Contents

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.

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.

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.

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.

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.

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.

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

Narrative play mission

Break Their Will

If you are playing a campaign, you can choose to play this mission instead of the Feint mission, as long as at least one of the players who will take part is using the ADEPTUS ASTARTES Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Adeptus Astartes player. If more than one player wishes to be the Adeptus Astartes player, those players roll off and the winner is the Adeptus Astartes player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Adeptus Astartes player must choose the ADEPTUS ASTARTES Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The Adeptus Astartes player is the attacker and their opponent is the defender.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map below. The players roll off and the player that wins chooses which of the long edges of the battlefield their deployment zone is touching.

THE 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
If the defender’s models are all shaken or out of action at the end of a battle round, the battle ends. Otherwise, at the end of battle round 4, the attacker rolls a D6. On a roll of 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 attacker rolls 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
At the end of the game, the defender rolls a D6 for each of their models with one or more flesh wounds on the battlefield (even if you are not playing a campaign game). On a roll of 1-3, that model recovers. On a roll of 4-6, that model goes out of action. The attacker then scores 1 victory point for each enemy model that is out of action. The defender scores 1 victory point for each of their models that is not out of action. The player with the most victory points wins. 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 Morale. If the defender wins the mission, the attacker loses 1 Morale.

FINISH THEM OFF!
Attacker Tactic
Use this Tactic in the Fight phase when a model from your kill team targets an enemy model with one or more flesh wounds with any of their attacks. Until the end of that phase, add 1 to any Injury rolls made as part of these attacks.
2 COMMAND POINTS
ON YOUR FEET!
Defender Tactic
Use this Tactic at the start of the Morale phase if your Leader is not shaken. A -1 modifier is applied to Nerve tests made for friendly models within 6" of your Leader that phase.
1 COMMAND POINT

Narrative play mission

Tomb of Saints

If you are playing a campaign, you can choose to play this mission instead of the Ambush mission, as long as at least one of the players who will take part is using the ADEPTUS ASTARTES Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Adeptus Astartes player. If more than one player wishes to be the Adeptus Astartes player, those players roll off and the winner is the Adeptus Astartes player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Adeptus Astartes player must choose the ADEPTUS ASTARTES Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. All models in the Adeptus Astartes player’s kill team must also have the Adeptus Astartes keyword. The Adeptus Astartes player is the defender and their opponent is the attacker. 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 in the deployment map below. The defender then places three objective markers to represent the tombs of saints in the area of the battlefield marked ‘Inner Sanctum’. Each objective marker must be placed more than 6" from any other objective markers.

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

DEPLOYMENT
The defender sets up their kill team first, followed by the attacker. A player’s modelsmust 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
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 attacker rolls a D6. On a roll of 3+ the battle continues, otherwise the battle is over. If the battle doesn’t end as described above, at the end of battle round 5 the attacker rolls a D6. This time the battle continues on a 4+, otherwise the battle is over. 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, the attacker scores 2 victory points for each objective marker that their kill team controls at the end of the battle, and the defender 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 there is a tie, the players draw.

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. If the players draw, the defender loses 1 Material and the attacker does not lose any resources.

FLUSH THEM OUT
Attacker Tactic
Use this Tactic when you choose a model from your kill team to shoot with. That model can fire a Grenade weapon it is armed with even if another model from your kill team has already fired a Grenade weapon that phase.
1 COMMAND POINT
BLAZE OF GLORY
Defender Tactic
Use this Tactic when a model from your kill team is taken out of action. Before that model is removed from the battlefield, you can make a shooting attack with that model as if it were the Shooting phase, or pile in and attack with that model as if it were the Fight phase (even if they have already attacked in that phase this battle round). After the attack has been resolved, remove the model from the battlefield as normal.
1 COMMAND POINT

Narrative play mission

The Cull

If you are playing a campaign, you can choose to play this mission instead of the Feint mission, as long as at least one of the players who will take part is using the DEATHWATCH faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Deathwatch player. If more than one player wishes to be the Deathwatch player, those players roll off and the winner is the Deathwatch player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Deathwatch player must choose the DEATHWATCH Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The player using the Deathwatch kill team is the attacker and their opponent is the defender. The defender can spend an additional 50 points on their kill team.

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

THE 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. The defender may only deploy up to half of the total number of models in their kill team; the remainder are kept off the battlefield in reserve. If a player runs out of eligible models to set up, skip them. Continue setting up models until both players have set up all eligible models; at this point deployment ends and the first battle round begins.



QUELL THE TIDE
In each battle round, at the end of the Movement phase, the defender may deploy a number of models from their kill team that were kept in reserve, equal to the number of models from their kill team that were taken out of action in the previous battle round. The defender places these models anywhere in their deployment zone that is more than 9" from enemy models. They are considered to have moved in this phase.

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 Deathwatch player rolls a D6. On a roll of 3+ the game continues, otherwise the game is over. If the game does not end as described above, at the end of battle round 5, the Deathwatch player rolls 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
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 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 there is a tie, the attacker wins.

RESOURCES
In a campaign game, the player that loses the mission loses 2 Materiel, and the player that wins gains 1 Territory.

PURGE THE SHADOWS
Attacker Tactic
Use this Tactic in the Shooting phase, before shooting with one of your models. When making the next shooting attack, ignore any modifiers for the target being obscured.
1 COMMAND POINT
CHOSEN PREY
Defender Tactic
Use this Tactic at the start of the Shooting phase. Select one model in the opponent’s kill team to be your chosen prey. Re-roll all hit and wound rolls of 1 for attacks that target that model until the end of that phase.
1 COMMAND POINT

Narrative play mission

Marked for Destruction

If you are playing a campaign, you can choose to play this mission instead of the Feint mission, as long as at least one of the players who will take part is using the ASTRA MILITARUM Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Astra Militarum player. If more than one player wishes to be the Astra Militarum player, those players roll off and the winner is the Astra Militarum player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Astra Militarum player must choose the ASTRA MILITARUM Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The Astra Militarum player is the attacker and their opponent is the defender.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map below. The defender then places three objective markers on the battlefield. Each objective marker must be at least 6" from any other objective markers and the edge of the battlefield. Whenever you measure to or from an objective marker, always measure to the centre of the marker.

THE 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
The battle ends at the end of a battle round if all three objective markers have been destroyed (see Destruction Protocols, below). Otherwise, at the end of battle round 4, the attacker rolls a D6. On a roll of 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 attacker rolls 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.

DESTRUCTION PROTOCOLS
The attacker’s models can charge and target objective markers as if they were enemy models. Each objective marker has a Toughness characteristic of 7, a Save characteristic of 3+ and is destroyed once it has lost 5 wounds.

