the mission, the defender loses 2 Materiel. If the defender wins the mission, the attacker loses 1 Morale.

DISRUPT SUPPLY LINE
Attacker Tactic
Use this Tactic at the end of a battle round. Choose an objective marker you control. You destroy that objective marker – remove it from the battlefield. You can only use this Tactic once per battle round.
1 COMMAND POINT
PROTECT THE ASSETS
Defender Tactic
Use this Tactic at the start of a battle round. Until the start of the next battle round, objective markers may not be destroyed whilst within 2" of any of your models.
2 COMMAND POINTS

Narrative play mission

Ambush

When a choke point is found, a kill team can cause significant damage to a superior force. Canny commanders will send their kill teams to hold these areas, setting ambushes that will restrict enemy movement and potentially cause disproportionate damage to their foes.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose, but the defender can spend an additional 20 points on their kill team.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below. The players roll off, and the player that wins chooses which of the short edges of the battlefield their deployment zone is touching.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players alternate setting up models, starting with the defender. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill teams. A player’s models must be set up wholly within their deployment zone. Once the players have set up all their models, deployment ends and the first battle round begins.


BATTLE LENGTH
If the defender’s models are all either shaken, out of action or have escaped (see right) at the end of a battle round, the battle ends. If not, at the end of battle round 4, the attacker rolls a D6. The battle continues on a 3+, otherwise the battle ends. If the battle doesn’t end as described above, at the end of battle round 5, the attacker again rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
If, at the end of the battle, more of the defender’s models escaped (see below) than did not escape, the defender wins. Otherwise, the attacker wins.

ESCAPE
The defender can move their models off the edge of the battlefield labelled ‘escape route’ in the Movement phase, if that model’s move is sufficient to take it wholly over the edge of the battlefield. A model that escapes this way is not considered to be out of action, but takes no further part in the mission.

RESOURCES
In a campaign game if the attacker wins the mission, the defender loses 1 Intelligence and 1 Territory. If the defender wins the mission, the attacker loses 1 Territory.

YOU’RE GOING NOWHERE
Attacker Tactic
Use this Tactic at the start of the Movement phase. Choose a model from your kill team that is not shaken. Enemy models within 1" of this model cannot Fall Back in this phase.
1 COMMAND POINT
SLINK AWAY
Defender Tactic
Use this Tactic at the start of the Movement phase. Choose a model from your kill team and roll a D6. On a 6, that model is removed from the battlefield and is treated as if it had escaped.
1 COMMAND POINT

Narrative play mission

Feint

By staging a suitably loud, brutal and spectacular attack, a kill team can cause enough disruption and mayhem to make a commander believe they face a much larger force. As they hurriedly reassign troops to where they believe they are needed, the real attack strikes at their most vulnerable spot.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below. The players roll off, and the player that wins chooses which of the short edges of the battlefield their deployment zone is touching. Starting with the defender, the players then take it in turn to place an objective marker until each player has placed three objective markers. Each objective marker must be more than 5" from other objective markers and more than 5" from the edge of the battlefield.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players roll off, and then alternate setting up models, starting with the player who lost the roll-off. A player’s models must be set up wholly within their deployment zone. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill teams. Once the players have set up all their models, deployment ends and the first battle round begins.

BATTLE LENGTH
At the end of battle round 4, the attacker rolls a D6. The battle continues on a 3+, otherwise the battle ends. At the end of battle round 5, the attacker again rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
At the end of the battle, the defender scores 2 victory points for each objective marker that is still on the battlefield (see the Cause Mayhem Tactic below). The attacker scores 1 victory point for each objective marker they have destroyed. In addition, the attacker scores 1 victory point if the enemy kill team is broken, and 1 victory point for each enemy specialist that is out of action at the end of the battle. The player with the most victory points is the winner. If the players have the same number of victory points, the defender wins.

RESOURCES
In a campaign game if the attacker wins the mission, the defender loses 1 Materiel and 1 Territory. If the defender wins the mission, the attacker loses 1 Territory.

CAUSE MAYHEM
Attacker Tactic
Use this Tactic at the end of a battle round. Choose an objective marker you control. You destroy that objective marker – remove it from the battlefield.
1 COMMAND POINT
REINFORCEMENTS INBOUND
Defender Tactic
Use this Tactic at the beginning of the Morale phase. You can subtract 1 from any Nerve tests you make in this phase.
1 COMMAND POINT

Narrative play mission

Assassinate

An army without its commanders is helpless, a beast ready for the slaughter. Kill teams are often despatched with the intent of eliminating enemy leaders, thereby disrupting the war effort in that area so that rapid gains can be made.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below. The players roll off, and the player that wins chooses which of the short edges of the battlefield their deployment zone is touching.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players roll off, and then alternate setting up models, starting with the player who lost the roll-off. A player’s models must be set up wholly within their deployment zone. In addition, the defender’s Leader must be set up wholly within 5" of the centre of the defender’s deployment zone. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill teams. Once the players have set up all their models, deployment ends and the first battle round begins.

BATTLE LENGTH
If the defender’s Leader is taken out of action, the battle ends immediately. If not, at the end of battle round 4, the attacker rolls a D6. The battle continues on a 3+, otherwise the battle ends. If the battle doesn’t end as described above, at the end of battle round 5, the attacker again rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
If the attacker takes the defender’s Leader out of action, the attacker is the winner. Otherwise, the defender wins.

RESOURCES
In a campaign game if the attacker wins the mission, the defender loses 1 Intelligence and 1 Morale. If the defender wins the mission, the attacker loses 1 Morale.

