This mission pack provides you with all the rules you need to play games of Kill Team where three, or even four players compete simultaneously over a single tabletop battlefield. With modified initiative mechanics to keep the blood flowing smoothly, these all-on-all killfests are a sure recipe for mayhem and excitement.


Books

BookKindEditionVersionLast update
  Kill Team Annual 2022
  Kill Team Annual 2022Expansion2September 2022

Critical Operations: Multiplayer Mission Pack

The missions below allow you to play games of Warhammer 40,000: Kill Team with three or four players. In them, players will share the same mission rules and mission objectives. The scoring parameters of the mission objectives vary across the mission pack, so having an expansive roster will allow you to select the right operatives for the mission at hand. They have been designed so that tactical play is rewarded, therefore they are suited to matched play, but can be used with any of the three ways to play. These missions use the Multiplayer mission rule, described below. To randomly determine a Critical Operations: Multiplayer mission, one player rolls one D3 and consults table 1 if you are playing with three players, or table 2 if you are playing with four players.

TABLE 1 (3 PLAYERS)
D3Mission
1Prime Position
2Ambitious Strike
3Power Nexus

Multiplayer

If a Kill Team battle uses the Multiplayer mission rule, the following additional rules take effect for the battle:

Player Order

Some rules specify player order, which will establish players as first, second, third etc. To establish player order, all players roll one D6. The player with the highest result is first, the player with the second highest result is second, and so on. If two or more players have a tied result, those players keep rolling until an order is established between them.

Killzone

Multiplayer battles use two Kill Team gameboards combined along the long edge, creating a 30" by 44" area. When determining which killzone is in use, players should use one killzone for each gameboard, ensuring the terrain is suitably placed across both gameboards.

Drop Zones and Set Up

In the Select Drop Zone step, establish player order. The first player selects one of the drop zones first, followed by the second player, and so on. In the Set Up Operatives step, that same first player sets up first, followed by that second player, and so on.

Tac Ops and Victory Points

Tac Ops are designed for two players playing on a 30" by 22" area, therefore we do not recommend their use in Multiplayer battles. Instead, each player can score a maximum of 18 victory points from the mission objective (instead of 12).

Designer’s Note: If all players agree, they can use Tac Ops with their own adjustments to the Multiplayer rules, perhaps by restricting certain Tac Ops (e.g. removing those that do not function in Multiplayer battles).

Scouting and Initiative

Players do not complete the Scouting step.

Initiative for the first Turning Point is the player order from the Select Drop Zones step: the first player has the initiative, and activations for the Turning Point are then completed in player order. For example, the first player would activate first, followed by the second player, and so on. In subsequent Turning Points, determine player order again. If a player has a rule that would allow them to re-roll or modify the dice when determining initiative, they can use this rule when rolling one D6 to determine player order in the Initiative phase.
Mission 1.1

Prime Position

Three kill teams clash over a key strategic location. Each seek to claim it for their faction, or else ensure its eventual destruction to deny their foes the advantage.

MISSION RULES
Prime Position: In the Select Drop Zones step, when you select a drop zone, you must also select one objective marker to be your Alpha objective marker. You cannot select an objective marker an opponent has already selected.

Operatives can perform the following mission action:

CLAIM POSITION1AP

An operative can perform this action while it controls an objective marker. Until the start of the next Turning Point or until an enemy kill team claims that objective marker (whichever comes first), that objective marker is claimed by your kill team.

MISSION OBJECTIVE
At the end of each Turning Point, for each objective marker claimed by your kill team (see the Claim Position action, above), you score 2VPs. If that objective marker is an opponent’s Alpha objective marker, you score 3VPs instead. In either case, you can score a maximum of 6VPs per player per Turning Point.


Mission 1.2

Ambitious Strike

Seizing the initiative, one of the rival kill teams seeks to push deep into enemy territory and Land a decisive blow. Reacting swiftly, their foes move to stop them.

MISSION RULES
Secure Ground: At the end of each Turning Point, each objective marker friendly operatives control is secured by your kill team. While an objective marker is secured by your kill team, it stays under their control, even if no friendly operatives are within of it. If any enemy operatives control that objective marker following the normal rules for controlling objective markers, it is no longer secured by your kill team.