VICTORY CONDITIONS
If, at the end of the battle, 0-1 objective markers have been destroyed, the defender wins the mission. If 2 objective markers have been destroyed, the game is a draw. If all 3 objective markers have been destroyed, the attacker wins the mission.

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. If the players draw, the defender loses 1 Materiel.

WEAK POINT LOCATED
Attacker Tactic
Use this Tactic after choosing amodel to attack with. Double the Damage characteristic of any of that model’s weapons that target an objective marker this phase.
1 COMMAND POINT
BODY ON THE LINE
Defender Tactic
Use this Tactic after failing a saving throw for an objective marker that is within 3" of a model from your kill team that is not shaken. No damage is inflicted upon the objective marker, but one model of your choice from your kill team that is within 3" of the objective marker, and not shaken, suffers a number of mortal wounds equal to the Damage characteristic of the weapon used for the attack.
1 COMMAND POINT

Narrative play mission

Revive the Shrine

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission, as long as at least one of the players who will take part is using the ADEPTUS MECHANICUS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Adeptus Mechanicus player. If more than one player wishes to be the Adeptus Mechanicus player, those players roll off and the winner is the Adeptus Mechanicus player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Adeptus Mechanicus player must choose the ADEPTUS MECHANICUS Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The Adeptus Mechanicus player is the attacker and their opponent is the defender.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map below. Place a marker in the centre of the battlefield – the area within 5" of the centre of this marker is the defender’s deployment zone. The area more than 15" from the centre of this marker is the attacker’s deployment zone. The attacker places two objective markers wholly within their deployment zone. Each objective marker must be more than 12" from the other objective marker and more than 1" from the edge of the battlefield. The objective markers represent energy vessels in this mission.

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. On a roll of 3+ the battle continues, otherwise the battle is over. If the battle doesn’t end as described above, at the end of battle round 5, the attacker rolls a D6. This time the battle continues on a 4+, otherwise the battle is over. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
If, at the end of the battle, 2 energy vessels are located wholly within the defender’s deployment zone, the attacker wins the mission. Otherwise, the defender wins the mission.

CARRYING THE VESSELS
A model can carry a vessel if it is within 1" of the vessel at the start of its move in the Movement phase, and there are no enemy models within 1" of the vessel (shaken models do not count). After the carrier has moved, or if it is taken out of action or becomes shaken, place the vessel within 1" of it. A model carrying a vessel cannot Advance, and a model can only carry a single vessel at a time.

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.

HOLY CAUSE
Attacker Tactic
Use this Tactic at the start of the Movement phase. Choose a model from your kill team that is not shaken. That model may Advance this phase even if it is carrying an energy vessel.
1 COMMAND POINT
LAY THEM LOW
Defender Tactic
Use this Tactic at the start of the Fight phase. Choose a model from your kill team. Until the end of that phase, re-roll failed hit rolls for that model’s attacks that target an enemy model that is within 1" of an energy vessel.
1 COMMAND POINT

Narrative play mission

Binary Targets

If you are playing a campaign, you can choose to play this mission instead of the Ambush mission, as long as at least one of the players who will take part is using the ADEPTUS MECHANICUS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Adeptus Mechanicus player. If more than one player wishes to be the Adeptus Mechanicus player, those players roll off and the winner is the Adeptus Mechanicus player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Adeptus Mechanicus player must choose the ADEPTUS MECHANICUS Faction. 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 Adeptus Mechanicus player is the attacker and their opponent is the defender.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map below. Then set up two objective markers along the midway line, between both players’ deployment zones and 8" away from the centre of the battlefield.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players roll off and the winner chooses their deployment zone; the other player has the other deployment zone. The players 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
If one player has controlled both objectives at the end of two consecutive battle rounds, the game ends immediately. Otherwise, at the end of battle round 4, the attacker rolls a D6. On a roll of 3+ the battle continues, otherwise the battle is over. If the battle doesn’t end as described above, at the end of battle round 5, the attacker rolls a D6. This time the battle continues on a 4+, otherwise the battle is over. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
If one player has controlled both objectives at the end of two consecutive battle rounds, that player wins. Otherwise, at the end of the battle, each player scores 3 victory points for each objective marker they control, 2 victory points if the enemy Commander is out of action, and 1 victory point for each other enemy model that friendly models took out of action with their attacks or psychic powers. The player with the most victory points is the winner. If the players have the same number of victory points, the defender wins.

RAD HAZE
When selecting a target for a shooting attack, you may not pick any models that are more than 12" away from the firing model.

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 Materiel.

ASSURED ENGAGEMENT
Attacker Tactic
Use this Tactic in the Movement phase after a charge roll that fails. Re-roll one or both of the dice.
1 COMMAND POINT
GREAT STAMINA
Defender Tactic
Use this Tactic at the start of the Movement phase. Choose a shaken model from your kill team. They are no longer shaken.
1 COMMAND POINT

Narrative play mission

Virulent Vectors

If you are playing a campaign, you can choose to play this mission instead of the Ambush mission, as long as at least one of the players who will take part is using the DEATH GUARD Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the DEATH GUARD player. If more than one player wishes to be the Death Guard player, those players roll off and the winner is the Death Guard player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Death Guard player must choose the DEATH GUARD Faction. 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 Death Guard player is the attacker and their opponent is the defender.

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

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

DEPLOYMENT
The attacker sets up all of their models first. A player’s models must be set up wholly within their deployment zone. Once the attacker has set up all of their models, they place an objective marker touching the base of one of their models, then the other player sets up all of their models. Once the players have set up all of their models, deployment ends and the first battle round begins.

PLAGUE VAT
When the attacker chooses one of their models to move in the Movement phase, if the objective marker (representing the plague vat) is touching that model’s base, and has not been moved in this phase, that model can move the plague vat. Remove the plague vat from the battlefield and, once the model has moved, place it on the battlefield touching that model’s base. Until you have placed the plague vat back on the battlefield, that model is said to be moving the plague vat. A model cannot make a charge attempt and move the plague vat in the same phase.

If the model moving the plague vat is shaken or taken out of action, place the plague vat on the battlefield touching their base before the model is removed from the battlefield.

A model moving the plague vat can move off the battlefield edge labelled vector route, if they have sufficient movement to reach that battlefield edge.

BATTLE LENGTH
Use the Variable Battle Length rules – the attacker rolls. In addition, if one of the attacker’s models moves the plague vat off the battlefield, the battle ends immediately.

VICTORY CONDITIONS
If the battle ends because the attacker moved the plague vat off the battlefield, the attacker wins. Otherwise, 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 Materiel.