CUT OFF THE HEAD
Attacker Tactic
Use this Tactic at the start of the Shooting phase or Fight phase. For the rest of the phase, you can re-roll wound rolls of 1 for attacks that target the enemy Leader.
1 COMMAND POINT
STAYING LOW
Defender Tactic
Use this Tactic at the start of the Shooting phase. For the rest of the phase, enemy models cannot target your Leader, unless your Leader is the closest enemy model that is visible to them.
2 COMMAND POINTS

Narrative play mission

Cut Off the Head

Should an enemy commander be located, finding a way to eliminate them can strike a massive blow for the ongoing war effort. Yet such important dignitaries are rarely found without a hardened bodyguard to protect them, making any assassination attempt an incredibly risky venture.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points. The defender must include one Commander in their kill team, and the attacker cannot include a Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
The players alternate setting up models, starting with the defender. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill team. A player’s models must be set up wholly within their deployment zone. Once the players have set up all of their models, deployment ends and the first battle round begins.

BATTLE LENGTH
Use the Variable Battle Length rules – the attacker rolls. In addition, if the defender’s Commander is out of action at the end of a battle round, the battle ends.

VICTORY CONDITIONS
If, at the end of the battle, the defender’s Commander has been taken out of action, the attacker wins. Otherwise, the defender wins.

RESOURCES
In a campaign game, if the attacker wins the mission, the defender loses 1 Intelligence and 1 Morale. If the defender wins the mission, the attacker loses 1 Morale.

ISOLATE AND ELIMINATE
Attacker Tactic
Use this Tactic at the start of the Fight phase if there are no enemy models within 3" of the enemy Commander. You can re-roll hit rolls of 1 for attacks that target the enemy Commander that phase.
1 COMMAND POINT
LUCK FAVOURS THE BOLD
Defender Tactic
Use this Tactic after declaring a charge with your Commander. For the rest of the battle round, roll a D6 each time your Commander loses a wound. On a 5+ 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.
1 COMMAND POINT

Narrative play mission

Authentication Protocols

Reliable intelligence or intercepted communications can be invaluable if used correctly. However, ensuring the veracity of such information is crucial before any military commitment can be made, and many warlords insist upon confirmation in person by a commander of sufficient rank whenever possible.

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points. The attacker must include one Commander in their kill team, and the defender cannot include a Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
The players alternate setting up models, starting with the defender. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill team. A player’s models must be set up wholly within their deployment zone. Once the players have set up all of their models, deployment ends and the first battle round begins.

BATTLE LENGTH
Use the Variable Battle Length rules – the defender rolls. In addition, if the attacker’s Commander is out of action at the end of a battle round, or makes a successful breakthrough (see below), the battle ends.

VICTORY CONDITIONS
If, at the end of the battle, the attacker’s Commander has made a successful breakthrough, the attacker wins. Otherwise, the defender wins.

BREAKTHROUGH
The attacker can move their Commander off the edge of the battlefield labelled ‘Breakthrough Route’ in the Movement phase if their move is sufficient to take them wholly over the edge of the battlefield. If they do so their Commander is not considered to be out of action, but takes no further part in the mission.

RESOURCES
In a campaign game, the losing player loses 1 Intelligence and the winner gains 1 Intelligence.

FORCE A PASSAGE!
Attacker Tactic
Use this Tactic at the start of the Movement phase. Until the end of the phase, you can re-roll failed charge rolls for your Commander and any friendly models that are within 3" of them when you use this Tactic.
1 COMMAND POINT
DRIVE THEM BACK!
Defender Tactic
Use this Tactic at the start of the Fight phase. Pick a model from your kill team that is within 1" of an enemy model. That model can be chosen to fight in the Hammer of Wrath section of the Fight phase even if they did not make a charge move.
1 COMMAND POINT

Narrative play mission

Tip of the Spear

Commanders are often found at the head of an important offensive, fighting from the front to ensure the success of the attack. When faced with such a formidable adversary, the enemy must redouble their efforts lest their line be overrun.

If you are playing a campaign, you can choose to play this mission instead of the Ambush mission.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points. The attacker must include one Commander in their kill team, and the defender cannot include a Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
The players alternate setting up models, starting with the defender. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill team. A player’s models must be set up wholly within their deployment zone. Once the players have set up all of their models, deployment ends and the first battle round begins.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the initiative in that battle round rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, at the end of the game, the attacker scores 3 victory points if their Commander is wholly within the defender’s deployment zone, and 1 victory point for each other model from their kill team that is wholly within the defender’s deployment zone. The defender scores 3 victory points if the enemy Commander was taken out of action, and 1 victory point for each other enemy model that was taken out of action. The player with the most victory points is the winner. If there is a tie, the attacker wins if their Commander is still on the battlefield, otherwise the defender wins.

RESOURCES
In a campaign game, if the attacker wins the mission, the defender loses 2 Territory. If the defender wins the mission, the attacker loses 1 Morale.

SPEARTIP STRIKE
Attacker Tactic
Use this Tactic at the start of the Fight phase if your Commander made a charge move earlier in the battle round. Add 1 to wound rolls for your Commander’s attacks in that phase.
1 COMMAND POINT
HOLD YOUR GROUND!
Defender Tactic
Use this Tactic at the start of the Morale phase. If you do so, friendly models wholly within your deployment zone automatically pass Nerve tests until the end of that phase.
2 COMMAND POINTS

Narrative play mission

Extraction

If a commander is wounded in battle, it is imperative that a rescue attempt be made before they are finished off, or worse, spirited away and subjected to interrogation, for the knowledge they hold cannot be allowed to fall into the hands of the enemy.

If you are playing a campaign, you can choose to play this mission instead of the Feint mission.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points. The attacker must choose one Commander, but this model is free (they do not need to pay points to include them in their kill team).

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below. The attacker then sets up their Commander as close as possible to the centre of the battlefield.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.




DEPLOYMENT
The players alternate setting up models, starting with the attacker. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill team. A player’s models must be set up wholly within their deployment zone. Once the players have set up all of their models, deployment ends and the first battle round begins. The attacker can choose which player has the initiative in the first battle round.

BATTLE LENGTH
Use the Variable Battle Length – the attacker rolls. In addition, if the attacker’s Commander is out of action at the end of a battle round, the battle ends.

VICTORY CONDITIONS
If, at the end of the battle, the attacker’s Commander has been taken out of action, the defender wins. Otherwise, the attacker wins.

