Tomb World

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024
  The Balance Dataslate
  The Balance DataslateRulebook2Q2 2024June 2024

Tomb World Kill Team

A TOMB WORLD kill team consists of two fire teams selected from the following list:
  • NECRON WARRIOR (max one per kill team)
  • IMMORTAL
  • FLAYED ONE
  • DEATHMARK

Archetype: Security

Necron Warrior Fire Team

  • A NECRON WARRIOR fire team includes five NECRON WARRIOR operatives each separately equipped with a bayonet and one of the following options:
    • Gauss flayer or gauss reaper

Immortal Fire Team

  • An IMMORTAL fire team includes four IMMORTAL WARRIOR operatives each separately equipped with a bayonet and one of the following options:
    • Gauss blaster or tesla carbine
  • If your kill team does not include any other LEADER operatives, instead of selecting one IMMORTAL WARRIOR operative for one IMMORTAL fire team, you can select one IMMORTAL LEADER operative equipped with a bayonet and one of the following options:
    • Gauss blaster or tesla carbine

Flayed One Fire Team


Archetype: Seek & Destroy / Recon

Deathmark Fire Team

  • A DEATHMARK fire team includes four DEATHMARK WARRIOR operatives.
  • If your kill team does not include any other LEADER operatives, instead of selecting one DEATHMARK WARRIOR operative for one DEATHMARK fire team, you can select one DEATHMARK LEADER operative.

Strategic Ploys

If your faction is TOMB WORLD, you can use the following Strategic Ploys during a game.

RELENTLESS ONSLAUGHT1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TOMB WORLD operative makes a shooting attack, in the Roll Attack Dice step of that shooting attack, if the target is within of it, you can re-roll one of your attack dice.
DIMENSIONAL CONCEALMENT1CP
Strategic Ploy
Until the end of the Turning Point, friendly DEATHMARK operatives can perform the following action:

DIMENSIONAL CONCEALMENT1AP

Change this operative’s order.
IMPLACABLE MARCH1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly TOMB WORLD operative is activated, after determining its order, if it has an Engage order, it can perform an implacable march. If it does, for that activation:
SKULKING KILLER1CP
Strategic Ploy
Until the end of the Turning Point, friendly FLAYED ONE operatives gain the following ability:

Skulking Killer: This operative can perform a Charge action while it has a Conceal order.

Tactical Ploys

If your faction is TOMB WORLD, you can use the following Tactical Ploys during a game.

REANIMATION PROTOCOLS0CP
Tactical Ploy
Use this Tactical Ploy when a friendly TOMB WORLD operative is incapacitated. Before removing that operative from the killzone, place a Reanimation token under its base and leave its order token next to it. In the Ready Operatives step of each Turning Point, before resolving the Living Metal ability, roll one D6 for each of your Reanimation tokens. On a 3+ (or a 2+ if that operative is a NECRON WARRIOR operative):
  • Set up the operative that Reanimation token was placed for.
  • It must be as close as possible to that Reanimation token and not within Engagement Range of enemy operatives.
  • It has D3 wounds remaining.
  • It has the order of the remaining order token.
  • Remove that Reanimation token.
LIVING LIGHTNING1CP
Tactical Ploy
Use this Tactical Ploy in the Roll Attack Dice step of a shooting attack, when one or more critical hits are retained for a shooting attack made with a tesla carbine that a friendly IMMORTAL operative is equipped with. Select one of the following for that shooting attack:
  • Treat that weapon’s Splash 1 critical hit rule as Splash 2 instead.
  • Treat the distance requirement for that weapon’s Splash 1 critical hit rule as instead of .

Equipment

TOMB WORLD operatives in your kill team can be equipped with equipment from this list, as specified in the mission sequence. Any equipment marked with a + can be selected a maximum of once, and each operative can be equipped with no more than one of each item.

DEVOURER NANOSCARABS [3EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Devourer nanoscarabs
4
3+
3/4
Special Rules
!
Rng , Limited, Indirect, Lethal 5+
-

SEMPITERNAL WEAVE+ [3EP]

DEATHMARK LEADER or IMMORTAL LEADER operative only. The operative has a Save characteristic of 2+ for the battle.

