Battles in confined spaces are a brutal affair. In the war-ravaged 41st Millennium, desperate struggles take place in a myriad of claustrophobic environs: within the labyrinthine corridors of besieged redoubts, through the chem-strewn arteries of hive cities or along shuddering gantries aboard immense void-craft. Fire lanes are restricted and warriors dash from cover to avoid being trapped, gunning down foes at lethal choke points. Only a quick-witted leader will manoeuvre their troops to victory in such close quarters.


This section contains rules for playing missions in indoor environments, called ultra-close confines. Included within Killzone: Pariah Nexus is a double-sided gameboard featuring two of these environments. When playing a mission on these gameboards, or on any of the indoor boards found in other Kill Team products, players should use the rules found here. The players will also have access to the Ultra-close Confines Tactics.

TERRAIN RULES

Walls

Certain gameboards, such as those in Killzone: Pariah Nexus, have walls marked on them, outlined with thin red lines. They are a special type of terrain feature that models cannot move, see or attack through. They use the following rules:

Visibility

In addition to the usual rules for determining if one model is visible to another, models cannot draw visibility through walls for any reason. This means that a model can only draw visibility to another model if it is possible to draw an imaginary straight line from any part of the first model’s base to any part of the other model’s base, without that line crossing a wall.

In the example below, the Flayed One is visible to Model A, as a line can be drawn from part of Model As base to the edge of the Flayed One’s base. However, it is not possible to do so for Model B without that line crossing a wall. As such the Flayed One is not visible to Model B.


Fighting

Models cannot attack through walls.

Measuring

Distances cannot be measured through these walls. Instead, players must measure around walls, using the shortest possible path.

In the example below, the Rites of Battle Tactic has been used to give the Primaris Captain an aura ability that affects friendly models within 6" of it. Although Model A is physically less than 6" away from the Captain, there is a wall between them - so model A is not in range of the ability. Model B, however, is in range - it is 3" from model B to the corner of the wall, and a further 2" to the Captain, totalling 5". Note that the distance is measured to the part of model B’s base that is closest to the corner around which the measurement is being made, as opposed to the part of the base that is closest to the Captain.


Movement

Models cannot move through walls. This includes models that can FLY and models with abilities that allow them to ignore terrain when they move.

Obscured

In addition to the usual rules for determining if a target is obscured (for which you may need to get a model’s eye view to look for intervening models and terrain), it is necessary to determine if any intervening walls may obscure the target. To do so, select a point on the attacking model’s base. If is it possible to draw straight lines to all parts of the target’s base from that point without crossing a wall, then the target is not being obscured (Model A in the example below). Otherwise they are obscured (Model B in the example below).

Doors

Some Kill Team gameboards feature doors. When the battlefield is set up, place any doors used by the mission that is being played on the gameboard, as shown in the deployment map for that mission.

Doors block movement, visibility and measurements in the same way as a wall.

In the Movement phase, at any point when an INFANTRY model is making a normal move or Falling Back, it can open a door that is within 1" of it. If a door is opened, remove it from the board and place it to one side. If that model is now within 1" of any enemy models, it cannot move any further and is not considered to have charged in this battle round.

If a door is opened and results in an enemy model being within 1" of a model from your kill team, if that model from your kill team has not been charged by a different enemy model that phase, then when it is picked to move that round, it can Fall Back.

Choke Points

Some Kill Team gameboards feature choke points. These represent tight, confined areas where fighters are particularly exposed and vulnerable to enemy fire.

Choke points are overlooked by firing points which are marked on the gameboard as shown.


In the Shooting phase, when a model makes a shooting attack, if any part of its base is on a firing point (see above), draw an imaginary line from any part of the attacking model’s base to any part of the target’s base. If that line lies within the firing arc (see above), it is said to be benefiting from that firing point: add 1 to the hit roll for that attack.

In the example below, the Space Marine’s base lies on the firing point and so, when making a ranged attack, it has the potential to benefit from it. If the attacking model shoots at Models A or B, it is possible to draw a line from its base to theirs while passing through the firing arc, which means that when shooting at those models the player will add 1 to the hit roll. If, however, the attacking model shot at model C, it is not possible to draw a line between their bases that passes through the firing arc, and so the hit roll for that shooting attack would remain unaffected by the firing point.


Spatial Lacerators

Employing horrific hyper-technology, these sunken pits can be used for near-instantaneous translocation. Stepping over the ghostly concentration of illuminated particles, a warrior may appear to vanish, suddenly emerging on another in a different section of the tomb.

Some Kill Team gameboards feature spatial lacerators, as shown below. These tie in to some of the Narrative Effects presented later, but do not block movement or visibility and have no effect on the game outside of their Narrative Effect.


Pitfalls

Some Kill Team gameboards feature pitfalls. These represent sudden drops or chasms that cannot be traversed. They are a special type of terrain feature that block movement in the same way as a wall, unless the model being moved can FLY. A model that can FLY cannot end a move within a pitfall.

Pitfalls do not block visibility, and do not have any effect on measurements. A pitfall can be seen below:


GENERAL RULES

Concentrated Radius

In the confines of enclosed spaces, detonations are particularly lethal. In the narrow space, blast waves reflect and spinning shrapnel ricochets in a concentration of killing fury.

When determining the number of attacks for a ranged weapon that has a random value (e.g. Heavy D6), roll one additional dice of the same type and discard one. For example, for an Assault 2D6 weapon, roll one additional D6 and discard one, or for an Assault D3 weapon, roll one additional D3 and discard one.

Close Quarters

In tight confines, a shooter s field of vision no longer crawls with potential targets and threats. The moments advantage gained from being able to quickly focus on their target allows them to sharpen their aim for more distant shots.

