Core Rules

Welcome to the rules section. Over the following pages you will find the fundamental rules for conducting operations with your Kill Team in the killzones of the 41st Millennium. When combined with your kill team’s rules, you are ready to begin skirmish combat.

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  Warhammer 40,000 Kill Team: Core Book
  Warhammer 40,000 Kill Team: Core BookRulebook3October 2026

CORE RULES

Warhammer 40,000: Kill Team is a tactical skirmish combat game. Teams of specialist operatives will engage in brutal firefights and back-and-forth close combats, where careful moving and positioning will be required to take cover and secure vital objectives.


To play a game of Kill Team, you will need the following:
  • A kill team — collection of Citadel miniatures (operatives) for each player.
  • Their accompanying rules (available for free at warhammer-community.com).
  • A measuring device in inches.
  • A minimum of 10 six-sided dice (D6).
  • Tokens and markers.
  • A killzone — game board and terrain features.
  • A mission pack.

You will find many side notes in the core rules like this one. These are designer’s notes to give you greater context and understanding.

Each game has a sequence that tells you how to set up the playing area, prepare your kill team and achieve victory. This can be found here for the mission packs in this book, whilst other mission packs will have the game sequence presented separately.

The main step of the game sequence is the battle, where your operatives fight one another and you attempt to achieve victory. A battle consists of multiple turning points, and each turning point includes a Strategy phase and a Firefight phase. They must be completed in order and in full, at which point the turning point ends and the next begins. Repeat this process until the battle ends, as specified by your mission pack.

As you read through the core rules you may find terms you won’t be familiar with. These are explained in alphabetical order in the Key Principles section. Don’t worry about these at first — keep reading to get an overview of how the game flows.

START TURNING POINT
STRATEGY PHASE
REPEAT UNTIL BATTLE ENDS
END TURNING POINT
FIREFIGHT PHASE

Strategy Phase

1.Initiative

  • The player with initiative activates first in the turning point and decides the order of resolution for rules that would happen at the same time. In the first turning point, the player with initiative is determined by the game sequence of your mission pack. In subsequent turning points, the players roll-off and the winner decides who has initiative. However, if the roll-off is a tie, the player who didn’t have initiative in the previous turning point decides who has initiative (this takes precedence over roll-offs and ties).

In some mission packs you will also determine initiative when setting up the battle. The player with initiative decides the order of resolution for simultaneous rules that happen before the battle begins.

Q:When does a player keep the initiative until?
A:
Until the winner of the roll-off decides who has initiative in the next Initiative step. Note that this means the player that had initiative in the previous turning point would resolve the precedence of any simultaneous rules affecting the next Initiative step.

2. Ready

  • Each player gains 1 Command point (CP). In each turning point after the first, the player who doesn’t have initiative gains 2CP instead. Players keep CP until spent.
  • Each player readies all friendly operatives.

CP are a valuable resource used to activate additional rules called ploys.

An order token with the lighter side up shows an operative as ready.



3. Gambit

  • Starting with the player who has initiative, each player alternates either using a STRATEGIC GAMBIT or passing. The players repeat this process until they have both passed in succession. Strategy ploys are the most common STRATEGIC GAMBIT, but any rule labelled STRATEGIC GAMBIT can be used. You cannot use each STRATEGIC GAMBIT more than once per turning point.

Firefight Phase

The player who has initiative activates a ready friendly operative. Once that activation ends, their opponent activates one of their ready friendly operatives. The players repeat this process, alternating activations until all of one player’s operatives are expended, in which case they can counteract between their opponent’s remaining activations. Once all operatives are expended, the Firefight phase ends.

WHEN A FRIENDLY OPERATIVE IS ACTIVATED:
1. DETERMINE ORDER
2. PERFORM ACTIONS
REPEAT UNTIL ALL OPERATIVES EXPENDED
NEXT PLAYER ACTIVATES
3. EXPENDED
* Are all your operatives expended, but not your opponent’s?

COUNTERACT
Q:When resolving rules that relate to an operative being activated, what order should these be resolved in?
A:
Resolve rules that specify when an operative ‘would’ be activated first. Then resolve rules that specify when an operative ‘is’ activated, starting with rules that inflict damage (e.g. PLAGUE MARINE Poison).
Q:If a rule would take effect ‘after an activation,’ can it do so even if it’s the last activation of the turning point?
A:
Yes.