PLODDING TO VICTORY
Attacker Tactic
Use this Tactic when you choose a model to move in the Movement phase, and that model can move the plague vat. Add D3" to the distance that model can move in this phase. If you do so, the model must move the plague vat. The model may still Advance.
1 COMMAND POINT
DESPERATE SACRIFICE
Defender Tactic
Use this Tactic when a model from your kill team would be taken out of action, if that model is within 1" of an enemy model that is touching the plague vat. If you do, that model can fight as if it were the Fight phase (even if they have already fought in this phase) before they are removed from the battlefield. They must target an enemy model that is touching the plague vat with all of their attacks.
1 COMMAND POINT

Narrative play mission

Chosen by Fate

If you are playing a campaign, you can choose to play this mission instead of the Ambush mission, as long as at least one of the players who will take part is using the THOUSAND SONS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Thousand Sons player. If more than one player wishes to be the Thousand Sons player, those players roll off and the winner is the Thousand Sons player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Thousand Sons player must choose the THOUSAND SONS Faction. 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 Thousand Sons player is the attacker and their opponent is the defender.

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

THE 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
Use the Variable Battle Length rules – the attacker rolls.


WHAT FATE HOLDS IN STORE
At the beginning of each battle round, the Thousand Sons player can roll a D10. If they do, their victory condition changes according to the following table:
D10VICTORY CONDITION
1Your Leader is out of action.
2None of your fighters are out of action.
3All enemy fighters are out of action.
4There is at least one of your fighters in the enemy deployment zone.
5All of your fighters (and at least one) are in your deployment zone.
6There are no enemy fighters in your deployment zone.
7More enemy fighters than your fighters are out of action.
8The enemy Leader is out of action.
9Your Leader is not out of action.
10Re-roll the dice until you get a different result.

VICTORY CONDITIONS
If, at the end of the battle, the attacker has fulfilled their victory condition, they win. Otherwise, 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.

TWIST THE SKEINS OF FATE
Attacker Tactic
Use this Tactic after rolling the D10 according to What Fate Holds in Store. If you do, you can add or subtract 1 from the roll.
1 COMMAND POINT
UNRAVELLING FATE
Defender Tactic
Use this Tactic at the beginning of a battle round. If you do, the attacker must roll the D10 according to What Fate Holds in Store – they may not choose not to this battle round. You can only use this Tactic once per battle.
3 COMMAND POINTS

Narrative play mission

Cruel Intent

If you are playing a campaign, you can choose to play this mission instead of the Feint mission, as long as at least one of the players who will take part is using the DRUKHARI Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Drukhari player. If more than one player wishes to be the Drukhari player, those players roll off and the winner is the Drukhari player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Drukhari player must choose the DRUKHARI Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The Drukhari player is the attacker and their opponent is the defender.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map 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 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 eligible models to set up, skip them. Continue setting up models until both players have set up all eligible models; at this point, deployment ends and the first battle round begins.

REVEL IN AGONY
The Drukhari of this kill team toy with their victims, preferring prolonged torment to a quick kill. When rolling Injury rolls for the defender’s models, count a result of 1-5 as a flesh wound result; only results of 6+ will take the defender’s models out of action. While the attacker’s models are within 6" of any enemy models that have one or more flesh wounds, add 1 to their Strength and 1 to their Weapon Skill (so a Weapon Skill of 3+ would become 2+, for example).

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 Drukhari player rolls a D6. On a roll of 3+ the game continues, otherwise the game is over. If the game does not end as described above, at the end of battle round 5, the Drukhari player rolls a D6. This time, on a 4+ the game continues, otherwise the game is over. 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 1 victory point for each 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 there is a tie, whichever player had the lowest Force is the winner. If there is still a tie, the players draw.

RESOURCES
In a campaign game, the player that lost the mission loses 2 Morale. If players draw, they do not lose Morale.

SWIFT TORMENT
Attacker Tactic
Use this Tactic after declaring a charge with one of your models, but before rolling the dice. Add 2 to the result of the charge roll. In addition, your opponent cannot make Overwatch attacks in response to this charge.
2 COMMAND POINTS
IMPERVIOUS TO INJURY
Defender Tactic
Use this Tactic before a player makes an Injury roll for one of your models. Apply a -1 modifier to the result of the test, in addition to any other modifiers that may apply.
1 COMMAND POINT

Narrative play mission

Mindshackle Abduction

If you are playing a campaign, you can choose to play this mission instead of the Feint mission, as long as at least one of the players who will take part is using the NECRONS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Necrons player. If more than one player wishes to be the Necrons player, those players roll off and the winner is the Necrons player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Necrons player must choose the NECRONS Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The Necrons player is the attacker and their opponent is the defender.

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


IMPLANT THE SCARABS
At the start of the Movement phase, if the defender’s Leader is shaken and is within 1" of at least one model from the attacker’s kill team that is not shaken, roll a dice. On a 4+ the defender’s Leader has been implanted with Mindshackle Scarabs.

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 Necrons player rolls a D6. On a roll of 3+ the game continues, otherwise the game is over. If the game does not end as described above, at the end of battle round 5, the Necrons player rolls 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
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 model taken out of action by one of their models’ attacks or psychic powers. In addition, if at the end of the battle the defender’s Leader is still on the battlefield and is implanted with Mindshackle Scarabs, the attacker gains 3 victory points. The player with the most victory points is the winner. If there is a tie, whichever player had the lowest Force is the winner. If there is still a tie, the players draw.

RESOURCES
In a campaign game, the player that loses the mission loses 2 Intelligence. If players draw, they do not lose Intelligence.

ANCIENT COMMANDER
Attacker Tactic
Use this Tactic at the start of the Fight phase. Until the end of that phase, you can re-roll hit rolls of 1 for your Leader and models in your kill team that are within 6" of your Leader.
1 COMMAND POINT
STAUNCH RESOLVE
Defender Tactic
Use this Tactic when you are required to make a saving throw for a model in your kill team. You can re-roll failed saving throws of 1 for that model until the end of that battle round.
1 COMMAND POINT

Narrative play mission

Da Mega Pyre

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission, as long as at least one of the players who will take part is using the ORKS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Orks player. If more than one player wishes to be the Orks player, those players roll off and the winner is the Orks player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Orks player must choose the ORKS Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The Orks player is the attacker and their opponent is the defender.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map below. The defender then places three objective markers in their territory. Each objective marker must be between 6" and 9" from each other objective marker.

THE 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
The battle ends at the end of a battle round if there is only one unbroken kill team on the battlefield, or if explosives are currently armed at all three objective markers (see below). Otherwise, at the end of battle round 4, the attacker rolls a D6. On a roll of 3+ the battle continues, otherwise the battle is over. If the battle doesn’t end as described, at the end of battle round 5, the attacker rolls a D6. This time the battle continues on a 4+, otherwise the battle is over. The battle automatically ends at the end of battle round 6.