When a model makes an attack with a ranged weapon, do not apply the hit roll modifier for the target model being at long range.

No Escape

In the violence of hand-to-hand combat, trapping opponents against obstacles, solid walls or the perilous lip of a vertiginous drop ensures they have no way to escape.

When a model makes an attack with a melee weapon against an enemy model that is within 1" of a wall, door, terrain feature or pitfall, the attacking model can gain an advantage. Draw an imaginary straight line from the centre of the attacking model s base to the edge of the gameboard, passing through the centre of the targets base. If that line then touches a wall, door, terrain feature or pitfall within 1" of the target, add 1 to the Injury roll.

Command Nodes

Each battlefield will have one objective marker that is also a Command Node. This is an area of tactical importance such as a data terminal, communications array or command station. Starting from the second battle round, a player gains one Command Point if they control the Command Node objective marker, and they can also use the Access Override Tactic.

MISSION RULES

Scouting Phase

Missions played in ultra-close confines do not use the Scouting phase.

Objective Markers

When determining who controls an objective marker, rather than determining the number of models, each player totals the Wounds characteristic of models from their kill team within 2" of that objective marker (ignoring models that are shaken). The player with the highest total controls that objective marker.

Battle-forged Kill Teams

When playing a mission in ultra-close confines, in order for a kill team to be considered Battle-forged, in addition to the requirements specified in the Kill Team Core Manual, it cannot consist of more than 14 models.

Deployment

Unless otherwise specified in the mission being played, during Deployment a player cannot set up any of their models outside of their own deployment zone.

ULTRA-CLOSE CONFINES TACTICS

SURE FOOTING
Ultra-close Confines Tactic
Use this Tactic in the Movement phase when you pick a model to Advance. Until the end of the phase, when making an Advance roll for that model, roll one additional D6 and discard one of the dice.
1 COMMAND POINT
BARGE THROUGH
Ultra-close Confines Tactic
Use this Tactic in the Movement phase when you pick a model to make a normal move or to Advance. Until the end of the phase, that model can move within 1" of enemy models and can move through other models, but must end its move more than 1" away from all enemy models and not overlapping another model or its base.
1 COMMAND POINT
ACCESS OVERRIDE
Ultra-close Confines Tactic
Use this Tactic at the end of the Movement phase. If you control an objective marker that is a Command Node, you can open one door on the battlefield.
1 COMMAND POINT
DETERMINED LEAP
Ultra-close Confines Tactic
Use this Tactic in the Movement phase when you pick a model from your kill team to move. Roll one D6; on a 2 that model can move up to 2" across a pitfall during its move that phase, and on a 3+ it can move up to 3" across a pitfall during its move that phase. This does not increase the distance a model is allowed to move.
1 COMMAND POINT
SEE THEM COMING
Ultra-close Confines Tactic
Use this Tactic when a model from your kill team is declared as a target of a charge, and is chosen to fire Overwatch. If the charging model is not obscured from the point of view of your model, when your model fires Overwatch at that charging model this phase, they successfully hit if the result is equal to or greater than their Ballistic Skill characteristic with a -1 to hit modifier in addition to any other hit roll modifiers.
1 COMMAND POINT
POINT-BLANK OVERWATCH
Ultra-close Confines Tactic
Use this Tactic in the Movement phase when an enemy model ends a charge move within 1" of a model from your kill team. If that model from your kill team was able to make a Reaction as part of that charge and chose not to, that model can now make a charge Reaction, even though there is an enemy model within 1". That model may not Retreat as part of that charge Reaction and cannot make use of the See Them Coming Tactic. Note that any Overwatch attacks made as part of this Reaction must be made against that enemy model.
1 COMMAND POINT
COVERED DOORWAY
Ultra-close Confines Tactic
Use this Tactic in the Movement phase when an enemy model opens a door. Pick a Readied model from your kill team within 8" of that door and draw an imaginary line between the two models. If that line passes through the doorway, that model can immediately shoot as if it were your turn in the Shooting phase, but all of the attacks it makes must target the enemy model that opened the door.
1 COMMAND POINT

PARIAH: NEXUS

Welcome to Kill Team: Pariah Nexus. This book will lead you on a perilous journey into darkened passageways and enable you to take an elite band of operatives - valiant and aggressive Space Marines or ancient and malevolent Necrons - and unleash them upon one another within a nightmarish alien tomb.


Kill Zone: Crypt of Cynosure

Battles between kill teams within the Pariah Nexus often flare inside gloomy Crypts of Cynosure. Streams of energy crackle and plunging voids lead who knows where or when, while the rumble of gigantic engines comes from below. Whatever powers such vast mechanisms lies beneath complex focusing rings.

ENVIRONMENT TABLE
D6RESULT
1Hazardous Conduit Flares: When a model Advances, it cannot move on or through a starslave conduit.
2Dimensional Flense Feedback: At the start of each battle round, roll one D6 to randomly determine one spatial lacerator on the gameboard. Roll one D6 for each model within 2" of the centre of that spatial lacerator; on a 5+ that model suffers 1 mortal wound.
3Energy Discharge: While a model is on the circuit of entropic anguish it has a 5+ invulnerable save. If it already has an invulnerable save, improve that save by 1 (to a maximum of 3+). In addition, when an Injury roll is made for a model on the circuit of entropic anguish, add 1 to the result.
4Entropic Circuit Focusing: At the start of each battle round, roll one D6 to determine the direction of the circuit focusing; on a 1-3 it rotates clockwise, on a 4-6 it rotates counter-clockwise. In Initiative order, take it in turns with your opponent to select one model from your respective kill teams that is on a gyroflux tablet and has not already been selected this turn. Remove that model from the battlefield and set it up within 1" of the gyroflux tablet that is D3 gyro flux tablets further along in the direction that the circuit is focusing. If that model cannot be set up in this manner, it is taken out of action instead.
5Active Kill-Field Augmentation: When resolving an attack made with a ranged weapon, if the attacking model is benefiting from a firing point, add 1 to any Injury roll made for that attack.
6Thermionic Annuli Vivisectors: Before the battle, place a number of Thermionic Annuli on the gameboard as shown below. When resolving an attack made with a melee weapon against a model within 1" of a thermionic annulus, add 1 to the wound roll.