1. Determine Order

  • Select the operative’s order (Engage or Conceal). It has this order until it’s next activated.

Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.

Engage: The operative can perform actions as normal and can counteract.

Giving your operatives the right order is key. As you play through a few games, you’ll gain a greater understanding of when to use an Engage order and when to use a Conceal order.

Q:If a rule would interrupt or cancel my attempt to activate a friendly operative (e.g. EXACTION SQUAD Execution Order, MANDRAKES NIGHTFIEND Harrowing Whispers), do I give that friendly operative an order before or after that rule has finished resolving?
A:
After.

2. Perform Actions

  • The operative performs actions. While an operative is doing so it’s known as the active operative.
  • Each action costs Action points (AP), and you cannot spend more AP during an operative’s activation than its Action point limit (APL, see datacards). In addition, an operative cannot perform the same action more than once during its activation — this is known as action restrictions. Some rare rules will change the cost of actions. Regardless of how many AP changes an action is affected by, the minimum is always 0AP. This takes precedence over all AP changes.
  • You don’t need to declare all your operative’s actions when it’s activated. Instead, your operative can perform an action, and then you can decide the next action after seeing its effects.
  • lf an action is declared or begun but it’s not possible to complete, the action is cancelled. Revert back to the game state before that action. For example, if an operative has moved but cannot complete its move, return the operative to where it was before it moved; it hasn’t performed that action and you haven’t spent AP on it.

An operative with an APL of 2 could perform the Reposition (1AP) and Shoot (1AP) actions, totalling 2AP, but couldn’t perform the Fall Back (2AP) and Shoot (1AP) actions, totalling 3AP.

An order token with the lighter side up shows an operative as ready.



3. Expended

  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.

Counteract

When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than or be removed and set up more than 2" away while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Q:When counteracting, if a rule has increased or decreased the cost of an action, does this affect what actions an operative can perform? For example, can the ANGEL OF DEATH Mobile Chapter Tactic allow an operative to perform the Fall Back action while counteracting now it’s 1AP?
A:
Yes.
Q:If a rule would prevent an action from being performed ‘during that activation/counteraction’ (e.g. NEMESIS CLAW Chain Snares), would it still prevent that action from being performed as a free action when it’s not an activation or counteraction (e.g. as a result of a STRATEGIC GAMBIT during the Strategy phase)?
A:
Yes.
Q:Can an operative counteract if it performed the Guard action earlier in the turning point, but has not performed the Fight or Shoot action as a result of being on guard?
A:
Yes, but note that after counteracting that operative would no longer be on guard.
Q:Is the maximum of 2" an operative can move during a counteraction affected by rules that increase or decrease the distance that move counts as (e.g. Accessible terrain, equipment, or dropping)?
A:
Yes. Note that this means operatives cannot normally move through Accessible terrain during a counteraction.

Actions

Actions have effects ( ) and conditions ( ). are conditions that must be fulfilled for the operative to perform that action, whilst are effects when an operative is performing that action, including any requirements when doing so. There are four different types of actions: universal, unique, mission and free.

Universal actions are the most common actions you will use and can be performed by all operatives unless specified otherwise.

Unique actions are rarer actions in your kill team’s rules. Only specified operatives can perform them.

Mission actions are specific to the mission or killzone you are playing. If there are any, they will be in your mission pack, killzone rules or the equipment you’ve selected.

Free actions can only be performed when another rule specifies, and the following rules apply:
  • The conditions of the action must be met.
  • It does not cost the operative any additional AP to perform the action.
  • The operative would still count as performing the action for all other rules purposes. For example, if it performed the action during its activation, it wouldn’t be able to perform it again during that activation.

lf an operative performs a free action outside of their activation, it does not prevent them from performing that action during their activation, or vice versa.
Q:Can operatives that can only perform a restricted set of actions (WRECKA KREW BOMB SQUIG, ELUCIDIAN STARSTRIDER CANID) perform actions that are treated as one of those actions, e.g. Hatchway Fight?
A:
Yes, if that operative is permitted to perform the action it’s treated as.
Q:If an operative is injured during an interruption while performing a move action (e.g. due to a Guard action after an Operate Hatch action), is the move allowance for that action reduced?
A:
No.
Q:If a rule would interrupt ‘after an action,’ can it do so during an action consisting of two actions (e.g. KOMMANDOS DAKKA BOY Dakka Dash), and can it do so even if it’s the last action of an activation?
A:
Yes to both.