VICTORY CONDITIONS
If, at the end of the battle, explosives are armed at 0-1 objective markers, the defender wins the mission. If explosives are armed at 2 objective markers, the game is a draw. If explosives are armed at all 3 objective markers, the attacker wins the mission.

PLANTING EXPLOSIVES
At the end of any battle round, the attacker can make one attempt to plant explosives at each objective marker they control. To do so, roll a D6 for each such objective marker; on a 4+ explosives have been successfully planted at that objective marker. Once successfully planted, these explosives are considered to be armed for the purpose of battle length and victory conditions, either until the game ends, or if the explosives at that objective marker are disarmed (see the Disarm Attempt Defender Tactic).

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. If the players draw, the defender loses 1 Material and the attacker does not lose any resources.

DEAD SNEAKY!
Attacker Tactic
Use this Tactic at the end of a battle round if your opponent controls an objective marker, but you have at least 1 model (other than shaken models) within 2" of it. You can attempt to plant explosives at that objective marker as if you controlled it. You can only use this Tactic once per battle round.
1 COMMAND POINT
DISARM ATTEMPT
Defender Tactic
Use this Tactic at the end of a battle round, if you control an objective marker at which explosives have been successfully planted. Roll a D6; on a 6, the explosives have been successfully disarmed, though further attempts can now be made to plant explosives at that objective marker.
1 COMMAND POINT

Narrative play mission

Wrecking Spree

If you are playing a campaign, you can choose to play this mission instead of the Feint mission, as long as at least one of the players who will take part is using the ORKS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Orks player. If more than one player wishes to be the Orks player, those players roll off and the winner is the Orks player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Orks player must choose the ORKS Faction. 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 Orks player is the attacker and their opponent is the defender.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map below. You must set up at least three pieces of terrain, but more is better, and ideally you should include Fallen Statues in the terrain.

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

DEPLOYMENT
The attacker sets up all of their models first. A player’s models must be set up wholly within their deployment zone. Once the attacker has set up all of their models, the other player sets up all of their models. Once the players have set up all of their models, deployment ends, and the first battle round begins.

RUINED RELICS
Terrain features that are at least 2" in one or more dimensions (i.e. height, depth or breadth) can be controlled as if they were objective markers in this mission, with the exception that, when you measure to or from a terrain feature, you do so from the closest point, as opposed to the centre of the terrain.

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

VICTORY CONDITIONS
At the end of each battle round, players score victory points for the following: 2 victory points if they control more terrain features than their opponent, and 1 victory point for each Fallen Statue they control. The player with the most victory points at the end of the mission 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 2 Morale. If the defender wins the mission, the attacker loses 1 Morale.

REDECORATE
Attacker Tactic
Use this Tactic when you choose a model to shoot with in the Shooting phase. You gain 1 victory point and, until the end of that phase, that model cannot make shooting attacks.
1 COMMAND POINT
CLEANSE THE SANCTUM
Defender Tactic
Use this Tactic at the start of the Shooting or Fight phase. Until the end of that phase, you can re-roll hit and wound rolls of 1 for attacks made by models from your kill team that are within 1" of any terrain.
1 COMMAND POINT

Narrative play mission

Light the Beacons

If you are playing a campaign, you can choose to play this mission instead of the Feint mission, as long as at least one of the players who will take part is using the T’AU EMPIRE Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the T’au Empire player. If more than one player wishes to be the T’au Empire player, those players roll off and the winner is the T’au Empire player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The T’au Empire player must choose the T’AU EMPIRE Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The T’au Empire player is the attacker and their opponent is the defender.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map below. The players roll off and the player that wins chooses which of the long edges of the battlefield their deployment zone is touching. The defender then places three objective markers in their deployment zone. Each objective marker must be at least 5" from other objective markers and the edge of the battlefield. These markers represent enemy assets that must be lit with Markerlight Beacons.

THE 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.

LIGHT THEM UP
At the start of each Movement phase, if the attacker is controlling an objective marker, roll a D6. On a 4+ a Markerlight Beacon is lit at that location. A Beacon remains lit at this location, even if the attacker’s models move away. If the defender gains control of an objective marker and a Markerlight Beacon is lit there, that Beacon is immediately extinguished.

BATTLE LENGTH
At the end of battle round 4, the T’au Empire player rolls a D6. On a roll of 3+ the game continues, otherwise the game is over. At the end of battle round 5, the T’au Empire player rolls 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
At the end of the battle, the attacker scores 3 victory points for each objective marker at which a Markerlight Beacon is lit. The defender scores 2 victory points for each objective marker at which no Markerlight Beacon is lit. In addition, each player scores 1 victory point for each 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 the players have the same number of victory points, the defender wins.

RESOURCES
In a campaign game, the player that loses the mission loses 1 Territory, and the player that wins gains 1 Territory.

AUGMENTED TACTICAL VISION
Attacker Tactic
Use this Tactic in the Shooting phase. Until the end of that phase, add 1 to hit rolls for models from your kill team that target enemy models that are within 6" of an objective marker that is lit with a Markerlight Beacon.
1 COMMAND POINT
HOLD FAST
Defender Tactic
Use this Tactic before making a saving throw for a model from your Kill Team that is controlling an objective. Until the end of the turn you may re-roll failed save rolls of 1 for that model.
1 COMMAND POINT

Narrative play mission

Infestation

If you are playing a campaign, you can choose to play this mission instead of the Feint mission, as long as at least one of the players who will take part is using the TYRANIDS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Tyranids player. If more than one player wishes to be the Tyranids player, those players roll off and the winner is the Tyranids player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Tyranids player must choose the TYRANIDS Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The Tyranids player is the defender and their opponent is the attacker; the attacker can spend an additional 20 points on their kill team.

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

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

DEPLOYMENT
First, the defender sets up a number of tokens on the battlefield equal to the number of models in their kill team, plus three. For example, if the defender had 8 models in their kill team, they would need to set up 11 tokens. Each token must be at least 5" from any other tokens and the edge of the battlefield. Their models are placed to one side – they arrive later in the battle. The attacker then sets up all of their models, anywhere wholly within 3" of the edge of the battlefield. Once the attacker has 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 either kill team is broken. Otherwise, at the end of battle round 4, the attacker rolls a D6. On a roll of 3+ the battle continues, otherwise the battle is over. If the battle doesn’t end as described above, at the end of battle round 5, the attacker rolls a D6. This time the battle continues on a 4+, otherwise the battle is over. The battle automatically ends at the end of battle round 6.