The hyper-advanced technology of the Necrons, maintained by the techno-sorcerous caste of Crypteks, takes a myriad of forms. The energy required to actuate their disturbing creations is of an order of magnitude far beyond the understanding of any Tech-Priest, but such energy must be carefully controlled. Some Crypteks employ large arrays, or circuits, housed within Crypts of Cynosure that centre and focus the vast power.

Fluctuating with random discharge as they draw energy from a power source, such circuits spin - if not through space, then through stranger dimensions - to alter their lensing capacity. They are studded with a series of gyroflux tablets whose function remains unknown.

Straying too close risks becoming snagged and drawn through varying states of existence from one to another.

Staying away from the circuit’s edge is still no guarantee of safety. Spatial lacerators disgorge their razor-edged dimensional corridors in ventings of flensing power. Starslave conduits, meanwhile, carry streamers of harvested power from the circuit and seethe with plasma filaments that must be carefully negotiated.

Paranoid Cryptek overseers unleash clouds of vivisecting nano-scarabs from thermionic annuli and even the tomb’s master programme augments defensive positions by destabilising areas they overlook.

Terrain Features

A - Circuit of Entropic Anguish
B - Starslave Conduit
С - Thermionic Annulus

Gyroflux Tablet (below)

Killzone: Translocum Chamber

Amongst the defences of tomb worlds inside the Pariah Nexus are complex translocum chambers. Thrumming with power, such structures enable the Necrons to move their defenders from place to place. If their enemies are able to gain control somehow, this power could swiftly prove the tomb world’s weakness.

ENVIRONMENT TABLE
D6RESULT
1Control Dais Shielding: While a model is on the aeonphasic control dais it has a 5+ invulnerable save against attacks made in the Shooting phase.
2Power Flux: At the start of each battle round roll one D6; on a 4+ the petrific divisors activate. Until the end of the battle round, models cannot move on or through the petrific divisors. In addition, if a model is already on a petrific divisor when it activates, that model cannot move that battle round.
3Operational Displacement: The Spatial Lacerators rule is in effect for this battle. In addition, at the start of each battle round, if a player has any models within 1" of the aeonphasic control dais and their opponent does not, that player can choose which two spatial lacerators are selected, instead of determining them randomly.
4Hyperactive Energy Cycle: Hyperflay arteries are considered terrain features for the purpose of the No Escape rule.
5Internal Pressure Shift: Subtract 1 from Advance rolls and charge rolls for models within 2" of a pitfall.
6Thermionic Annuli Transducer Field: Before the battle, place a number of Thermionic Annuli on the gameboard as shown below. When resolving an attack made with a ranged weapon against a model within 1" of a thermionic annulus, add 1 to the wound roll.

While primary transdimensional hubs are viciously defended, compact kill teams may reach smaller translocum chambers through distraction or stealth, diverting security protocols with larger military actions. Such incursions never go fully unnoticed, however.

Spatial lacerators that ordinarily lead to distant sections of the tomb disgorge macabre guardians. Such technology can be thrown into disarray by enemy sabotage. Yet even misfiring, they still allow hunters and the hunted alike to outmanoeuvre each other.

Those who can slip unseen - or force their way through in a blaze of fire - to the central control dais may be able to override the displacement vectors of different spatial lacerators. Should the dais’ control programme be unresponsive, its aeonphasic power core flares into life to protect it. Warriors sheltering within its radius of influence see enemy shots whipped away from them in crackling parabolas.

Strange forces weave and coalesce even through a tomb world’s outer halls. Shifts in pressure pouring out of voidshafts throw the unwary off balance, and thermionic annuli warp spacetime, accelerating shots that pass nearby to supernatural speeds.

Ceremonial processionals preserve the hierarchical status of the dynasties’ servants. Any transgressors - whether alien intruders or dynastic rivals - must beware hyperflay arteries that line such rigidly defined avenues. Random cycles of hyperactivity can make them dangerous hazards.

Whether due to errors accumulated during the Great Sleep or over-siphoning by greedy Crypteks, power fluxes lend a tomb complex an eerie atmosphere. Random surges cause security measures such as petrific divisors to suddenly jar. Pursuits are blocked, warriors trapped or even frozen in place as the divisor flickers to life through a fighter’s body.

Terrain Features

A - Hyperflay Arteries
B - Aeonphasic Control Dais
C - Petrific Divisors

Ultra-close Confines Missions

Each kill team is assembled for a particular purpose, and each warrior is included because they make the mission’s success more likely. This means that even on the same enclosed battlefield, rival kill teams may have very different objectives, each playing to their strengths. A successful kill team must take these objectives and prioritise, focus on and achieve them while not losing sight of their ultimate mission goal.

PARIAH NEXUS OBJECTIVES
On the following page you will find a selection of Pariah Nexus Objectives for use with the matched play missions presented in Killzone: Pariah Nexus. These objectives provide a variety of mission parameters for you to complete, and allow you to tailor your mission goals to better suit your battle plan and react to your enemy.

Each player must secretly choose three Pariah Nexus Objectives when mustering their kill team for the mission. Each objective will explain how and when victory points are scored, but each player can score no more than 3 victory points for each Pariah Nexus Objective they have chosen (any additional victory points they might gain from that objective are lost).