Universal Actions

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
Q:If a rule allows an operative to move ‘any remaining move distance’ from a previous action (e.g. TEMPESTUS AQUILON PRECURSOR Dynamic, VOID-DANCER TROUPE Darting Salvo) and its Move stat is changed between those actions (e.g. as a result of becoming injured), is the remaining move distance changed?
A:
No.

Moving in increments allows for greater precision and clarity.


The operative has a Move stat of 6". It first moves in a straight-line increment of 2" to clear the corner of a wall. It then moves ina straight-line increment of 4" — the remaining distance it can move without exceeding its Move stat.

The operative first moves in a straight-line increment of 0.5" to clear the corner of a wall, but as increments are rounded up, this is treated as 1". It then moves in a straight-line increment of 2.75", but again, this is rounded up to 3". It has moved 4" in total.

These movements are done in straight-line increments, rather than curves around the corner.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

As operatives cannot perform the same action more than once in their activation, Dash actions are how operatives move even further.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.

If an operative is activated within control range of an enemy operative, the Fall Back action is a way to withdraw. It costs 2AP, so most operatives could do no other actions in that activation.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.

The Charge action allows operatives to effectively close down enemies, but as they must have an Engage order to do so, they can be vulnerable to enemy shooting later on.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

If there are any such markers that the Pick Up Marker action can be performed upon, it will be specified elsewhere, e.g. your mission pack.

Place Marker1AP

Place a marker the active operative is carrying within its control range.

If an operative carrying a marker is incapacitated, it must perform this action before being removed from the killzone, but does so for 0AP. This takes precedence over all rules that prevent it from doing so.

An operative cannot perform this action during the same activation in which it already performed the Pick Up Marker action (unless incapacitated).

As above, if there are any markers the operative is carrying, it will be specified elsewhere.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Unsurprisingly, Kill Team can be a very deadly game, so if you are frequently losing operatives to enemy shooting, consider playing more defensively with operatives in cover ona Conceal order.

1. Select Weapon

The attacker selects one ranged weapon () to use that their operative has and collects their attack dice — a number of D6 equal to the weapon’s Atk stat.

2. Select Valid Target

The attacker selects an enemy operative that’s a valid target and has no friendly operatives within its control range.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.

An operative is visible if the active operative can see it. An operative is in cover if there’s intervening terrain within its control range. However, it cannot be in cover while within 2" of the active operative. An operative cannot be in cover from and obscured by the same terrain feature. If it would be, the defender must select one of them (cover or obscured) for that sequence when their operative is selected as the valid target.

In some rare instances you will be the attacker and defender, such as when shooting a friendly operative as a result of the Blast weapon rule. When this happens, you roll attack and defence dice (not your opponent).
Q:If an operative can perform the Shoot action while within control range of an enemy operative (e.g. CORSAIR VOIDSCARRED STARSTORM DUELLIST Quick on the Trigger), can it perform the Shoot action on the other side of a door that’s ignored when determining visibility for the purposes of control range, even though the target isn’t visible to it?
A:
No.

3. Roll Attack Dice

The attacker rolls their attack dice. Each result that equals or beats the weapon’s Hit stat is a success and is retained. Each result that doesn’t is a fail and is discarded. Each result of 6 is always a critical success. Each other success is a normal success. Each result of 1 is always a fail.

If the target operative is obscured:
  • The attacker must discard one success of their choice instead of retaining it.
  • All the attacker’s critical successes are retained as normal successes and cannot be changed to critical successes (this takes precedence over all other rules).

An operative is obscured if there’s intervening Heavy terrain. However, it cannot be obscured by intervening Heavy terrain that’s within 1" of either operative.

Obscuring means it’s less efficient to target an enemy operative through large intervening obstructions. However, this is ignored when operatives are at such obstructions — imagine them leaning around corners or through windows.