THE TRAP IS SPRUNG
In each battle round, at the start of their turn in the Movement phase, the defender rolls a D6 for each of their models that have not yet arrived on the battlefield, adding 1 to the roll for each battle round that has been completed. On a 4+ they must set up that model anywhere within 2" of the centre of any token on the battlefield; that token is then removed from play. On a 1-3, the model is not set up – the defender will roll again for that model in the Movement phase of the next battle round. Models set up in this manner cannot Move or Advance in the phase in which they are set up, but can charge. After all of the models in the defender’s kill team have been set up, any remaining tokens are removed from play.

VICTORY CONDITIONS
If the battle ends because either kill team is broken, the other kill team’s player wins. Otherwise, a player scores 2 victory points if the enemy Leader is out of action, and 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 defender is the winner.

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 Morale and 1 Territory.

BROODTUNNEL
Attacker Tactic
Use this Tactic after setting up a model within 2" of a token. That token remains in play until all of the models in your kill team have been set up, after which it is removed from play as normal.
1 COMMAND POINT
ITCHY TRIGGER FINGER
Defender Tactic
Use this Tactic after firing Overwatch with one of your models. You can immediately fire Overwatch again.
1 COMMAND POINT

Narrative play mission

Uprising

If you are playing a campaign, you can choose to play this mission instead of the Assassinate mission, as long as at least one of the players who will take part is using the GENESTEALER CULTS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Genestealer Cults player. If more than one player wishes to be the Genestealer Cults player, those players roll off and the winner is the Genestealer Cults player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Genestealer Cults player must choose the GENESTEALER CULTS Faction. 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. Both players must include one Commander in their kill team. The Genestealer Cults player is the attacker and their opponent is the defender.

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

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

DEPLOYMENT
The defender sets up their kill team wholly within their deployment zone. The attacker then sets up their kill team wholly within their deployment zones, dividing their models as they wish between their two deployment zones. Once the players have set up 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 attacker rolls a D6. On a roll of 3+ the battle continues, otherwise the battle is over. If the battle doesn’t end as described above, at the end of battle round 5, the attacker rolls a D6. This time the battle continues on a 4+, otherwise the battle is over. 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, at the end of the battle, if the defender’s Commander has been taken out of action, the attacker is the winner. If the defender’s Commander is still on the battlefield at the end of the battle, the defender is the winner.

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

SINGULAR PURPOSE
Attacker Tactic
Use this Tactic at the start of the Morale phase. Models from your kill team automatically pass Nerve tests until the end of that phase.
2 COMMAND POINTS
LIFEWARDS
Defender Tactic
Use this Tactic at the start of the battle round. Pick a model from your kill team. Until the end of the battle round, each time your Commander suffers a wound whilst within 3" of this model, you can roll a dice. On a roll of 3+ that wound is instead inflicted on the model you picked (unless that model is shaken).
1 COMMAND POINT

Narrative play mission

The Purging

If you are playing a campaign, you can choose to play this mission instead of the Ambush mission, as long as at least one of the players who will take part is using the GENESTEALER CULTS Faction.

THE KILL TEAMS
This is a mission for two players. One of those players is the Genestealer Cults player. If more than one player wishes to be the Genestealer Cults player, those players roll off and the winner is the Genestealer Cults player. Each player chooses a Faction keyword and the players reveal their choices at the same time. The Genestealer Cults player must choose the GENESTEALER CULTS Faction. Then, each player chooses a Battle-forged kill team that only includes models with the Faction keyword they chose. The Genestealer Cults player is the defender and their opponent is the attacker.

THE BATTLEFIELD
Create the battlefield and set up terrain. Examples of how you might do this are shown in the deployment map below. Then set up two objective markers 1" from the short edge of the battlefield closest to the attacker’s deployment zone, as shown on the map.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The players take it in turns to deploy one model from their kill team, starting with the defender. Models must be set up wholly within their own deployment zone. Once a player has set up all their models, their opponent continues setting up models until both players have set up their kill teams. Once the players have set up 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 attacker rolls a D6. On a roll of 3+ the battle continues, otherwise the battle is over. If the battle doesn’t end as described, at the end of battle round 5, the attacker rolls a D6. This time the battle continues on a 4+, otherwise the battle is over. The battle automatically ends at the end of battle round 6.

ESCAPE!
If a defender’s model finishes a move within 2" of an objective marker, the player can remove that model from the battlefield. That model is said to have escaped. Models which escape are not treated as out of action (e.g. for the purposes of checking whether their kill team is broken).

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, the defender scores 2 victory points for each model which escapes. The attacker scores 1 victory point for each defender’s model which is taken out of action, or 2 victory points if that model is a Leader. The player with the most victory points is the winner. If the players are tied for victory points, the attacker wins.

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

LOCKDOWN
Attacker Tactic
Use this Tactic at the start of a battle round. Pick an objective marker within 2" of a model from your kill team (other than a shaken model). Models from the defender’s kill team cannot escape the battlefield whilst they are within 2" of that objective marker until the end of the battle round.
2 COMMAND POINTS
COVERING FIRE
Defender Tactic
Use this Tactic when it is your turn to pick a model to shoot with. You can pick a model which has escaped the battlefield. When you do so, draw line of sight and measure range from any point on the short edge of the battlefield closest to the attacker’s deployment zone. The model is considered to have moved in the preceding Movement phase.
2 COMMAND POINTS

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

Matched play mission

Death in the Darkness

Experts in covert warfare are never more at home than when engaging an unprepared foe, and an assault at night all but guarantees an advantage to the attacking force.

If you are playing a campaign, you can choose to play this mission instead of the Ambush or Recover Intelligence missions, as long as at least one of the players who will take part is using the ADEPTUS ASTARTES Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Adeptus Astartes player. If more than one player wishes to be the Adeptus Astartes player, those players roll off and the winner is the Adeptus Astartes player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Adeptus Astartes player must choose the ADEPTUS ASTARTES Faction. 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 in the deployment maps below. Set up one objective marker in the centre of the battlefield.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Adeptus Astartes player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on.

Any players who roll the same result roll their dice again to determine which of them has the 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, and more than 3" from any other player’s 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 Adeptus Astartes player rolls a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 5, the Adeptus Astartes player rolls 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.

IN THE DEAD OF NIGHT
Models cannot target models that are more than 12" away, or affect those models with psychic powers.

VICTORY CONDITIONS
Each player scores 1 victory point for each enemy model taken out of action by one of their models’ attacks or psychic powers, and the player that controls the objective marker at the end of the battle scores 3 victory points. The player with the most victory points is the winner. If players are tied for the most victory points, those players draw. Any other players lose.

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

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Grudge Match

If you are playing a campaign, you can choose to play this mission instead of the Assassinate or Sweep and Clear missions, as long as at least one of the players who will take part is using the ADEPTUS ASTARTES Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Adeptus Astartes player. If more than one player wishes to be the Adeptus Astartes player, those players roll off and the winner is the Adeptus Astartes player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Adeptus Astartes player must choose the ADEPTUS ASTARTES Faction. 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 in the deployment maps below.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
Players then use the Standard Deployment rules to set up their kill teams.