Each mission offers one Pariah Nexus Objective bespoke to that mission. This objective can be chosen instead of one listed here, but can only be chosen for that mission.

Each of a players Pariah Nexus Objectives should be kept secret until they first score a victory point from them. At that point, that objective is revealed to their opponent (but any they have not yet scored a victory point from remain secret).

NARRATIVE EFFECTS
Narrative Effects section has a number of narrative rules designed to reflect a wide variety of distinct elements found within the Pariah Nexus. These can be incorporated into any of your games fought in Killzone: Pariah Nexus.

MATCHED PLAY MISSIONS
Below you will find six matched play missions designed to offer a fair and balanced battle for two equally matched kill teams wishing to wage skirmish warfare in the ultra-close confines of Killzone: Pariah Nexus. Either select the mission you wish to use, or roll one D6 on the following table:

NARRATIVE PLAY MISSIONS
Below you will find bespoke rules to reflect the environment of Killzone: Pariah Nexus. These rules can be used with the missions presented on this page, or with missions found in other publications, allowing you to recreate the effects of the Pariah Nexus in stories of your own devising. Then, you will find two narrative play missions (Diversion Tactics and Sabotage) designed to re-tell the story of the Space Marine assault on the pylon of Vertigus II.

Pariah Nexus Objectives


ATTRITION
At the end of the battle round, score 1 victory point if more enemy models than friendly models were taken out of action in that battle round.
BOUNTY HUNTERS
When an enemy model is taken out of action, place a Kill Team token in contact with its base before removing the model from the battlefield. Score 1 victory point if a model from your kill team ends its move in contact with any of those markers, and then remove one of those markers the model is in contact with.
CUT APART
At the end of the Fight phase, score 1 victory point if one or more models from your kill team made an attack that took an enemy model out of action in that phase.
CUT OFF THE HEAD
When the enemy Leader is taken out of action, score victory points equal to 5 minus the number of the current battle round.
DEATH FROM AFAR
At the end of the Shooting phase, score 1 victory point if one or more models from your kill team made an attack that took an enemy model out of action in that phase.
DOMINATION
At the end of the battle round, score 1 victory point if more models from your kill team are within 3" of the centre of the battlefield than there are enemy models within 3" of the centre of the battlefield (not including shaken models).
ENRAGE ON ALL FRONTS
Divide the battlefield into four equal rectangles, a corner of each of which meets the others in the centre of the battlefield. At the end of the battle round, score 1 victory point if there is at least one model from your kill team (other than shaken models) wholly within each of these rectangles and not within 3" of the centre of the battlefield.
HIGH-PROFILE TARGETS
When an enemy specialist (other than a Leader) is taken out of action, score 1 victory point.
RECON SWEEP
At the end of the battle round, score 1 victory point if one or more models from your kill team (other than shaken models) are wholly within the enemy deployment zone.
AREA SECURED
At the end of the battle, score 1 victory point for each objective marker you control.
BREAK THEM
If the enemy kill team is broken by the end of the third battle round, score 3 victory points. If the enemy kill team is broken by the end of the fourth battle round, score 2 victory points.

Narrative Effects

The rules presented in this section represent easy ways to add a narrative feel to your games of Kill Team set in the tombs of the Necrons. They can be used in conjunction with any mission presented in this book, or they can be used with any mission that uses the Ultra-close Confines rules. For each of these tables, after determining the mission, one player can roll on that table and apply the corresponding result to the battle ahead. Alternatively, players can select the option that best suits their mission.

ENVIRONMENT EFFECTS
These rules represent battlefield effects inspired by the horror of a Necron tomb complex.

D6ENVIRONMENT EFFECT
1Power Surges: At the start of each battle round, roll one D6. On a 1-3, it is low lighting until the end of the battle round; when resolving an attack against a model more than 9" away, subtract 1 from the hit roll. On a 4-6, it is intense lighting until the end of the battle round; when a model Retreats it can be moved up to 4", and when a model fires Overwatch a hit roll of 5+ is always successful.
2Access Control: When using the Access Override Tactic, you can open and close any and all doors. When closing doors, place them back on the gameboard as shown on the missions deployment map. If any models would prevent a door from being placed, the door is not closed, but roll one D6 for each of those models. On a 4+, that model suffers 1 mortal wound.
3Auto-reactive Foundations: When making an Advance or charge roll, roll one additional D6 and discard the highest result.
4Flensing Microfilaments: When making an 4 Injury roll for a model as a result of an attack made with a melee weapon, re-roll rolls of 1.
5Spatial Lacerators: At the start of each battle round, randomly select two spatial lacerators. Until the end of the battle round, if a model finishes a normal move, an Advance or a Fall Back within 1" of one of those spatial lacerators, you can remove that model from the battlefield and set it up within 3" of the other spatial lacerator and more than 1" from any enemy models.
6Reality Fluctuation: When resolving an attack made by a model against a target within 6", add 1 to the wound roll. When resolving an attack made by a model against a target more than 12" away, subtract 1 from the wound roll.

WALLS EFFECTS
These rules represent the dark and glyph-scribed passage walls of the Necrons, from technological phenomena to the brooding corners of their tombs.

D3WALLS EFFECT
1Intramural Energies: When an attacking model gains an advantage as a result of the No Escape rule, add 1 to the Strength characteristic of that attack.
2Dimensional Destabilisation: Models can move through walls when they Advance (but cannot end the move within the wall).
3Shifting Shadows: When resolving an attack made by a model against a target that is more than 10" away and within 1" of a wall, the target counts as being obscured.

PITFALL EFFECTS
These rules represent the cavernous depths appearing to stretch from one part of the tomb complex to another, and the inter-dimensional threats that dwell within.