STARFIRE CORE [2EP]

Select one gauss flayer, gauss reaper or gauss blaster the operative is equipped with. That weapon gains the following special rule for the battle:

Starfire Core: Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, you can retain one of your failed hits as a successful normal hit.

TESLA WEAVE [2EP]

The operative gains the following ability for the battle:

Tesla Weave: Each time an enemy operative finishes a Charge action within Engagement Range of this operative, roll three D6. For each result of 5+, that enemy operative suffers 1 mortal wound.

MINDSHACKLE SCARABS+ [3EP]

This operative can perform the following action during the battle:

MINDSHACKLE1AP

Select one enemy operative within of and Visible to this operative and roll one D6. If the result is higher than that enemy operative’s APL characteristic, subtract 1 from its APL. If the result is more than double that enemy operative’s APL characteristic, you can immediately perform a free Shoot or Fight action with that enemy operative as if it was a friendly operative. This operative can only perform this action once.

HYPERPHASE BLADE [2EP]

Select one bayonet the operative is equipped with. That weapon gains the Lethal 5+ special rule for the battle.


Datacards


Necron Warrior

The rank-and-file of the Necron legions are still formidable combatants. Android killers with just enough sentience to follow their masters’ commands, they are relentless and frighteningly resilient, and boast firepower sufficient to flay their victims down to their component atoms.

Necron Warrior

The rank-and-file of the Necron legions are still formidable combatants. Android killers with just enough sentience to follow their masters’ commands, they are relentless and frighteningly resilient, and boast firepower sufficient to flay their victims down to their component atoms.

M APL GA DF SV W Base
2 2 1 3 4+ 9 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Gauss flayer
Gauss flayer
4
3+
3/4
--
Gauss reaper
Gauss reaper
4
3+
4/5
Rng . !P1Rng P1
Bayonet
Bayonet
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
-
ABILITIES
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
UNIQUE ACTIONS
-
TOMB WORLD, NECRON, <DYNASTY>, NECRON WARRIOR
TOMB WORLD, NECRON, <DYNASTY>, NECRON WARRIOR


Immortal (Warrior)

Immortals are elite foot soldiers. They are built to endure even the most punishing firefights and close-quarters brawls. They also carry sizeable gauss or tesla firearms of their own, directing their formidable firepower with the ingrained tactical cunning that is their hallmark.

Immortal (Warrior)

Immortals are elite foot soldiers. They are built to endure even the most punishing firefights and close-quarters brawls. They also carry sizeable gauss or tesla firearms of their own, directing their formidable firepower with the ingrained tactical cunning that is their hallmark.

M APL GA DF SV W Base
2 2 1 3 3+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Gauss blaster
Gauss blaster
4
3+
4/5
AP1AP1-
Tesla carbine
Tesla carbine
4
3+
4/5
!Splash 1-Splash 1
Bayonet
Bayonet
4
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
-
ABILITIES
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
UNIQUE ACTIONS
-
DATACARD-RELATED
LIVING LIGHTNING
TOMB WORLD, NECRON, <DYNASTY>, IMMORTAL, WARRIOR
TOMB WORLD, NECRON, <DYNASTY>, IMMORTAL, WARRIOR


Immortal (Leader)

Some Immortals retain a little more of the sentience that was stolen from their kind during the horrors of biotransference. Far from benefitting the Immortal itself, these characteristics simply make them excellent squad leaders, ultimately furthering the whims of their overlords.

Immortal (Leader)

Some Immortals retain a little more of the sentience that was stolen from their kind during the horrors of biotransference. Far from benefitting the Immortal itself, these characteristics simply make them excellent squad leaders, ultimately furthering the whims of their overlords.