WALKING WOUNDED
The Commander is badly wounded, so starts the game with one flesh wound and their Move, Attacks, Leadership, Wounds and Strength characteristics are reduced by 1 for the duration of the battle. In addition, the Commander cannot Advance or make charge moves during the battle.

RESOURCES
In a campaign game, if the attacker wins the mission, the defender loses 2 Intelligence. If the defender wins the mission, the attacker loses 1 Intelligence and 1 Morale.

THROUGH GRITTED TEETH
Attacker Tactic
Use this Tactic when it is your turn to move in the Movement phase. Your Commander can Advance or attempt to charge this phase.
1 COMMAND POINT

Narrative play mission

Duel of Honour

Almost every form of human and alien life possesses its own warrior culture. As such, it is not unusual to find two enemy commanders advancing out in front of their lines to engage in personal combat, their honour guards either unwilling or forbidden to interrupt until one stands and the other falls.

If you are playing a campaign, you can choose to play this mission instead of the Assassinate mission.

THE KILL TEAMS
This is a mission for two players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points, and must include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below. The players roll off, and the player that wins chooses which of the short edges of the battlefield will be theirs.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The players set up their Commanders 1/2" apart in the centre of the battlefield, on the side that is nearest their edge of the battlefield (see the example below), and then the first battle round begins. At the end of their turn to move in the Movement phase of the first battle round, each player sets up the remaining models from their kill team wholly within 6" of their edge of the battlefield.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the initiative in that battle round rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

VICTORY CONDITIONS
If, at the end of the battle, a player’s Commander has been taken out of action, their opponent scores 3 victory points, or 5 victory points if that Commander was taken out of action by a Commander. Each player scores 1 victory point for each other enemy model taken out of action. The player with the most victory points is the winner. If there is a tie, the Victor (see below) is the winner. If there is a tie and there is no Victor, the result is a draw.

HONOUR DUEL
Neither Commander can Fall Back in the first battle round. Players cannot target or charge the enemy Commander with any models from their kill team other than their own Commander (for example, a PSYKER that is not a Commander cannot manifest the Psybolt psychic power if it would target the enemy Commander), unless their Commander is out of action. If the enemy Commander was taken out of action by an attack made or psychic power manifested by a player’s Commander, that player is the Victor, and can use the Trophy Kill Tactic (see below) from that point on, as long as their Commander is not shaken or out of action.

RESOURCES
In a campaign game, the losing player loses 1 Morale. The winner gains 1 Morale if they are a Victor, but otherwise does not lose or gain Morale. Players that draw do not lose or gain Morale.

TROPHY KILL
Victor Tactic
Use this Tactic at the start of the Morale phase. All friendly models on the battlefield automatically pass Nerve tests.
1 COMMAND POINT

Narrative play mission

Army of One

Whether they are the sole survivor of a crashed transport or they prefer to fight alone, unencumbered by the weight of leadership, a commander will sometimes perform a solo mission. Although they will inevitably be horribly outnumbered, commanders rarely reach such elevated positions by accident…

If you are playing a campaign, you can choose to play this mission instead of the Feint mission.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then the defender chooses a Battle-forged kill team that only includes models with the Faction keyword they chose, and does not include a Commander. The attacker’s kill team is a Commander with the Faction keyword they chose that does not cost more than 100 points (including their wargear and Commander Traits). The attacker’s kill team is treated as being Battle-forged for the purposes of generating Command Points.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below. The defender then places one objective marker in their deployment zone. The objective marker must be at least 6" from the edge of the battlefield.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The defender sets up all of their models first, followed by the attacker. A player’s models must be set up wholly within their deployment zone. Once the players have set up all of their models, deployment ends and the first battle round begins. The attacker can choose which player has the initiative in the first battle round.

BATTLE LENGTH
Use the Variable Battle Length rules – the defender rolls. In addition, if the attacker’s Commander is out of action at the end of a battle round, or the attacker achieves their mission objective (see below), the battle ends.

VICTORY CONDITIONS
At the start of the battle, the attacker secretly rolls a D6 (either hide the dice for the duration of the battle or note down the result on a piece of paper), and consults the table below to discover their mission objective.

D6MISSION OBJECTIVE
1-2Escape: Move your Commander off the edge of the battlefield labelled ‘Escape Route’ in the Movement phase. Your Commander can escape in this manner if their move is sufficient to take them wholly over the edge of the battlefield – they are not considered to be out of action.
3-4Slay the Leader: Take the enemy Leader out of action.
5-6Destroy Munitions Cache: Finish a battle round within 2" of the objective marker.

At the end of the battle, the attacker reveals their mission objective to the defender. If the attacker achieved their mission objective, the attacker wins. Otherwise, the defender wins.

RESOURCES
In a campaign game, if the attacker wins the mission, the defender loses 1 Morale and 1 additional resource, depending on the mission objective: Escape – Territory; Slay the Leader – Intelligence; Destroy Munitions Cache – Materiel. If the defender wins the mission, the attacker loses 1 Intelligence.

APPLY FIELD DRESSING
Attacker Tactic
Use this Tactic at the start of a battle round. Restore 1 wound and remove 1 flesh wound suffered by your Commander.
1 COMMAND POINT

Narrative play mission

Vital Sabotage

There are some targets that are so vital to one side of a war that their opponents are willing to pay any price to see them destroyed. In one such case, a crack team is sent with orders to sabotage the target, and if necessary to die trying.

If you are playing a campaign, you can choose to play this mission instead of the Assassinate mission.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 125 points.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below. The defender places three objective markers in their deployment zone, and secretly numbers them 1, 2 and 3 (they should note this down, or if you are using Kill Team tokens, simply place the objective markers with the numbered side down). Each objective marker must be at least 6" from other objective markers and the edge of the battlefield.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
The players alternate setting up models, starting with the defender. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill team. A player’s models must be set up wholly within their deployment zone. Once the players have set up all of their models, deployment ends and the first battle round begins.