D3PITFALL EFFECT
1Volatile Pressure Inversion: At the end of each battle round, roll one D6 for each model within 2" of a pitfall. On a 1, that model suffers 1 mortal wound.
2Parasitic Transmission: When resolving an attack made with a ranged weapon by a model that is within 1" of a pitfail, re-roll a wound roll of 1.
3Enervating Shroud: Whilst a model is within 1" of a pitfall, subtract 1 from its Strength characteristic.

OBJECTIVE EFFECTS
These rules represent the varied effects of powerful objectives, xeno-tech with limitless capabilities that forces must contend with when fighting within the domain of the Necrons.

D6OBJECTIVE EFFECT
1Metastasis Generator: Models have a 4+ invulnerable save against attacks made with ranged weapons whilst they are within 2" of an objective marker.
2Damaged Power Output: At the end of the Movement phase, randomly select one objective marker and roll one D6 for each model within 2" of that objective marker; on a 3+, that model is Shaken.
3Temporal Accelerator: Whilst a model is within 2" of an objective marker, it shoots in the Ready, Fire! section of the Shooting phase and fights in the Hammer of Wrath section of the Fight phase.
4Erratic Teleportation Node: At the end of the Movement phase, the players roll off. The winner randomly selects one objective marker, and can then move each of their models that are within 3" of that objective marker up to 3". Models can be moved within 1" of enemy models.
5Defensive Arrays: At the end of the Movement phase, randomly select two objective markers, then draw a straight line 1mm wide between the centre of those objective markers. Roll one D6 for each model whose base is crossed by this line, regardless of height; on a 4+, that model suffers 1 mortal wound.
6Structural Transponder: At the end of the Movement phase, if a player controls an objective marker that is a Command Node, they can move or remove one Ultra-close Confines terrain feature on the battlefield (excluding doors). No part of this terrain feature can be placed on a wall, pitfall or base of another model.

TERRAIN EFFECTS
These rules represent the myriad of unsettling technoarcane topographies often found within the depths of a tomb world.

D6TERRAIN EFFECT
1Arcing Tesla Fields: When a model moves over a quantum node, roll one D6; on a 6, that model suffers 1 mortal wound.
2Gravitic Fluxwave: When a model declares a charge with one or more targets within 1" of a quantum node, subtract 2 from the charge roll.
3Fear Matrix: When taking a Nerve test for a model within 1" of a quantum node, subtract 1 from the result.
4Chronovorric Field: Models within 1" of an induction diodes terrain feature cannot React.
5Nano-scarab Infection: When resolving an attack made with a melee weapon against a model within 1" of an induction diodes terrain feature, add 1 to any Injury roll made for that attack.
6Biophasic Leak: When resolving an attack against a model within 2" of an induction diodes terrain feature, that model cannot use an invulnerable save.

Matched play mission

Objective Ultima
 1

Both kill teams have drawn blood, having engaged each other in many confrontations through this tomb’s shadowy corridors, testing the other’s defences. With everyone on full alert, further attempts at stealth are futile. No options remain but to stand your chosen ground and blunt the enemy offense completely.

THE KILL TEAMS
This is a mission for two players using the Ultra-close Confines rules. Each player chooses three Pariah Nexus Objectives and musters a Battle-forged kill team.

THE BATTLEFIELD
This mission is played in a Killzone: Crypt of Cynosure, the boards and terrain for which are in Killzone: Pariah Nexus. Create the battlefield, then set up terrain and objective markers exactly as shown below.

DEPLOYMENT
The players roll off, and the winner of the roll-off chooses which deployment zone will be their own. The other deployment zone will be their opponents. The players then take it in turns to deploy one model from their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH
The battle automatically ends at the end of battle round 4.

VICTORY CONDITIONS
Victory points are scored for the following:

Supremacy: At the end of the battle round, a player scores 1 victory point for each of the following conditions that they satisfy (for a maximum of 3 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent.
  • One or more of their opponent s models were taken out of action during the battle round, or all of their opponents models are out of action.
A player cannot score more than 9 victory points for this victory condition in this mission.

Pariah Nexus Objectives
The Domination Pariah Nexus Objective cannot be chosen for this mission. Players can choose the Centre Ground Pariah Nexus Objective below as one of their three Pariah Nexus Objectives when playing this mission:

Centre Ground: At the end of the battle round, score 1 victory point if there are no enemy models within 3" of the Centre Line.

At the end of the battle, the player with the most victory points is the winner. If there is a tie, whichever player controls the most objective markers at the end of the battle is the winner. If there is still a tie, the game is a draw.


Matched play mission

Purge
 2

Advancing kill teams have crossed paths, and both sides seek confrontation as quickly as possible, whether to silence the defenders or to cull the interlopers. Neither kill team can afford to let any enemy escape and aim to ruthlessly push forward to cut down any who hold the foe’s rear lines.

THE KILL TEAMS
This is a mission for two players using the Ultra-close Confines rules. Each player chooses three Pariah Nexus Objectives and musters a Battle-forged kill team.

THE BATTLEFIELD
This mission is played in a Killzone: Crypt of Cynosure, the boards and terrain for which are in Killzone: Pariah Nexus. Create the battlefield, then set up terrain and objective markers exactly as shown below.

DEPLOYMENT
The players roll off, and the winner of the roll-off chooses which deployment zone will be their own. The other deployment zone will be their opponents. The players then take it in turns to deploy one model from their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH
The battle automatically ends at the end of battle round 4.

VICTORY CONDITIONS
Victory points are scored for the following:

Supremacy: At the end of the battle round, a player scores 1 victory point for each of the following conditions that they satisfy (for a maximum of 3 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent.
  • One or more of their opponents models were taken out of action during the battle round, or all of their opponents models are out of action.
A player cannot score more than 9 victory points for this victory condition in this mission.