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 Leader specialist on the battlefield at the end of a battle round, or no Leader specialists on the battlefield at the end of a battle round, the battle ends.

NO QUARTER!
In the Fight phase of any battle round in which a model charged, add 1 to that model’s Strength and Attacks characteristics until the end of the phase.

ESCALATING HOSTILITIES
Each time a model from your kill team is taken out of action, you receive 1 command point.

VICTORY CONDITIONS
If, at the end of the battle, there is only one Leader on the battlefield, that Leader’s controlling player wins. Otherwise, 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 Morale, and the winner gains 1 Morale. Players that draw do not lose or gain Morale.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Strike at the Heart

If you are playing a campaign, you can choose to play this mission instead of the Assassinate or Sweep and Clear missions, as long as at least one of the players who will take part is using the DEATHWATCH Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Deathwatch player. If more than one player wishes to be the Deathwatch player, those players roll off and the winner is the Deathwatch player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Deathwatch player must choose the DEATHWATCH Faction. 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 in the deployment maps below. Each player sets up one objective marker in a different deployment zone, at least 6" away from the edge of the battlefield. The objective marker in a player’s deployment zone is known as that player’s home objective, while all other objective markers are known to that player as enemy objectives.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Deathwatch player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone. A player may only choose a deployment zone in which there is an objective marker.

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, and more than 3" from any other player’s 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 Deathwatch player rolls a D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 5, the same player rolls 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.

POSITION COMPROMISED
In the Morale phase, if a player’s home objective is held by an opponent, add 1 to all Nerve rolls that player makes.

VICTORY CONDITIONS
At the end of the game, each player scores 1 victory point for each enemy model that was taken out of action by one of their models’ attacks or psychic powers, 1 victory point for holding their home objective, and 3 victory points for holding an enemy objective. The player with the most victory points is the winner. If players are tied for the most victory points, those players draw. Any other players lose.

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

Best of the Best

If you are playing a campaign, you can choose to play this mission instead of the Assassinate or Sweep and Clear missions, as long as at least one of the players who will take part is using the ASTRA MILITARUM Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Astra Militarum player. If more than one player wishes to be the Astra Militarum player, those players roll off and the winner is the Astra Militarum player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Astra Militarum player must choose the ASTRA MILITARUM Faction. 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 in the deployment maps below.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Astra Militarum player has the greatest strategic advantage in this battle. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the 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, and more than 3" from any other player’s 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 Astra Militarum player rolls a D6. On a roll of 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 Astra Militarum player rolls 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
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 2 victory points for each enemy specialist taken out of action by one of their specialists’ attacks or psychic powers, and 1 victory point for each other enemy model taken out of action by one of their specialists’ attacks or psychic powers. The player with the most victory points is the winner. If players are tied for the most victory points, those 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 gains 1 Morale. If players draw they do not gain or lose Morale.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Datawipe

If you are playing a campaign, you can choose to play this mission instead of the Feint or Terror Tactics mission as long as at least one of the players who will take part is using the ADEPTUS MECHANICUS Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Adeptus Mechanicus player. If more than one player wishes to be the Adeptus Mechanicus player, those players roll off and the winner is the Adeptus Mechanicus player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Adeptus Mechanicus player must choose the ADEPTUS MECHANICUS Faction. 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 in the deployment maps below. Then set up four objective markers midway between the centre of the battlefield and the battlefield edge, as shown in the deployment maps. The objective markers represent data caches in this mission.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Adeptus Mechanicus player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the 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 the 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 Adeptus Mechanicus player rolls a D6. On a roll of 3+, the battle continues, otherwise the battle is over. At the end of battle round 5, the Adeptus Mechanicus player 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.

DESTROY DATACACHES
If any models from the same kill team (other than shaken models) are within 1" of the same data cache at the end of the battle round, for two consecutive battle rounds, and there are no enemy models (other than shaken models) within 1" of that data cache, then that kill team’s player may choose to destroy that cache. Remove the marker from the battlefield and take note of the player who destroyed the data cache.

VICTORY CONDITIONS
Each player scores 2 victory points for destroying the cache furthest from their deployment zone, and 1 victory point for each other cache they destroy. The player with the most victory points at the end of the battle wins. Players tied for the most victory points draw. Any other players lose.

RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Intelligence and 1 Territory. Players that draw do not lose any resources.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Annihilation Protocols

If you are playing a campaign, you can choose to play this mission instead of the Assassinate mission as long as at least one of the players who will take part is using the ADEPTUS MECHANICUS Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Adeptus Mechanicus player. If more than one player wishes to be the Adeptus Mechanicus player, those players roll off and the winner is the Adeptus Mechanicus player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Adeptus Mechanicus player must choose the ADEPTUS MECHANICUS Faction. 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 in the deployment maps below.

SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Adeptus Mechanicus player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the 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 the 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 Adeptus Mechanicus player rolls a D6. On a roll of 3+, the battle continues, otherwise the battle is over. At the end of battle round 5, the Adeptus Mechanicus player 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 Commander or Leader taken out of action by an attack or psychic power made by a model from their kill team, and 1 victory point for each other enemy model taken out of action by an attack or psychic power made by a model from their kill team. The player with the most victory points at the end of the battle is the winner. Players tied for the most victory points draw. Any other players lose.

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

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Experimental Weapons

If you are playing a campaign, you can choose to play this mission instead of the Assassinate mission, as long as at least one of the players who will take part is using the DEATH GUARD Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Death Guard player. If more than one player wishes to be the Death Guard player, those players roll off and the winner is the Death Guard player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Death Guard player must choose the DEATH GUARD Faction. 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 in the deployment maps below.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
Use the Standard Deployment rules with the exception that the Death Guard player has the greatest strategic advantage – the other players roll to determine their advantage relative to each other as normal. When each player sets up their last model, they must choose a model from their kill team that is on the battlefield. That model is carrying their experimental weapon (see below).

BATTLE LENGTH
Use the Variable Battle Length rules – the Death Guard player rolls.

EXPERIMENTAL WEAPON
Choose one of the weapons that is on the datacard of the model that you chose to carry your experimental weapon. Roll a D3 and apply the relevant modifier from the table below to that weapon for this battle:

D3RESULT
1Add 1 to that weapon’s Type (e.g. Assault D6 becomes Assault D6+1, Rapid Fire 1 becomes Rapid Fire 2). If the chosen weapon has the Melee Type, re-roll this result.
2Add D3 to that weapon’s Strength characteristic.
3Add 1 to that weapon’s Damage characteristic.