BATTLE LENGTH
Use the Variable Battle Length rules – the attacker rolls. In addition, if the target is sabotaged (see below), the battle ends.

SABOTAGE
If the attacker controls an objective marker at the end of a battle round, the defender must reveal its number. If it is numbered 1 or 2, remove it from the battlefield. If it is numbered 3, it is the target, and the attacker may attempt to sabotage it: to do so, they roll a D6 for each model (other than shaken models) from their kill team that is within 2" of that objective marker. On any roll of 6+, the target is sabotaged.

VICTORY CONDITIONS
If, at the end of the battle, the target has been sabotaged, the attacker wins. Otherwise, the defender wins.

RESOURCES
In a campaign game, if the attacker wins the mission, the defender loses 1 Intelligence and 1 Morale. If the defender wins the mission, the attacker loses 1 Morale.

ONLY THE MISSION MATTERS
Attacker Tactic
Use this Tactic at the end of the battle round, before making any dice rolls as described in Sabotage. Add 1 to the result of each dice you roll. You can only use this Tactic once per battle round.
2 COMMAND POINTS
DESPERATE DEFENDER
Defender Tactic
Use this Tactic at the end of the battle round, before determining which player controls which objectives. Choose a model from your kill team (other than a shaken model). That model is considered to be 2 models until the end of the battle round.
1 COMMAND POINT

Narrative play mission

Surrounded

Even the most experienced warriors can find themselves outmanoeuvred and surrounded. When this happens, there’s little they can do other than hope that they are able to hold out until reinforcements arrive.

If you are playing a campaign, you can choose to play this mission instead of the Ambush mission.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 125 points. The defender then splits their kill team into two parts, with at least one model in each part.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The defender sets up all of the models in one part of their kill team wholly within their deployment zone (they cannot set up any of these models in Reserve). Their remaining models are set up in Reserve. Then the attacker sets up one of their models wholly within one of their deployment zones, then another model wholly within their other deployment zone, and continues to alternate like this until all of their models have been set up. Once the players have set up all of their models, deployment ends and the first battle round begins.

BATTLE LENGTH
Use the Variable Battle Length rules – the attacker rolls.

VICTORY CONDITIONS
If, at the end of the battle, all of the defender’s models are out of action, shaken or in Reserve, the attacker wins. Otherwise, the defender wins.

AWAITING REINFORCEMENTS
The defender’s models cannot be set up from Reserve in the first battle round. When a defender’s model is set up from Reserve, it can be set up within 1" of the edge of the battlefield and more than 5" away from any enemy models.

RESOURCES
In a campaign game, if the attacker wins the mission, the defender loses 1 Morale and 1 Territory. If the defender wins the mission, the attacker loses 1 Materiel.

FINISH THEM
Attacker Tactic
Use this Tactic at the beginning of the Fight phase, if your Leader is on the battlefield and not shaken. Until the end of the phase, add 1 to wound rolls for attacks made by models from your kill team whilst they are within 3" of your Leader.
1 COMMAND POINT
VENGEFUL REINFORCEMENTS
Defender Tactic
Use this Tactic at the end of the Movement phase. You can choose any number of models from your kill team that were set up from Reserve in this battle round. Each of those models can make a charge attempt, but when they do so you only roll a D6 (rather than 2D6) for their charge roll.
1 COMMAND POINT

Narrative play mission

Rampage

A group of dyed-in-the-wool killers have broken through enemy lines, and are now set to wreak havoc through the unsuspecting reserves. They must make their attack count – if they rampage for too long, they are sure to be cut off and eliminated.

If you are playing a campaign, you can choose to play this mission instead of the Ambush mission.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 125 points. The attacker may include a Commander in their kill team, and the defender may not include a Commander in their kill team.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
The players alternate setting up models, starting with the defender. The defender cannot set up any models in Reserve. If a player runs out of models to set up, skip them. Continue setting up models until both players have set up their kill team. A player’s models must be set up wholly within their deployment zone. Once the players have set up all of their models, deployment ends and the first battle round begins.


BATTLE LENGTH
Use the Variable Battle Length rules – the attacker rolls. In addition, if at the end of a battle round all of the defender’s models are shaken or out of action, or the attacker’s Rampage count is 10 or more (see below), the battle ends.
RAMPAGE COUNT
Keep track of the attacker’s rampage as described here:
EVENTRAMPAGE COUNT
Defender’s model is taken out of action+X where X is that model’s Wounds characteristic
End of a phase in which one or more of your models inflicted one or more mortal wounds+1
Attacker makes an Injury roll for a defender’s model with 3 or more dice+1
End of the battle round (after checking if Rampage count is 10+)-1
At the end of the battle round, any of the attacker’s models are in their deployment zone-1

VICTORY CONDITIONS
If the battle ends because all of the defender’s models are shaken or out of action, or because the attacker’s Rampage count is 10 or more, the attacker wins. Otherwise, the attacker scores a number of victory points equal to their Rampage count. The defender scores 2 victory points for each attacker’s model that is out of action. The player with the most victory points is the winner. If there is a tie, the defender wins.

RESOURCES
In a campaign game, if the attacker wins the mission, the defender loses 1 Materiel and 1 Morale. If the defender wins the mission, the attacker loses 1 Morale.

GORY SPECTACLE
Attacker Tactic
Use this Tactic when a defender’s model is taken out of action. Add 1 to the Rampage count. You can only use this Tactic once per battle round.
1 COMMAND POINT

Narrative play mission

Escape the Facility

To their great shame, some elite warriors were captured. However, through ingenuity, opportunism or simple brute force, they have escaped, and must now fight their way out of the facility and its surroundings to freedom.

If you are playing a campaign, you can choose to play this mission instead of the Feint mission.

THE KILL TEAMS
This is a mission for two players. Choose which player will be the attacker and which will be the defender (roll off if you can’t agree – the winner decides). Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points. Each player may include a Commander in their kill team.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below.