M APL GA DF SV W Base
2 2 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Gauss blaster
Gauss blaster
4
2+
4/5
AP1AP1-
Tesla carbine
Tesla carbine
4
2+
4/5
!Splash 1-Splash 1
Bayonet
Bayonet
4
2+
3/4
--
ABILITIES UNIQUE ACTIONS
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
-
ABILITIES
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
UNIQUE ACTIONS
-
DATACARD-RELATED
LIVING LIGHTNING , Sempiternal Weave
TOMB WORLD, NECRON, <DYNASTY>, IMMORTAL, LEADER
TOMB WORLD, NECRON, <DYNASTY>, IMMORTAL, LEADER


Flayed One (Warrior)

Tormented by a gruesome curse, Flayed Ones are warped in both mind and android body. Possessed of flensing finger-blades and a nightmarish hunger for flesh and blood, these awful creatures stalk their prey from the shadows and don their victims’ tattered hides after the kill.

Flayed One (Warrior)

Tormented by a gruesome curse, Flayed Ones are warped in both mind and android body. Possessed of flensing finger-blades and a nightmarish hunger for flesh and blood, these awful creatures stalk their prey from the shadows and don their victims’ tattered hides after the kill.

M APL GA DF SV W Base
2 2 1 3 4+ 9 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flayer claws
Flayer claws
5
3+
4/5
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
-
ABILITIES
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
UNIQUE ACTIONS
-
DATACARD-RELATED
SKULKING KILLER
TOMB WORLD, NECRON, <DYNASTY>, FLAYED ONE, WARRIOR
TOMB WORLD, NECRON, <DYNASTY>, FLAYED ONE, WARRIOR


Flayed One (Leader)

These Flayed Ones are the most devious and driven of their kind. They hunt down their victims with supernatural skill, stalking inescapably after the foe with a single-mindedness that is terrifying to behold. Others of their kind flock after them, eager to join in the nightmare hunt.

Flayed One (Leader)

These Flayed Ones are the most devious and driven of their kind. They hunt down their victims with supernatural skill, stalking inescapably after the foe with a single-mindedness that is terrifying to behold. Others of their kind flock after them, eager to join in the nightmare hunt.

M APL GA DF SV W Base
2 2 1 3 4+ 10 28mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Flayer claws
Flayer claws
5
2+
4/5
!Rending-Rending
ABILITIES UNIQUE ACTIONS
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
-
ABILITIES
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
UNIQUE ACTIONS
-
DATACARD-RELATED
SKULKING KILLER
TOMB WORLD, NECRON, <DYNASTY>, FLAYED ONE, LEADER
TOMB WORLD, NECRON, <DYNASTY>, FLAYED ONE, LEADER


Deathmark (Warrior)

There is nothing of old Codes of Honour about the way a Deathmark fights, yet they are ferociously effective. Their synaptic disintegrators obliterate the directing animus of their victims, causing seemingly unharmed beings to convulse then drop dead like puppets with cut strings.

Deathmark (Warrior)

There is nothing of old Codes of Honour about the way a Deathmark fights, yet they are ferociously effective. Their synaptic disintegrators obliterate the directing animus of their victims, causing seemingly unharmed beings to convulse then drop dead like puppets with cut strings.

M APL GA DF SV W Base
2 2 1 3 3+ 10 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Synaptic disintegrator
Synaptic disintegrator
4
2+
4/4
Heavy, AP1. !MW1Heavy, AP1MW1
Fists
Fists
3
3+
3/4
--
ABILITIES UNIQUE ACTIONS
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
-
ABILITIES
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
UNIQUE ACTIONS
-
DATACARD-RELATED
DIMENSIONAL CONCEALMENT
TOMB WORLD, NECRON, <DYNASTY>, DEATHMARK, WARRIOR
TOMB WORLD, NECRON, <DYNASTY>, DEATHMARK, WARRIOR


Deathmark (Leader)

Especially keen-eyed and merciless Deathmarks know how best to lead their fellows into battle. Such android assassins serve as excellent tools for the more dishonourable amongst the Necron nobility, eliminating their enemies from the shadows.

Deathmark (Leader)

Especially keen-eyed and merciless Deathmarks know how best to lead their fellows into battle. Such android assassins serve as excellent tools for the more dishonourable amongst the Necron nobility, eliminating their enemies from the shadows.