In addition, if you roll any unmodified hit rolls of 1 for that weapon’s attacks, the bearer suffers a mortal wound after all of its declared attacks have been resolved.

If the bearer of an experimental weapon is taken out of action, after removing the model from the battlefield, that model’s player places an objective token on the battlefield, with the centre of the objective token at the centre of where the removed model was standing. If another model from that player’s kill team moves into contact with that objective token in any phase, that model is treated as having the experimental weapon (roll for one of that model’s weapons as described above).

VICTORY CONDITIONS
Players score 1 victory point for each enemy model that is taken out of action by an attack made with an experimental weapon by a model from their kill team. The player with the most victory points at the end of the mission is the winner. If players are tied for the most victory points, those 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. Players that draw do not lose any resources.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Destined One

If you are playing a campaign, you can choose to play this mission instead of the Assassinate mission, as long as at least one of the players who will take part is using the THOUSAND SONS Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Thousand Sons player. If more than one player wishes to be the Thousand Sons player, those players roll off and the winner is the Thousand Sons player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Thousand Sons player must choose the THOUSAND SONS Faction. 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 in the deployment maps below. Then set up a single objective marker in the centre of the battlefield.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
Before any models are deployed, each player secretly chooses one of the models in their kill team to be a Destined One and makes a note of this. Then, use the Standard Deployment rules with the exception that the Thousand Sons player has the greatest strategic advantage – the other players roll to determine their advantage relative to each other as normal. Players cannot set up a Destined One in Reserve.

BATTLE LENGTH
Use the Variable Battle Length rules – the Thousand Sons player rolls. In addition, if there is only one Destined One on the battlefield at the end of a battle round, the battle ends.

CRUEL FATE
If, at the end of a battle round, a player’s Destined One is out of action, that player must reveal this. Their kill team plays no further part in the battle – their models are removed from the battlefield.

VICTORY CONDITIONS
If the battle ends because there is only one Destined One on the battlefield, the Destined One’s controlling player wins. Otherwise, the player whose Destined One is closest to the objective marker wins. If more than one player has a Destined One closest to the objective marker, those players draw and the other players lose. If there are no Destined Ones on the battlefield, all players lose.

RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Morale and 1 Territory. Players that draw do not lose any resources. In addition, in a campaign game the Destined One of the winning player (or their fire team) gains 1 additional experience (unless they cannot gain experience).

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

The Casket

If you are playing a campaign, you can choose to play this mission instead of the Assassinate or Sweep and Clear missions, as long as at least one of the players who will take part is using the DRUKHARI Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Drukhari player. If more than one player wishes to be the Drukhari player, those players roll off and the winner is the Drukhari player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Drukhari player must choose the DRUKHARI Faction. 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 in the deployment maps below. One objective marker is then set up in the centre of the battlefield. This represents the Casket.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Drukhari player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the 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, and more than 3" from any other player’s 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 Drukhari player rolls a D6. On a 3+, the game continues, otherwise the game is over. At the end of battle round 5, the Drukhari player rolls 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.

THE CASKET
Any specialist can carry the Casket by moving into contact with it while it is not being carried – that model then automatically picks it up. From that point, the Casket remains with the model (move the Casket with the model to show this) until it is dropped, which only happens if the model is taken out of action. A model carrying the Casket cannot move further than 9" in any single phase for any reason.

VICTORY CONDITIONS
At the end of the battle, if a model from a player’s kill team is carrying the Casket, then that player wins the mission. If the Casket is not being carried, then each player scores 1 victory point for each enemy model taken out of action by one of their models’ attacks or psychic powers, and the player with the most victory points is the winner. If players are tied for the most victory points, those players draw. Any other players lose.

RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 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

Yield to No One

If you are playing a campaign, you can choose to play this mission instead of the Assassinate or Sweep and Clear missions, as long as at least one of the players who will take part is using the NECRONS faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Necrons player. If more than one player wishes to be the Necrons player, those players roll off and the winner is the Necrons player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Necrons player must choose the NECRONS Faction. 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 in the deployment maps below. Each player sets up one objective marker in a different deployment zone, at least 6" away from the edge of the battlefield.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Necrons player has the greatest strategic advantage in this battle. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone. A player may only choose a deployment zone in which there is an objective marker.

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, and more than 3" from any other player’s 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 Necrons player rolls a D6. On a 3+ the game continues, otherwise the game is over. At the end of battle round 5, the Necrons player rolls 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 1 victory point for each enemy model taken out of action by one of their models’ attacks or psychic powers. In addition, at the end of each battle round, each player scores 1 victory point for each objective they control. The player with the most victory points is the winner. If players are tied for the most victory points, those players draw. Any other players lose.

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

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

The Lure of Loot

If you are playing a campaign, you can choose to play this mission instead of the Assassinate or Sweep and Clear missions, as long as at least one of the players who will take part is using the ORKS Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Orks player. If more than one player wishes to be the Orks player, those players roll off and the winner is the Orks player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Orks player must choose the ORKS Faction. 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 in the deployment maps below. Set up a stack of objective markers equal to the number of players as close as possible to the centre of the battlefield. The objective markers represent loot counters in this mission.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Orks player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the 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, and more than 3" from any other player’s 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 Orks player rolls a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 5, the Orks player rolls 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.

MAKING OFF WITH THE LOOT
A model can carry a single loot counter, and can pick one up if it ends its move in the Movement phase within 2" of a loot counter – move the loot counter with the model carrying it each time they move. The model cannot Advance, and will drop the loot if taken out of action, after which any model can pick it up as normal. A model with a loot counter can be moved off any edge of the battlefield in the Movement phase, if that model’s move is sufficient to take them 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.

VICTORY CONDITIONS
The player that had the most models successfully escape with loot counters by the end of the battle (see above) wins. If players are tied for the most models escaped, those players draw. Any other players lose.

RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Morale, and the winner gains 1 Morale. Players that draw do not lose or gain Morale.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Trophy Hunters

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission, as long as at least one of the players who will take part is using the ORKS Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Orks player. If more than one player wishes to be the Orks player, those players roll off and the winner is the Orks player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Orks player must choose the ORKS Faction. 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 in the deployment maps below.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
Use the Standard Deployment rules with the exception that the Orks player has the greatest strategic advantage – the other players roll to determine their advantage relative to each other as normal.

BATTLE LENGTH
Use the Variable Battle Length rules – the Orks player rolls.

CHAMPION
In the first battle round, keep a tally of the number of models taken out of action by each model’s attacks and psychic powers. Whichever model has the highest tally at the end of the round is the champion. If models are drawn for the highest tally, randomly determine among them which is the champion. If no models have been taken out of action by attacks or psychic powers, or if the champion is taken out of action by anything other than another model’s attack or psychic power, use these rules again in the next battle round, and so on.