SCOUTING PHASE
Do not use the rules for the Scouting phase in this mission.

DEPLOYMENT
The attacker sets up all of their models wholly within their deployment zone (they cannot set up any models in Reserve). Then the defender sets up their models anywhere on the battlefield that is more than 8" from any of the attacker’s models. Each of the defender’s models must also be more than 4" from any of the defender’s other models. Once the players have set up all of their models, deployment ends and the first battle round begins.

SENTRIES
In the first battle round, the defender’s models on the battlefield cannot move (for any reason) or React. In addition, if at the beginning of the defender’s turn in the Movement phase there are no attacker’s models within 9" of a defender’s model on the battlefield, that model cannot move (for any reason) or make any shooting attacks in that battle round. Commanders are not affected by this rule.

ESCAPE
The attacker can move any of their models off the battlefield edge labelled ‘Escape route’ if that model’s move is sufficient to take them wholly over the edge of the battlefield. A model that leaves the battlefield this way is not considered to be out of action, but takes no further part in the mission.

BATTLE LENGTH
Use the Variable Battle Length rules – the defender rolls. In addition, if at the end of a battle round all of the attacker’s models have escaped (see above) and/or are out of action, the battle ends.

VICTORY CONDITIONS
If, at the end of the battle, more of the attacker’s models have escaped than are on the battlefield or have been taken out of action, the attacker wins. Otherwise, the defender wins.

RESOURCES
In a campaign game, if the attacker wins the mission, the defender loses 1 Intelligence and 1 Morale. If the defender wins the mission, the attacker loses 1 Morale.

BREAK FREE
Attacker Tactic
Use this Tactic at the beginning of your turn in the Movement phase. Choose a model from your kill team (other than a shaken model) that is within 1" of any enemy models. That model can Advance as if it had not begun the Movement phase within 1" of any enemy models.
1 COMMAND POINT

MATCHED PLAY MISSIONS


Matched play mission

Sweep and Clear

When securing territory, it is imperative that all enemy forces are driven out of it, lest lurking saboteurs strike at supposedly safe locations. Kill teams are often employed in this task, sweeping contested areas quickly and stealthily to eliminate any threats that might still be active in the area.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below. Then set up four objective markers midway between the centre of the battlefield and the middle of a battlefield edge, as shown in the deployment maps below.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players each roll 2D6. The highest scorer has the greatest strategic advantage in this mission, the next highest gets the second greatest advantage and so on. Any players who roll the same result roll their dice again to determine which of them has a greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone. The players then take it in turn to deploy one model from their kill team, in the order of least to greatest advantage. Models must be set up wholly within their own deployment zone. Once all players have set up one model, they do so again in the same order, and so on. If a player runs out of models to set up, skip them. Once the players have set up all their models, deployment ends and the first battle round begins.

BATTLE LENGTH
The battle ends at the end of a battle round if there is only one unbroken kill team on the battlefield. Otherwise, at the end of battle round 4, the player with the greatest advantage rolls a D6. The battle continues on a 3+, otherwise the battle ends. If the battle doesn’t end as described above, at the end of battle round 5, the player with the greatest advantage again rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, each player scores 3 victory points for each objective marker that their kill team controls at the end of the battle and 1 victory point for each enemy model taken out of action by one of their model’s attacks or psychic powers. The player with the most victory points is the winner. If there is a tie, whichever of those players had the lower Force is the winner. If there is still a tie, the tied players draw and any other players lose.

RESOURCES
In a campaign game the player(s) that lose the mission each lose 2 Territory. If players draw they do not lose Territory.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Take Prisoners

Kill team operatives are often privy to sensitive information such as the locations of high-ranking personnel, hidden supply caches and secret routes through defensive lines. Rival kill teams may thus seek to seize their enemies alive, so that this vital intelligence can be extracted from them.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players each roll 2D6. The highest scorer has the greatest strategic advantage in this mission, the next highest gets the second greatest advantage and so on. Any players who roll the same result roll their dice again to determine which of them has a greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone. The players then take it in turn to deploy one model from their kill team, in the order of least to greatest advantage. Models must be set up wholly within their own deployment zone. Once all players have set up one model, they do so again in the same order, and so on. If a player runs out of models to set up, skip them. Once the players have set up all their models, deployment ends and the first battle round begins.

BATTLE LENGTH
At the end of battle round 4, the player with the greatest advantage rolls a D6. The battle continues on a 3+, otherwise the battle ends. At the end of battle round 5, the player with the greatest advantage again rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
Each player scores 3 victory points for each enemy Leader that their kill team has captured (see below) and 1 victory point for each other enemy model that their kill team has captured. The player with the most victory points is the winner. If there is a tie, whichever of those players had the lower Force is the winner. If there is still a tie, the tied players draw and any other players lose.

CAPTURED
An enemy model is captured by your kill team if it is taken out of action for whatever reason whilst it is within 1" of a model from your kill team (excluding shaken models) and there are no other enemy models (excluding shaken models) within 2" of your model. Enemy models that go out of action after the battle ends in a campaign game do not count. The enemy model is still considered to be out of action, and in a campaign game the model’s player will make a Casualty roll for them as normal.

RESOURCES
In a campaign game the player(s) that lose the mission each lose 1 Materiel and 1 Morale. If players draw they do not lose any resources.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Recover Intelligence

Strategic intelligence is a weapon more deadly than any amount of plasma warheads or bolt rifles. It often falls to fast-moving, hard-hitting kill teams to seize the data-augurs, orbital uplinks and the like that contain such data and swiftly exload it so that their commanders can outmanoeuvre the enemy.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below. Set up one objective marker in the centre of the battlefield, and then set four more up; each should be midway between the centre of the battlefield and a corner of the battlefield, as shown on the deployment maps below.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players each roll 2D6. The highest scorer has the greatest strategic advantage in this mission, the next highest gets the second greatest advantage and so on. Any players who roll the same result roll their dice again to determine which of them has a greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone. The players then take it in turn to deploy one model from their kill team, in the order of least to greatest advantage. Models must be set up wholly in their own deployment zone. Once all players have set up one model, they do so again in the same order, and so on. If a player runs out of models to set up, skip them. Once the players have set up all their models, deployment ends and the first battle round begins.