Pariah Nexus Objectives
The Domination Pariah Nexus Objective cannot be chosen for this mission. Players can choose the Breach Pariah Nexus Objective below as one of their three Pariah Nexus Objectives when playing this mission:

Breach: Score 1 victory point for each enemy model that loses any wounds as a result of an attack made by, psychic power manifested by or ability of a model in your kill team and the model in your kill team is wholly within your opponents territory (as shown on the deployment map).

At the end of the battle, the player with the most victory points is the winner. If there is a tie, whichever player controls the most objective markers at the end of the battle is the winner. If there is still a tie, the game is a draw.


Matched play mission

Secure the Facility
 3

This gloom-laden facility is a vital control point for the enemy’s war effort. One bold kill team has infiltrated the perimeter with orders to shut it down completely, but the enemy already have a counterstrike in place. A violent struggle to maintain the station’s output ensues, the larger war hinging upon its outcome.

THE KILL TEAMS
This is a mission for two players using the Ultra-close Confines rules. Each player chooses three Pariah Nexus Objectives and musters a Battle-forged kill team.

THE BATTLEFIELD
This mission is played in a Killzone: Crypt of Cynosure, the boards and terrain for which are in Killzone: Pariah Nexus. Create the battlefield, then set up terrain and objective markers exactly as shown below.

DEPLOYMENT
The players roll off, and the winner of the roll-off chooses which deployment zone will be their own. The other deployment zone will be their opponents. The players then take it in turns to deploy one model from their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH
The battle automatically ends at the end of battle round 4.

VICTORY CONDITIONS
Victory points are scored for the following:

Supremacy: At the end of the battle round, a player scores 1 victory point for each of the following conditions that they satisfy (for a maximum of 3 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent.
  • One or more of their opponents models were taken out of action during the battle round, or all of their opponents models are out of action.
A player cannot score more than 9 victory points for this victory condition in this mission.

Pariah Nexus Objectives
The Domination Pariah Nexus Objective cannot be chosen for this mission. Players can choose the Complete Authority Pariah Nexus Objective below as one of their three Pariah Nexus Objectives when playing this mission:

Complete Authority: Score 1 victory point if an enemy model is taken out of action as a result of an attack made by, psychic power manifested by or ability from a model in your kill team and the model in your kill team is within 2" of an objective marker.

At the end of the battle, the player with the most victory points is the winner. If there is a tie, whichever player controls the most objective markers at the end of the battle is the winner. If there is still a tie, the game is a draw.


Matched play mission

Flush Them Out
 4

Enemy forces lurk in the unnatural shadows, poised to ambush patrols and reinforcements. Previous kill teams have vanished without trace, their missions presumably uncompleted. A show of force is required to torch these assassins’ lairs, overrun their position and secure the supply lines.

THE KILL TEAMS
This is a mission for two players using the Ultra-close Confines rules. Each player chooses three Pariah Nexus Objectives and musters a Battle-forged kill team.

THE BATTLEFIELD
This mission is played in a Killzone: Translocum Chamber, the boards and terrain for which are in Killzone: Pariah Nexus. Create the battlefield, then set up terrain and objective markers exactly as shown below.

DEPLOYMENT
The players roll off, and the winner of the roll-off chooses which deployment zone will be their own. The other deployment zone will be their opponents. The players then take it in turns to deploy one model from their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH
The battle automatically ends at the end of battle round 4.

VICTORY CONDITIONS
Victory points are scored for the following:

Supremacy: At the end of the battle round, a player scores 1 victory point for each of the following conditions that they satisfy (for a maximum of 3 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent.
  • One or more of their opponents models were taken out of action during the battle round, or all of their opponents models are out of action.
A player cannot score more than 9 victory points for this victory condition in this mission.

Pariah Nexus Objectives
The Recon Sweep Pariah Nexus Objective cannot be chosen for this mission. Players can choose the Overrun Pariah Nexus Objective below as one of their three Pariah Nexus Objectives when playing this mission:

Overrun: At the end of the battle round, score 1 victory point if you have one or more models from your kill team wholly within each territory marked on the deployment map.

At the end of the battle, the player with the most victory points is the winner. If there is a tie, whichever player controls the most objective markers at the end of the battle is the winner. If there is still a tie, the game is a draw.


Matched play mission

Storm the Redoubt
 5

A significant strategic position has been identified in the maze of dark passages. A fortified point amidst the twisting network of deadly accessways, the redoubt could offer temporary respite from enemy fire, to re-arm and reorient your forces. One last push will secure this critical post for further offensives.

THE KILL TEAMS
This is a mission for two players using the Ultra-close Confines rules. Each player chooses three Pariah Nexus Objectives and musters a Battle-forged kill team.

THE BATTLEFIELD
This mission is played in a Killzone: Translocum Chamber, the boards and terrain for which are in Killzone: Pariah Nexus. Create the battlefield, then set up terrain and objective markers exactly as shown below.

DEPLOYMENT
The players roll off, and the winner of the roll-off chooses which deployment zone will be their own. The other deployment zone will be their opponents. The players then take it in turns to deploy one model from their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH
The battle automatically ends at the end of battle round 4.

VICTORY CONDITIONS
Victory points are scored for the following:

Supremacy: At the end of the battle round, a player scores 1 victory point for each of the following conditions that they satisfy (for a maximum of 3 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent.
  • One or more of their opponents models were taken out of action during the battle round, or all of their opponents models are out of action.
A player cannot score more than 9 victory points for this victory condition in this mission.

Pariah Nexus Objectives
The Recon Sweep Pariah Nexus Objective cannot be chosen for this mission. Players can choose the Command and Control Pariah Nexus Objective below as one of their three Pariah Nexus Objectives when playing this mission:

Command and Control: At the end of the battle round, score 1 victory point if you control the Command Node objective marker and there are no enemy models within 2" of that objective marker.