TROPHY
If a model takes a champion out of action with an attack or a psychic power, they claim a trophy and become the champion.

VICTORY CONDITIONS
At the end of the battle, if there is a champion on the battlefield, the player whose kill team includes the champion wins. If there is no champion on the battlefield at the end of the battle, whichever player’s kill team claimed the most trophies wins. If players are tied for the most trophies, those players draw. Any other players lose.

RESOURCES
In a campaign game, the player(s) that lose the mission each lose 1 Morale and 1 Territory. Players that draw do not lose any resources.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Secure the Summit

If you are playing a campaign, you can choose to play this mission instead of the Recover Intelligence mission, as long as at least one of the players who will take part is using the T’AU EMPIRE Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the T’au Empire player. If more than one player wishes to be the T’au Empire player, those players roll off and the winner is the T’au Empire player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The T’au Empire player must choose the T’AU EMPIRE Faction. 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 in the deployment maps below. One objective marker is then set up in the centre of the battlefield.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The T’au Empire player has the greatest strategic advantage in this battle. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the 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, and more than 3" from any other player’s 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 T’au Empire player rolls a D6. On a 3+ the game continues, otherwise the game is over. If the game does not end as described above, at the end of battle round 5, the T’au Empire player rolls 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.

FIREBASE
If a player controls the objective marker, they may re-roll hit rolls of 1 in the Shooting phase for any models from their kill team within 6" of the centre of the objective marker, and ignore the modifier for shooting at long range with these models.

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 model taken out of action by one of their models’ attacks or psychic powers, and the player that controls the objective marker at the end of the battle scores 3 victory points. The player with the most victory points is the winner. If players are tied for the most victory points, those 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 gains 1 Territory. If players draw they do not gain or lose Morale or Territory.

Two-player battlefield using one gameboard

Three- to four-player battlefield using two gameboards

Matched play mission

Target Priority

If you are playing a campaign, you can choose to play this mission instead of the Assassinate or Sweep and Clear missions, as long as at least one of the players who will take part is using the TYRANIDS Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Tyranids player. If more than one player wishes to be the Tyranids player, those players roll off and the winner is the Tyranids player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Tyranids player must choose the TYRANIDS Faction. 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 in the deployment maps below.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Tyranids player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the 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, and more than 3" from any other player’s 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 Tyranids player rolls a D6. On a roll of 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 Tyranids player rolls 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.

DECAPITATED
If your kill team is not broken at the end of the Morale phase, but your Leader has been taken out of action, your kill team is broken.

VICTORY CONDITIONS
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, a player scores 2 victory points for each enemy Leader taken out of action by one of their models’ attacks or psychic powers, and 1 victory point for each other enemy specialist 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, those players draw. Any other players lose.

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

Clash of Titans

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission, as long as at least one of the players who will take part is using the GENESTEALER CULTS Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Genestealer Cults player. If more than one player wishes to be the Genestealer Cults player, those players roll off and the winner is the Genestealer Cults player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Genestealer Cults player must choose the GENESTEALER CULTS Faction. 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 in the deployment maps below.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Genestealer Cults player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the greater advantage. The players then take it in turn, in the order of greatest to least advantage, to choose their deployment zone. All players then deploy their Commander in the centre of 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, and more than 3" from any other player’s 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 Genestealer Cults player rolls a D6. On a roll of 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 Genestealer Cults player rolls 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
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins. Otherwise, a player scores 3 victory points for each enemy Commander taken out of action by one of their Commander’s attacks or psychic powers, and 1 victory point for each enemy Commander taken out of action by any other friendly model’s attacks or psychic powers. The player with the most victory points is the winner. If players are tied for the most victory points, those players draw. Any other players lose.

RESOURCES
In a campaign game, players that lose the mission each lose 1 Intelligence 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

Conquest

If you are playing a campaign, you can choose to play this mission instead of the Disrupt Supply Lines mission, as long as at least one of the players who will take part is using the GENESTEALER CULTS Faction.

THE KILL TEAMS
This is a mission for two to four players. One of those players is the Genestealer Cults player. If more than one player wishes to be the Genestealer Cults player, those players roll off and the winner is the Genestealer Cults player. Each player chooses a Faction keyword, and the players reveal their choices at the same time. The Genestealer Cults player must choose the GENESTEALER CULTS Faction. 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 in the deployment maps below. One objective marker is then set up in the centre of each deployment zone.

THE SCOUTING PHASE
Resolve the Scouting phase.

DEPLOYMENT
The Genestealer Cults player has the greatest strategic advantage. In a three- or four-player game, the remaining players then each roll 2D6. The highest scorer has the second greatest advantage in this mission, the next highest gets the third greatest advantage, and so on. Any players who roll the same result roll their dice again to determine which of them has the 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 player’s deployment zone, and more than 3" from any other player’s 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 Genestealer Cults player rolls a D6. On a roll of 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 Genestealer Cults player rolls 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
If the battle ends because there is only one unbroken kill team on the battlefield, that kill team’s player wins; any other players lose. Otherwise, at the end of the battle, a player scores 1 victory point if they control the objective marker that is in their own deployment zone, and 2 victory points for each objective marker they control that is in an enemy deployment zone. The player with the most victory points wins. If players are tied for the most victory points, those players draw; any other players lose.

RESOURCES
In a campaign game, players 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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Roll-offs
Some rules instruct players to roll off. To do so, each player rolls a D6 (or 2D6 if there are more than two players), and whoever scores highest wins the roll-off. In the case of a tie, those players re-roll their dice – if the second and subsequent rolls are also tied, keep on rolling until a winner is determined; this is the only time players can re-roll a re-roll.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
React
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
GRENADE

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

A model in your kill team armed with a Grenade weapon may fire it in Overwatch or in the Shooting phase. If they do so, they cannot fire any other weapons that phase, and no other model in your kill team can fire a Grenade weapon that phase.
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.
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
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.
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.
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.
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.
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.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.
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.
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.
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.
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.
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.
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.
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.
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.
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

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

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The DEATH GUARD keyword is used in following Death Guard datasheets:

Datasheet
Commander
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.
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.
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.
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.
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.
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.
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.
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.
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.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
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.
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.
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.
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.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
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.
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.
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.
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.
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.
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.
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.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
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.
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.
Overwatch
Overwatch is a special type of shooting attack, made by a model that is the target of a charge and resolved in the Movement phase. It uses all the normal rules for shooting (e.g. the target must be in range and visible when they declare the charge), except that any attacks made must target the model attempting to charge, and a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
ASSAULT

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

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

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

A model firing a Rapid Fire weapon doubles the number of attacks it makes if all of its targets are within half the weapon’s Range characteristic.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
© Vyacheslav Maltsev 2013-2021