BATTLE LENGTH
At the end of battle round 4, the player with the greatest advantage rolls a D6. The battle continues on a 3+, otherwise the battle ends. At the end of battle round 5, the player with the greatest advantage again rolls a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
Each player scores victory points for each objective marker their kill team controls at the end of each battle round (keep a score from battle round to battle round). Each player scores 1 victory point for controlling each of the objective markers closest to their deployment zone, 3 victory points if they control the objective marker in the centre of the battlefield, and 2 victory points for each other objective marker they control. The player with the most victory points is the winner. If there is a tie, whichever of those players had the lower Force is the winner. If there is still a tie, the tied players draw and any other players lose.

RESOURCES
In a campaign game the player(s) that lose the mission each lose 2 Intelligence. If players draw they do not lose Intelligence.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Terror Tactics

An enemy force whose nerve has failed them is little more than a gaggle of victims waiting to be slaughtered. Some commanders deploy kill teams on dedicated terror raids, their mission to spread as much panic and confusion as possible, scattering the foe and punching through their lines.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose.

THE BATTLEFIELD
Create the battlefield and set up terrain. An example of how you might do this is shown below.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players each roll 2D6. The highest scorer has the greatest strategic advantage in this mission, the next highest gets the second greatest advantage and so on. Any players who roll the same result roll their dice again to determine which of them has a greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone.

The players then take it in turn to deploy one model from their kill team, in the order of least to greatest advantage. Models must be set up wholly within their own deployment zone. Once all players have set up one model, they do so again in the same order, and so on. If a player runs out of models to set up, skip them. Once the players have set up all their models, deployment ends and the first battle round begins.

BATTLE LENGTH
At the end of battle round 4, the player with the greatest advantage must roll a D6. On a 3+, the game continues, otherwise the game is over. If the battle doesn’t end as described above, at the end of battle round 5, the player with the greatest advantage must roll a D6. This time the game continues on a 4+, otherwise the game is over. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
Each player scores 2 victory points for each of their models that have broken through enemy lines (see below), and 1 victory point for each enemy model taken out of action by one of their model’s attacks or psychic powers. The player with the most victory points is the winner. If there is a tie, whichever of those players had the lower Force is the winner. If there is still a tie, the tied players draw and any other players lose.

WREAK HAVOC
Any player can move their models off the battlefield edge directly opposite their own deployment zone in the Movement phase, if that model’s move is sufficient to take it wholly over that battlefield edge. A model that does so has broken through the enemy lines and takes no further part in the mission (it is not considered to be out of action).

RESOURCES
In a campaign game the player(s) that lose the mission each lose 2 Morale. If players draw they do not lose Morale.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

A Meeting of Fates

Every commander is acutely aware of their own importance to the war effort – and that of the officers who oppose them. Should a chance encounter present them with an opportunity to eliminate one of their adversaries, they must seize it, knowing that should they succeed they will greatly advance their cause.

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points, and must include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the greatest advantage (determined during deployment) rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

INSPIRING PRESENCE
In this mission, a player’s kill team is never considered to be broken whilst their Commander is on the battlefield. However, a player’s kill team is automatically broken at the end of the Morale phase in a battle round in which their Commander was taken out of action.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, each player scores 1 victory point for each enemy Commander taken out of action by one of their models’ attacks or psychic powers. The player with the most victory points is the winner. If players are tied for the most victory points, whichever of those players had the lower Force is the winner. If there is still a tie for the most victory points, the tied players draw. Any other players lose.

RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Materiel and 1 Intelligence. If players draw they do not lose Materiel or Intelligence.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Comms Down

Maintaining a reliable communications network can be crucial to the success of any campaign, and comms hubs subsequently form common battlegrounds between those attempting to deliver, intercept or prevent messages from getting through.

If you are playing a campaign, you can choose to play this mission instead of the Recover Intelligence mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points, and must include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below. Then set up one objective marker in the centre of the battlefield to represent a comms array.

ORDERS RECEIVED
In this mission, each player whose Commander is within 2" of the centre of the objective marker at the start of a battle round gains 1 additional Command Point.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules.

BATTLE LENGTH
Use the Variable Battle Length – the player with the greatest advantage (determined during deployment) rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, each player scores 1 victory point at the end of any battle round in which their Commander is within 2" of the centre of the objective marker. The player with the most victory points is the winner. If players are tied for the most victory points, whichever of those players had the lower Force is the winner. If there is still a tie for the most victory points, the tied players draw. Any other players lose.

RESOURCES
In a campaign game the player(s) that lose the mission each lose 2 Intelligence. If players draw they do not lose Intelligence.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Hold the Line

Such is the august position that a commander holds that their presence alone can often be enough to turn the tide of a battle. They are commonly deployed, or bravely volunteer, to lead the defence of crucial sectors to ensure that the enemy does not breach their lines.

If you are playing a campaign, you can choose to play this mission instead of the Recover Intelligence mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points, and must include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below. Then set up four objective markers by dividing the battlefield into quarters and placing an objective as close as possible to the centre of each quarter, as shown in the deployment maps below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules.

BATTLE LENGTH
Use the Variable Battle Length – the player with the greatest advantage (determined during deployment) rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, each player scores 1 victory point for each objective marker that their kill team controls at the end of the battle and 1 victory point for each enemy Commander that was taken out of action by one of their models’ attacks or psychic powers. The player with the most victory points is the winner. If players are tied for the most victory points, whichever of those players had the lower Force is the winner. If there is still a tie for the most victory points, the tied players draw. Any other players lose.

RESOURCES
In a campaign game the player(s) that lose the mission each lose 2 Territory. If players draw they do not lose Territory.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Exemplars of War

Whether a Genestealer Patriarch or a Captain of the Adeptus Astartes, a commander has earned their place as a champion of their kind, and may be called on not only to lead from the front but to strike down their foes in personal combat to inspire those that follow them into battle.

