Killzone Register


Whether you are looking to create killzones using your existing terrain collection or begin a hobby project to build a thematic and customised killzone, Killzone Register provides a selection of terrain traits for you to use, along with guidance and examples of their application (shown in italics). These should be used in conjunction with the traits in the Kill Team Core Book - namely Heavy, Light, Insignificant, Traversable and Vantage Point.

These traits are flexible in their application and are intended to be applied as you wish, so only use them if you feel it’s suitable for your customised killzone. For example, not all exposed plasma coils need the Dangerous trait (some may be inactive). Just make sure you decide all traits before the battle.

Remember that a terrain feature may have multiple traits. For example, the most effective defensive position would have the Heavy, Defendable, Fortified and Gun Emplacement traits. Also remember that Kill Team has a large degree of specificity; traits are often applied to specific parts and not to others, as shown in the diagram below.


Books

BookKindEditionVersionLast update
  Killzone Register
  Killzone RegisterWhite Dwarf2July 2022

Terrain Traits

Some traits require an operative to control a part of a terrain feature. A friendly operative controls it while within of it and the total APL characteristic of friendly operatives within of it is greater than that of enemy operatives within of it.

Volatile

Each time a shooting attack is made against an operative within a specified distance of this part of the terrain feature, the ranged weapon gains the Lethal 5+ special rule for that shooting attack. If it already has the Lethal X special rule, improve the X by 1 for that shooting attack (e.g. Lethal 5+ becomes Lethal 4+).

This trait is suitable for creating areas that are risky to be around when the enemy shoots. The specified distance must be clearly defined before the battle. This could be as small as for things like a promethium barrel. It could be as large as for things like promethium machinery.


Inaccessible

Operatives cannot be set up on this terrain feature. They cannot move over or through it unless they can FLY.

This trait is suitable for terrain that operatives would be unable to navigate over or through, such as a destroyed vehicle or wrecked building. It is also suitable for areas of the killzone operatives cannot move across, such as chasms and lava flows.


Punishing Vantage Point

This part of the terrain feature is a Vantage Point.

Each time a friendly operative makes a shooting attack while on a Punishing Vantage Point against a target that is not in Cover, in the Roll Attack Dice step of that shooting attack, before rolling your attack dice, you can retain one attack dice as a successful normal hit without rolling it.

Each time an operative makes a shooting attack against a friendly operative that is on a Punishing Vantage Point, in Cover and at least 2 higher than them, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, one additional dice can be retained as a successful normal save as a result of Cover.

This trait is suitable for particularly high Vantage Points (e.g. more than 2 tall) that offer a commanding position of the killzone.

Dense

Each time an operative makes a shooting attack, if a Cover line drawn to the intended target crosses more than one terrain feature with this trait, the intended target is Obscured.

This trait is suitable for abstractly increasing the size of certain terrain features to block Line of Sight. It is especially suitable in heavily wooded killzones where Cover lines would cross multiple trees. Note that the trait applies to the whole terrain feature, so in the image to the left, the parts that extend out from the tree have this trait too. This means the terrain feature will more effectively simulate the feeling of a dense wooded area.


Inspiring

While an operative is within of this part of the terrain feature, roll one D6 each time it would lose a wound. On a 5+, that wound is not lost.

This trait is suitable for terrain features (or specific parts of them, if necessary) that would have a significant psychological effect on operatives. Examples include a statue, banner or ancient relic. Note that it is fine for both kill teams to be inspired; perhaps the enemy is motivated to destroy it!

Fortified

Each time a shooting attack is made against a friendly operative that is in Cover as a result of this part of the terrain feature, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.

This trait is suitable for reinforced defensive positions such as defence lines and bunkers.


Protection

Each time a shooting attack is made against a friendly operative that is protected by this part of the terrain feature, in the Roll Defence Dice step of that shooting attack, it has a 4+ invulnerable save.

This trait is suitable for creating areas that offer advanced and esoteric protection. The area must be clearly defined before the battle. This could be a part of a terrain feature an operative can be placed upon, such as a skull altar. It could be a part of a terrain feature the operative must be within a certain distance of (e.g. ) such as a shield generator.


Smoke Haze

This part of the terrain feature creates an area of smoke horizontally from it and to an unlimited upward and downward height. An operative is Obscured if every Cover line drawn to it crosses an area of smoke.

This trait is suitable for abstractly increasing the size of certain terrain features to block Line of Sight. It is especially suitable in industrial killzones with chimneys and vents, or destroyed killzones with burning buildings and vehicles.

Noxious

While an operative is within of this part of the terrain feature, it is treated as being injured (only subtract from its Movement characteristic as a result of being injured if it is activated within of this terrain feature).

This trait is suitable for poisonous and toxic terrain features, as well as terrain features corrupted by the Chaos God Nurgle.


Scalable

Each time an operative climbs this part of the terrain feature, the final incremental distance of less than is ignored, instead of being rounded up to .