M APL GA DF SV W Base
2 2 1 3 3+ 11 32mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Synaptic disintegrator
Synaptic disintegrator
4
2+
4/4
Heavy, AP1, Balanced. !MW1Heavy, AP1, BalancedMW1
Fists
Fists
3
2+
3/4
--
ABILITIES UNIQUE ACTIONS
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
-
ABILITIES
Living Metal: In the Ready Operatives step of each Turning Point, this operative regains up to 2 lost wounds.
UNIQUE ACTIONS
-
DATACARD-RELATED
DIMENSIONAL CONCEALMENT , Sempiternal Weave
TOMB WORLD, NECRON, <DYNASTY>, DEATHMARK, LEADER
TOMB WORLD, NECRON, <DYNASTY>, DEATHMARK, LEADER
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The LEADER keyword is used in the following Tomb World datacards:

The DEATHMARK keyword is used in the following Tomb World datacards:

Actions
Actions are categorised as follows:
  • Universal actions can be performed by all operatives. They are detailed below.
  • Unique actions are actions detailed on an operative’s datacard that only they can perform, such as the Dakka Dash action found on the example datacard.
  • Mission actions are specific to the mission you are playing, and will be detailed by that mission’s briefing. Missions can be found here (Open Play mission) and here (Spec Ops Narrative missions).
  • Free actions can only be performed when another rule specifies. Each time an operative would perform a free action, the following rules apply.
    • The operative can perform the action, so long as the requirements of the action are met.
    • The player does not subtract any additional AP to perform the action.
    • The operative would still count as performing the action for all rules purposes. For example, if it performed it during its activation, it would not be able to perform the action again during that activation.

For example, when a KOMMANDO DAKKA BOY performs a Dakka Dash action (see unique actions, above), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, it is subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the free Shoot action if it is within Engagement Range of enemy operatives or has a Conceal order. In addition, for each of the free actions it performs, it cannot perform them again during its activation.

The FLAYED ONE keyword is used in the following Tomb World datacards:

Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.

The IMMORTAL keyword is used in the following Tomb World datacards:

Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Limited
This weapon can only be selected for use once per battle. If the weapon has a special rule that would allow it to make more than one shooting attack for an action (e.g. Blast), make each of those attacks as normal.
Indirect
Each time a friendly operative makes a shooting attack with this weapon, in the select valid target step of that shooting attack, enemy operatives are not in Cover.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Px
Piercing. Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, the weapon gains the APx special rule for that shooting attack, x is the number after the weapon’s P, e.g. P1.

The TOMB WORLD keyword is used in the following Tomb World datacards:

The NECRON keyword is used in the following Tomb World datacards:

The <DYNASTY> keyword is used in the following Tomb World datacards:

APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.
LIVING LIGHTNING1CP
Tactical Ploy
Use this Tactical Ploy in the Roll Attack Dice step of a shooting attack, when one or more critical hits are retained for a shooting attack made with a tesla carbine that a friendly IMMORTAL operative is equipped with. Select one of the following for that shooting attack:
  • Treat that weapon’s Splash 1 critical hit rule as Splash 2 instead.
  • Treat the distance requirement for that weapon’s Splash 1 critical hit rule as instead of .

The IMMORTAL keyword is used in the following Tomb World datacards:

The WARRIOR keyword is used in the following Tomb World datacards:

SEMPITERNAL WEAVE+ [3EP]

DEATHMARK LEADER or IMMORTAL LEADER operative only. The operative has a Save characteristic of 2+ for the battle.

The LEADER keyword is used in the following Tomb World datacards:

Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
SKULKING KILLER1CP
Strategic Ploy
Until the end of the Turning Point, friendly FLAYED ONE operatives gain the following ability:

Skulking Killer: This operative can perform a Charge action while it has a Conceal order.

The FLAYED ONE keyword is used in the following Tomb World datacards:

Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
MWx
Mortal wounds. Each time a friendly operative makes a shooting attack with this weapon, in the roll attack dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target, x is the number after the weapon’s MW, e.g. MW3.
DIMENSIONAL CONCEALMENT1CP
Strategic Ploy
Until the end of the Turning Point, friendly DEATHMARK operatives can perform the following action:

DIMENSIONAL CONCEALMENT1AP

Change this operative’s order.

The DEATHMARK keyword is used in the following Tomb World datacards:

Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.

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