If you are playing a campaign, you can choose to play this mission instead of the Assassinate or Sweep and Clear missions.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points, and must include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the greatest advantage (determined during deployment) rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

A GLORIOUS DEED
In this mission, if a player’s Commander takes an enemy Commander out of action with one of their attacks or psychic powers, that player can use all of their Commander’s Aura Tactics (if they have any) in the next battle round at no cost in Command Points.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, each player scores 3 victory points for each enemy Commander taken out of action by an attack made or psychic power manifested by their Commander, 2 victory points for each other enemy specialist taken out of action by an attack made or psychic power manifested by their Commander, and 1 victory point for each other enemy model taken out of action by an attack made or psychic power manifested by their Commander. The player with the most victory points is the winner. If players are tied for the most victory points, whichever of those players had the lower Force is the winner. If there is still a tie for the most victory points, the tied players draw. Any other players lose.

RESOURCES
In a campaign game the player(s) that lose the mission each lose 1 Morale and the player that wins the mission gains 1 Morale. If players draw they do not lose or gain Morale.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

All-out Attack

Commanders are often found where the fighting is fiercest, leading their warriors to victory. Yet they cannot be everywhere at once, so commanders must rely on those that fight alongside them to do their part, for only together can they hope to strike the enemy hardest.

If you are playing a campaign, you can choose to play this mission instead of the Terror Tactics mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points, and must include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the greatest advantage (determined during deployment) rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, each player scores 3 victory points for each enemy Commander taken out of action by one of their models’ attacks or psychic powers, 2 victory points for each other enemy specialist taken out of action by one of their models’ attacks or psychic powers, and 1 victory point for each other enemy model taken out of action by one of their models’ attacks or psychic powers. The player with the most victory points is the winner. If players are tied for the most victory points, whichever of those players had the lower Force is the winner. If there is still a tie for the most victory points, the tied players draw. Any other players lose.
RESOURCES
In a campaign game the player(s) that lose the mission each lose 1 Materiel and 1 Territory. If players draw they do not lose Materiel or Territory.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Reclamation Raid

Many races possess unique, ancient, or highly esoteric technology. Should examples of such archeotech be lost in battle and at risk of falling into the hands of their enemies, a commander will waste no time in leading a sortie to recover it.

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points, and must include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below. Set up one objective marker in the centre of the battlefield, and then set up four more; each should be midway between the centre of the battlefield and a corner of the battlefield, as shown in the deployment maps below.

PRICELESS ARCHEOTECH
In this mission, subtract 1 from Nerve tests made for models that are within 2" of the centre of an objective marker.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules.

BATTLE LENGTH
Use the Variable Battle Length – the player with the greatest advantage (determined during deployment) rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, each player scores 1 victory point for each objective marker that their kill team controls at the end of the battle. The player with the most victory points is the winner. If players are tied for the most victory points, whichever of those players had the lower Force is the winner. If there is still a tie for the most victory points, the tied players draw. Any other players lose.
RESOURCES
In a campaign game the player(s) that lose the mission each lose 1 Materiel, and the player that wins gains 1 Materiel. If players draw they do not lose or gain Materiel.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Escalating Conflict

Your scouts have made contact with the enemy, and are calling in support – they are either pinned in place or have identified an objective that you cannot afford falling into enemy hands. Despatch your finest warriors as quickly as you can to recover your operatives and deny victory to your enemies.

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 125 points.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below. Then set up one objective marker in the centre of the battlefield.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Each player must divide their kill team into two parts, one of which is approximately half the points value of the other. Players then use the Standard Deployment rules to set up the smaller parts of their kill teams. All other models are automatically set up in Reserve.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the greatest advantage (determined during deployment) rolls. In addition, if there is only one unbroken kill team on the battlefield at the end of a battle round, the battle ends.

VITAL OBJECTIVE
Models that are within 2" of the centre of the objective marker automatically pass Nerve tests.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, if one player controls the objective at the end of the battle, that player wins. If no player controls the objective, the player with the greatest Force (in points) on the battlefield (not including shaken models) is the winner. If players are tied for the greatest force, the tied players draw. Any other players lose.
RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Intelligence and 1 Materiel. If players draw they do not lose Intelligence or Materiel.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Crush Their Champions

Sometimes the simplest solution to a problem is best. Your enemies have proved unbreakable, so with a brazen challenge from your champion, you hope to draw their commanders out, risking your finest warrior for an opportunity to destroy the morale of the opposing armies.

If you are playing a campaign, you can choose to play this mission instead of the Assassinate mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points and must include one Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules. Players cannot set up their Commanders in Reserve.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the greatest advantage (determined during deployment) rolls.

CRUSHING BLOW
If a player’s Commander is out of action when they check to see if their kill team is broken in the Morale phase, their kill team is automatically broken. In addition, whenever a player’s Commander takes an enemy model out of action with an attack or psychic power, friendly models within 6" of that Commander that are shaken are no longer shaken.

VICTORY CONDITIONS
If there is only one unbroken kill team on the battlefield at the end of the battle, that kill team’s player wins. Otherwise, each player scores 3 victory points for each enemy Commander taken out of action by an attack made or psychic power manifested by a model from their kill team, and 1 victory point for each other enemy specialist taken out of action by an attack made or psychic power manifested by a model from their kill team. The player with the most victory points is the winner. If players are tied for the most victory points, whichever of those players had the lower Force is the winner. If there is still a tie for the most victory points, the tied players draw. Any other players lose.
RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Intelligence and 1 Morale. If players draw they do not lose Intelligence or Morale.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Objective Ultima

A crucial piece of archeotech has become the site of an ongoing battle, as each of the opposing sides struggles to seize it for themselves. As control shifts one way and then the other, it becomes clear that to consolidate their claim, a force also needs to take the surrounding control nodes.