This trait is suitable for terrain more than 2 tall, such as tall ruins or gantries, when you want your operatives to be climbing onto the terrain feature’s Vantage Point during the battle. It is also suitable for ladders.


Inventory

Operatives can perform the following mission action:

SEARCH1AP

An operative can perform this action while it controls this part of the terrain feature. Roll one D3 and add 1 to the result. You can equip the operative with an item of equipment with an equipment point that is equal to or less than the total.

It must be an item of equipment from your faction’s equipment list that they can be equipped with. It cannot be an item they are already equipped with, or an item that can only be selected once that you have already selected for the battle. An operative cannot perform this action if it cannot be equipped with equipment, or if any other operative has performed this action at this terrain feature during the Turning Point.

This trait is suitable for collections of supplies stockpiled in certain areas of the killzone. For things like munitorum containers, remember to specify the part that has this trait so it’s clear where operatives must perform this action (e.g. at the door).

Dangerous

If an operative is activated within or moves within of this part of the terrain feature (whichever comes first during the activation), roll one D6:
This trait is suitable for areas of the killzone that are hazardous to operatives, such as overheated plasma coils. If the terrain feature has a clearly defined area that an operative can be placed upon (e.g. a toxic pool), you can change the ‘within of’ part of the rule to ‘with its base touching’.


Gun Emplacement

Each time a friendly operative within this part of the terrain feature makes a shooting attack (including Overwatch), if it has not and will not move during the current activation, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice.

This trait is suitable for creating powerful shooting areas. The area must be clearly defined before the battle. This could be a part of a terrain feature an operative can be placed upon, such as a firing position in a trench line. It could be a part of a terrain feature the operative must be within of and on the right side of, such as a braced rampart for weapons to be placed upon.


Defendable

Each time an operative fights in combat, if it is not the active operative but is defending this part of the terrain feature, it is always the Attacker, regardless of any rules the enemy operative has. For an operative to be defending this terrain feature, all of the following must be true:
  • It has an Engage order.
  • The active operative performed a Charge action during this activation.
  • The active operative’s controlling player cannot draw any Cover lines to the target operative without them crossing this terrain feature.
This trait is suitable for barricades and barriers where a Defender would be at an advantage from anyone attempting to Charge and fight them over it.

Ingress/Door

An operative can move through this part of the terrain feature as if it were not there, and can do so even if it’s too large to fit through this part of the terrain feature. Remember that an operative must finish a move in a location it can be placed, therefore it must finish the move wholly on one side or the other.

This trait is suitable for parts of terrain features that physically block an operative’s movement, but they should still be able to move through them. Examples can include doors or small windows. Note that such parts do not always need this trait - doors and windows can be barricaded and locked after all. Also note that windows would still need an operative to climb or traverse to get to them and down the other side; this trait simply allows operatives to ignore things like window panes and the walls either side of the window if the operative is too large.


Strategic

In the Generate Command Points step of the Strategy phase, if friendly operatives control this part of the terrain feature, you gain 1 additional Command Point.

This trait is suitable for terrain with greater strategic potential. It could be a unique artefact or structure or a key terminal or interaction point.

Customised Killzones

Below, you will find some examples of customised killzones created using Games Workshop kits. Remember that the Killzone Register is guidance, so you can use these examples as presented or tweak the traits to suit your killzone.

Wall of Martyrs

Killzone: Wall of Martyrs is a killzone with an abundance of trench lines and defensive emplacements, as well as scattered supplies. A well positioned team can look to dominate with ranged attacks, particularly against enemies in the open. However, the layered nature of the trench lines and the lack of cover once within them provides opportunity for the other team to close the distance, get in their midst and punish them up close.

Trench Line

The trench floor has the Insignificant trait. All other parts of a Trench Line terrain feature have the Fortified, Heavy and Traversable traits.


Trench Line Gun Emplacement

The trench floor has the Insignificant trait. All other parts of a Trench Line Gun Emplacement terrain feature have the Fortified, Gun Emplacement, Heavy and Traversable traits. To be within the Gun Emplacement part of the terrain feature, the operative must be in the trench and within of the firing embrasure.

Trench Line Bunker

The roof of a Trench Line Bunker terrain feature has the Vantage Point trait. The ramparts on the Vantage Point have the Fortified, Heavy and Traversable traits. All other parts of a Trench Line Bunker have the Heavy trait.


Trench Line Supply Dump

All parts of a Trench Line Supply Dump terrain feature have the Light, Inventory and Traversable traits.

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+.
Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Obscured
Regardless of whether a target operative has an Engage or Conceal order, if an Obscuring terrain feature is in the way, an active operative may be unable to have LoS to them. For an intended target to be Obscured, the following must be true:
  • The intended target is more than from a point at which a Cover line crosses a terrain feature that is Obscuring (see Terrain Traits). However, if the active operative is within of a point at which a Cover line crosses a terrain feature that is Obscuring, that part of the terrain feature is not treated as Obscuring.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.
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.

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