At the end of the battle, the player with the most victory points is the winner. If there is a tie, whichever player controls the most objective markers at the end of the battle is the winner. If there is still a tie, the game is a draw.


Matched play mission

Supply Hoard
 6

A hoard of supplies stowed by supporting forces or enemy artefacts too dangerous to leave untouched has been discovered. With kill teams distant from their point of entry, securing vital supplies or sabotaging the enemy’s assets will bolster their commander’s far-reaching goal, a prize too great to pass up.

THE KILL TEAMS
This is a mission for two players using the Ultra-close Confines rules. Each player chooses three Pariah Nexus Objectives and musters a Battle-forged kill team.

THE BATTLEFIELD
This mission is played in a Killzone: Translocum Chamber, the boards and terrain for which are in Killzone: Pariah Nexus. Create the battlefield, then set up terrain and objective markers exactly as shown below.

DEPLOYMENT
The players roll off, and the winner of the roll-off chooses which deployment zone will be their own. The other deployment zone will be their opponent’s. The players then take it in turns to deploy one model from their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. If a player runs out of models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH
The battle automatically ends at the end of battle round 4.

VICTORY CONDITIONS
Victory points are scored for the following:

Supremacy: At the end of the battle round, a player scores 1 victory point for each of the following conditions that they satisfy (for a maximum of 3 victory points):
  • They control one or more objective markers.
  • They control more objective markers than their opponent.
  • One or more of their opponents models were taken out of action during the battle round, or all of their opponents models are out of action.
A player cannot score more than 9 victory points for this victory condition in this mission.

Pariah Nexus Objectives
The Recon Sweep Pariah Nexus Objective cannot be chosen for this mission. Players can choose the Scavenge Supplies Pariah Nexus Objective below as one of their three Pariah Nexus Objectives when playing this mission:

Scavenge Supplies: At the end of the battle round, score 1 victory point if 3 or more models from your kill team are more than 1" from enemy models, within 1" of different terrain features (excluding doors) and no enemy models are within 1" of those terrain features.

At the end of the battle, the player with the most victory points is the winner. If there is a tie, whichever player controls the most objective markers at the end of the battle is the winner. If there is still a tie, the game is a draw.


Narrative play mission

Diversion Tactics

Having breached the subterranean Necron structure, the Ultramarines press deeper into enemy territory. Under constant assault from stalking xenos, they begin a systematic destruction of xenos mechanisms to destroy the structure from within and give other kill teams time to penetrate further.

THE KILL TEAMS
This is a mission for two players using the Ultra-close Confines rules. One player is the Defender, and their kill team consists of 5 Necron Flayed Ones and 1 Necron Chronomancer. The other player is the Attacker, and their kill team consists of 5 Heavy Intercessors and 1 Primaris Captain with Heavy Bolt Rifle.

THE BATTLEFIELD
This mission is played in a Killzone: Translocum Chamber, the boards and terrain for which are in Killzone: Pariah Nexus. Create the battlefield and set up terrain exactly as shown below.

DEPLOYMENT
The players roll off, then take it in turns to deploy one model from their kill team, starting with the player who lost the roll-off. Models must be set up wholly within their own deployment zone. The Primaris Captain with Heavy Bolt Rifle must start the game in reserve (even though reserves are not normally used in missions that use the Ultra-close Confines rules). If a player runs out of models to set up, skip them. Once the players have set up their models, deployment ends and the first battle round begins.

REINFORCEMENT
Instead of following the usual rules for setting up a model from Reserve, the Primaris Captain with Heavy Bolt Rifle can be set up on the battlefield at the end of any Movement phase starting from the second battle round. When that model is set up from Reserve, set it up wholly within the Attacker’s deployment zone, more than 1" from any enemy models.

BATTLE LENGTH
The battle ends immediately if both sets of induction diodes are Rigged to Blow (see below). Otherwise, the battle automatically ends at the end of battle round 7.

RIGGED TO BLOW
At the end of the Movement phase, the Attacker can select one model from their kill team that remained stationary or made a normal move that phase and is within 1" of a set of induction diodes. Until the end of the battle round, that model cannot move any further, shoot, fight or manifest psychic powers, and when resolving an attack against that model, add 1 to the hit, wound and Injury roll. At the end of the battle round, if that model is still within 1" of those induction diodes, they are Rigged to Blow.

VICTORY CONDITIONS
If both sets of induction diodes are Rigged to Blow, the Attacker is the winner. Any other result is a victory for the Defender.

NARRATIVE EFFECTS
The following Narrative Effects are active for this mission:
  • Power Surges (Environment)
  • Shifting Shadows (Walls)


Narrative play mission

Sabotage

An Ultramarines kill team has reached a site of arcane control where, they believe, the miles-high pylon receives its power. Equipped with sundering thermal charges, they must destroy it all costs. But the Necrons will not allow such vermin any further and pour horror after horror into the crypt’s defence.

THE KILL TEAMS
This is a mission for two players using the Ultra-close Confines rules. One player is the Defender, and their kill team consists of 5 Necron Flayed Ones and 1 Necron Chronomancer. The other player is the Attacker, and their kill team consists of 5 Heavy Intercessors and 1 Primaris Captain with Heavy Bolt Rifle.

THE BATTLEFIELD
This mission is played in a Killzone: Crypt of Cynosure, the boards and terrain for which are in Killzone: Pariah Nexus. Create the battlefield, then set up terrain and objective markers exactly as shown below.

DEPLOYMENT
The players roll off, and, starting with the player who lost the roll-off, the players take it in turns to deploy one model from their kill team at a time. Models must be set up wholly within their own deployment zone. Once the players have set up their models, deployment ends and the first battle round begins.