If you are playing a campaign, you can choose to play this mission instead of the Recover Intelligence mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 125 points.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below. Then set up an objective in the centre of the battlefield (this is the primary objective), and four other objectives each halfway between the centre of the battlefield and a corner of the battlefield (these are the secondary objectives).

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the greatest advantage (determined during deployment) rolls.

VICTORY CONDITIONS
If a player controls the primary objective and at least one secondary objective at the end of a battle round, they gain a number of victory points equal to the number of secondary objectives they control. The player with the most victory points at the end of the battle is the winner. If players are tied for the most victory points, whichever of those players controls the primary objective at the end of the battle is the winner. If none of the tied players controls the primary objective, the tied players draw. Any other players lose.

RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Intelligence and 1 Territory. If players draw they do not lose Intelligence or Territory.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Shifting Priorities

In the confusion of battle, orders may be garbled or misinterpreted, leaders in the field may prioritise the wrong objective, and fighters can become disoriented. Amidst this maelstrom, a commander with a cool head and the ability to adapt their battle plan on the fly is likely to claim victory.

If you are playing a campaign, you can choose to play this mission instead of the Terror Tactics mission.

THE KILL TEAMS
This is a mission for two to four players. Each player chooses a Faction keyword, and the players reveal their choices at the same time. Then each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. Each kill team can cost up to 200 points and may include a Commander.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown below. Then set up four objectives each halfway between the centre of the battlefield and a battlefield edge, numbered from 1-4.

SCOUTING PHASE
Resolve the Scouting phase as described in the Kill Team Core Manual.

DEPLOYMENT
Use the Standard Deployment rules. Models must be set up at least 4" from enemy deployment zones.

BATTLE LENGTH
Use the Variable Battle Length rules – the player with the greatest advantage (determined during deployment) rolls.

PRIORITY ONE
The player with the greatest advantage (determined during deployment) rolls a D6 at the beginning of each battle round, and consults the following table.
D6RESULT
1If objective 1 is on the battlefield, remove it from the battlefield.
2If objective 2 is on the battlefield, remove it from the battlefield.
3If objective 3 is on the battlefield, remove it from the battlefield.
4If objective 4 is on the battlefield, remove it from the battlefield.
5-6If there is no objective in the centre of the battlefield, and any objectives have been removed from the battlefield, set up one of those objectives in the centre of the battlefield.


VICTORY CONDITIONS
Each player scores 1 victory point at the end of each battle round for each objective they control. The player with the most victory points at the end of the battle is the winner. If players are tied for the most victory points, whichever of those players had the lower Force is the winner. If there is still a tie for the most victory points, the tied players draw. Any other players lose.

RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Materiel and 1 Territory. If players draw they do not lose Materiel or Territory.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Setting Up From Reserve
A model that is set up in Reserve can be set up on the battlefield at the end of any Movement phase. At the end of the phase, if a player has any models in Reserve, they can decide to set up one or more of them on the battlefield. If more than one player has any models in Reserve, the players take it in turn to set up all of the models they wish to (including using any Reserve Tactics they wish to use, as described below), in the order determined in the Initiative phase.

Players do not have to set up any models from Reserve if they do not wish to, but if any models are still in Reserve at the end of the third battle round, they are considered to be out of action. When a model is set up from Reserve, it must be set up on the battlefield more than 5" from any enemy models and within 1" of the edge of the battlefield. It must also be wholly within your deployment zone, where the mission provides a deployment zone. Note that the restrictions described in Reinforcements in the Kill Team Core Manual apply to models set up in this way.
Roll-offs
Some rules instruct players to roll off. To do so, each player rolls a D6 (or 2D6 if there are more than two players), and whoever scores highest wins the roll-off. In the case of a tie, those players re-roll their dice – if the second and subsequent rolls are also tied, keep on rolling until a winner is determined; this is the only time players can re-roll a re-roll.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

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


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Variable Battle Length
Some Kill Team missions last for a variable number of turns (in some cases, they may last for a variable number of turns unless some other condition is met, e.g. there is only one unbroken kill team on the battlefield). Where a mission states that it uses the Variable Battle Length rules, use the following rules to determine when the battle ends. Each mission that uses these rules tells you which player makes the roll.

If the battle does not end otherwise, at the end of battle round 4, roll a D6. The battle continues on a 3+, otherwise the battle ends. If the battle does not end otherwise, at the end of battle round 5, roll a D6. This time the battle continues on a 4+, otherwise the battle ends. The battle automatically ends at the end of battle round 6.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

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

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

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

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Hammer of Wrath
Models that charged in this battle round fight before all other models. Players take it in turn to choose a model that charged from their kill team to fight with (see below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. A player cannot choose to pass if they have a model that charged that can fight. Once all players have chosen a model from their kill team or passed, they do so again in the same order, until all players pass in succession. When they do so, the Hammer of Wrath section of the Fight phase is over.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.
eact
After you have declared a charge, any opponents take it in turn to make Reactions with any models from their kill teams that are allowed to do so, if they wish to do so, in the order determined in the Initiative phase. Once one opponent has resolved all of their models’ Reactions, the next player can do so, and so on.

A model can React if it is the target of a charging model and it is more than 1" from an enemy model. A model can either fire Overwatch or Retreat when it Reacts. If, at any point, the charging model is slain, no further Reactions can be made for this charge sequence.
Standard Deployment
Some Kill Team missions say that they use the Standard Deployment rules. Where a mission states this, use the following rules when deploying your kill teams.

The players each roll 2D6. The highest scorer has the greatest strategic advantage in this mission, the next highest gets the second greatest advantage and so on. Any players who roll the same result roll their dice again to determine which of them has a greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone.

The players then take it in turn, in the order of least to greatest advantage, to deploy one model from their kill team. Models must be set up wholly in their own deployment zone. Once all players have set up one model, they do so again in the same order, and so on. If a player runs out of models to set up, skip them. Once the players have set up all of their models, deployment ends and the first battle round begins.
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.
© Vyacheslav Maltsev 2013-2020