MISSION OBJECTIVE
At the end of each Turning Point and at the end of the battle:
  • For each objective marker friendly operatives control, you score 1VP.
  • If you are Player A and friendly operatives control the Alpha objective marker, you score 1VP.
  • If you are Player B and friendly operatives control the Beta objective marker, you score 1VP.
  • If you are Player C and friendly operatives control the Gamma objective marker, you score 1VP.


Mission 1.3

Power Nexus

Fuel pipes, power lines or energy conduits feed a key nearby grid. Kill teams have been deployed to a vital nexus, either to tap into this precious supply of free power, or else to sabotage it and wreak such damage that the entire grid collapses.

MISSION RULES
Operatives can perform the following mission actions:

ACCESS GRID1AP

An operative can perform this action while it controls an objective marker that has not been accessed during this Turning point. Until the start of the next Turning Point, that objective marker has been accessed. Each time a friendly operative performs this action, add 1 to your Access Grid tally.

BURN GRID1AP

An operative can perform this action while it controls an objective marker that has not been accessed during this Turning point, but has been accessed during the battle. Remove that objective marker from the killzone. Each time a friendly operative performs this action, add 1 to your Burn Grid tally.

MISSION OBJECTIVE
Each time a friendly operative performs the Access Grid or Burn Grid action, you score 1VP (to a maximum of 5VPs per player per Turning Point).

At the end of the battle:
  • If your Access Grid tally is the highest (or equal highest), you score 2VPs.
  • If your Burn Grid tally is the highest (or equal highest), you score 2VPs.


Mission 2.1

Scattered Wreckage

Whether it be a crashed aircraft, a fallen war engine or the blazing wreckage of a sundered command bastion, there is vital salvage to be claimed here by those seeking armaments or intelligence.

MISSION RULES
Scattered Wreckage: In the Select Drop Zones step, when you select a drop zone, you can also move one objective marker up to . You cannot move the Alpha objective marker, nor an objective marker that has already been moved.

Recover Records: The Pick Up action can be performed upon the Alpha objective marker.

Operatives can perform the following mission action:

SALVAGE WRECKAGE1AP

An operative can perform this action while it controls a non-Alpha objective marker that has not been salvaged during this Turning point. Until the start of the next Turning Point, that objective marker has been salvaged. If an operative would control more than one non-Alpha objective marker, you must select one for this action.

MISSION OBJECTIVE
Each time a friendly operative performs the Salvage Wreckage action, you score 1VP (to a maximum of 4VPs per player per Turning Point).

At the end of each Turning Point after the first, if friendly operatives control the Alpha objective marker, you score 2VPs.

At the end of the battle, for each objective marker friendly operatives control, you score 1VP.


Mission 2.2

Secure Strategic Gains

After a long, hard battle, kill teams find themselves in a position to consolidate the strategic gains they have made. However, their situation is precarious, and all they have fought for may yet be lost.

MISSION RULES
Secure Strategic Gains: At the end of each Turning Point, you can move each objective marker friendly operatives control up to but you cannot move it to a location in which enemy operatives would then control it, nor onto a terrain feature. Note that friendly operatives must control it (as specified in the Kill Team Core Book), not simply claim it (see the Claim Position action, below).

Operatives can perform the following mission action:

CLAIM POSITION1AP

An operative can perform this action while it controls an objective marker. Until the start of the next Turning Point or until an enemy kill team claims that objective marker (whichever comes first), that objective marker is claimed by your kill team. If an operative would control more than one objective marker, you must select one for this action.

MISSION OBJECTIVE
At the end of each Turning Point, for each objective marker claimed by your kill team (see the Claim Position action, above), you score 1VP.


Mission 2.3

Strike Out

With ammunition, supplies and morale all running low, it is time for the beleaguered operatives to launch a last-ditch breakout attempt from their besieged position and fight their way to freedom.

MISSION RULES
Secure Ground: At the end of each Turning Point, each objective marker friendly operatives control is secured by your kill team. While an objective marker is secured by your kill team, it stays under their control, even if no friendly operatives are within of it. If any enemy operatives control that objective marker following the normal rules for controlling objective markers, it is no longer secured by your kill team.

MISSION OBJECTIVE
At the end of each Turning Point:
  • For each objective marker friendly operatives control, you score 1VP.
  • For each enemy drop zone one or more friendly operatives are within of, you score 1VP.

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.
© Vyacheslav Maltsev 2013-2023