BATTLE LENGTH
The battle ends as soon as any of the following occur:
  • All of the Attacker s models are out of action.
  • Both of the objective markers have been removed from the battlefield.
  • Seven battle rounds are over.

VICTORY CONDITIONS
If both of the objective markers have been removed from the battlefield, the Attacker wins. Otherwise, the Defender wins.

TOMB WORLD REINFORCEMENTS
At the start of the battle round, the Defender can return one out of action FLAYED ONE model to the battlefield. Set this model up within the Tomb World Reinforcements deployment zone and more than 9" away from any ADEPTUS ASTARTES models, with 1 wound remaining and no flesh wounds.

CATASTROPHIC SABOTAGE
At the end of the battle round, the Attacker can perform one of the following acts of sabotage:
  • If they control objective marker 1, remove it from the battlefield.
  • If they control objective marker 2, and objective marker 1 is not on the battlefield, remove objective marker 2 from the battlefield.

NARRATIVE EFFECTS
The following Narrative Effects are active for this mission:
  • Flensing Microfilaments (Environment)
  • Enervating Shroud (Pitfall)

The CAPTAIN keyword is used in following Adeptus Astartes datasheets:

Commander
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.
RITES OF BATTLE
Adeptus Astartes
Primaris Captain/Captain with Master-crafted Heavy Bolt Rifle/Captain in Gravis Armour/Captain in Phobos Armour/Captain in Terminator Armour Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a CAPTAIN. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can re-roll hit rolls of 1 for friendly models within 6" of this model.
1 COMMAND POINT
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
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.
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.
HEAVY

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

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

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

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
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.
Command Nodes
Each battlefield will have one objective marker that is also a Command Node. This is an area of tactical importance such as a data terminal, communications array or command station. Starting from the second battle round, a player gains one Command Point if they control the Command Node objective marker, and they can also use the Access Override Tactic.
ACCESS OVERRIDE
Ultra-close Confines Tactic
Use this Tactic at the end of the Movement phase. If you control an objective marker that is a Command Node, you can open one door on the battlefield.
1 COMMAND POINT
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.
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.
Command Nodes
Each battlefield will have one objective marker that is also a Command Node. This is an area of tactical importance such as a data terminal, communications array or command station. Starting from the second battle round, a player gains one Command Point if they control the Command Node objective marker, and they can also use the Access Override Tactic.
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.
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.
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.
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.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
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.
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.
SEE THEM COMING
Ultra-close Confines Tactic
Use this Tactic when a model from your kill team is declared as a target of a charge, and is chosen to fire Overwatch. If the charging model is not obscured from the point of view of your model, when your model fires Overwatch at that charging model this phase, they successfully hit if the result is equal to or greater than their Ballistic Skill characteristic with a -1 to hit modifier in addition to any other hit roll modifiers.
1 COMMAND POINT
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.
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
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.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
Readying
When you pick a model to move, instead of making a normal move (including pivoting the model) you can Ready them, unless they are within 1" of an enemy model. A model that is Readied in the Movement phase has an advantage in the subsequent Shooting phase (see Ready, Fire!). If you have Kill Team tokens, place a Ready token next to the model as a reminder. If the model moves for any reason, it is no longer Readied – remove this token.
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.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
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.
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.
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.
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.
Command Nodes
Each battlefield will have one objective marker that is also a Command Node. This is an area of tactical importance such as a data terminal, communications array or command station. Starting from the second battle round, a player gains one Command Point if they control the Command Node objective marker, and they can also use the Access Override Tactic.
ACCESS OVERRIDE
Ultra-close Confines Tactic
Use this Tactic at the end of the Movement phase. If you control an objective marker that is a Command Node, you can open one door on the battlefield.
1 COMMAND POINT
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.
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.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
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.
Ready, Fire!
Readied models shoot before all other models. Players take it in turn to choose a Readied model from their kill team to shoot with (following the sequence below), or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose. Once all players have done so, they do so again in the same order, until all players pass in succession. When all of the players pass in succession, the Ready, Fire! section of the Shooting phase is over.
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.
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.
Command Nodes
Each battlefield will have one objective marker that is also a Command Node. This is an area of tactical importance such as a data terminal, communications array or command station. Starting from the second battle round, a player gains one Command Point if they control the Command Node objective marker, and they can also use the Access Override Tactic.
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.
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.
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.
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.
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.
DOMINATION
At the end of the battle round, score 1 victory point if more models from your kill team are within 3" of the centre of the battlefield than there are enemy models within 3" of the centre of the battlefield (not including shaken models).
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.
DOMINATION
At the end of the battle round, score 1 victory point if more models from your kill team are within 3" of the centre of the battlefield than there are enemy models within 3" of the centre of the battlefield (not including shaken models).
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.
DOMINATION
At the end of the battle round, score 1 victory point if more models from your kill team are within 3" of the centre of the battlefield than there are enemy models within 3" of the centre of the battlefield (not including shaken models).
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.
RECON SWEEP
At the end of the battle round, score 1 victory point if one or more models from your kill team (other than shaken models) are wholly within the enemy deployment zone.
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.
RECON SWEEP
At the end of the battle round, score 1 victory point if one or more models from your kill team (other than shaken models) are wholly within the enemy deployment zone.
Command Nodes
Each battlefield will have one objective marker that is also a Command Node. This is an area of tactical importance such as a data terminal, communications array or command station. Starting from the second battle round, a player gains one Command Point if they control the Command Node objective marker, and they can also use the Access Override Tactic.
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.
RECON SWEEP
At the end of the battle round, score 1 victory point if one or more models from your kill team (other than shaken models) are wholly within the enemy deployment zone.
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 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.
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.
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.
© Vyacheslav Maltsev 2013-2021