4. Roll Defence Dice

The defender collects three defence dice. If the target operative is in cover, they can retain one normal success without rolling it — this is known as a cover save. They roll the remainder.

Each result that equals or beats the target’s Save stat is a success and is retained. Each result that doesn’t is a fail and is discarded. Each result of 6 is always a critical success. Each other success is a normal success. Each result of 1 is always a fail.

Remember, cover in this step usually applies to operatives with an Engage order, as a Conceal order would have prevented it from being a valid target in the first place.

5. Resolve Defence Dice

The defender allocates all their successful defence dice to block successful attack dice.
  • A normal success can block a normal success.
  • Two normal successes can block a critical success.
  • Acritical success can block a normal success or a critical success.

6. Resolve Attack Dice

All successful unblocked attack dice inflict damage on the target operative.

  • A normal success inflicts damage equal to the weapon’s Normal Dmg stat.
  • A critical success inflicts damage equal to the weapon’s Critical Dmg stat.

Any operatives that were incapacitated are removed after the active operative has finished the action.

Some weapons shoot multiple times in one action, such as those with the Blast and Torrent weapon rules. Therefore, operatives aren’t removed until the whole action has been resolved.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.

Unlike shooting, fighting is a brutal back and forth duel. Be mindful of who you select to fight against, as they retaliate.

1. Select Enemy Operative

The attacker selects an enemy operative within the active operative’s control range to fight against. That enemy operative will retaliate in this action.

The difference between when an operative is fighting and when it’s retaliating is important. The operative fighting is the active operative, whilst the operative retaliating is the selected enemy operative.

2. Select Weapons

Both players select one melee weapon () to use that their operative has and collect their attack dice — a number of D6 equal to the weapon’s Atk stat.

If a rule says an operative cannot retaliate, then they can still be fought against, but attack dice cannot be collected or resolved for them.

3. Roll Attack Dice

Both players roll their attack dice simultaneously. Each result that equals or beats their selected weapon’s Hit stat is a success and is retained. Each result that doesn’t is a fail and is discarded. Each result of 6 is always a critical success. Each other success is a normal success. Each result of 1 is always a fail.

While a friendly operative is assisted by other friendly operatives, improve the Hit stat of its melee weapons by 1 for each doing so. For a friendly operative to assist them, it must be within control range of the enemy operative in that fight and not within control range of another enemy operative.

4. Resolve Attack Dice

Starting with the attacker, the players alternate resolving one of their successful unblocked attack dice. The players repeat this process until one player has resolved all their dice (in which case their opponent resolves all their remaining dice), or one operative in that fight is incapacitated (see damage), at which point the action ends, then any incapacitated operatives are removed. When a player resolves a dice, they must strike or block with it.

lf they strike, inflict damage on the enemy operative, then discard that dice.
  • A normal success inflicts damage equal to the weapon’s Normal Dmg stat.
  • A critical success inflicts damage equal to the weapon’s Critical Dmg stat.

Striking inflicts damage straight away, so it can be an effective way of damaging enemies.

If they block, they can allocate that dice to block one of their opponent’s unresolved successes.
  • A normal success can block a normal success.
  • A critical success can block a normal success or a critical success.

Blocking doesn’t stop a strike as it’s happening, it stops a success that’s yet to be resolved.

You can still block even if your opponent has no unresolved successes remaining. This is useful if you don’t want to incapacitate the enemy operative yet.

KEY PRINCIPLES

As you play through your first few games, you’ll gain better context for applying key principles, and can simply refer back to them when needed.

Bases

All operatives are on bases. The base is an important part of the miniature for rules purposes, in particular measuring distances. Each operative’s base size is specified on its datacard. The sides of different bases can touch, but a base cannot be placed on another. Friendly operatives can move through other friendly operatives (the base and the miniature), but not through enemy operatives. Bases cannot move through terrain, or be over the edge of the killzone.

Control Range

Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.

Damage

When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Q:In the Resolve Attack Dice step of the Shoot action, what order are successes resolved in? How does this interact with my rules that reduce or ignore damage from the first attack dice (e.g. CORSAIR VOIDSCARRED Warding Shield, HERNKYN YAEGIR Tough Survivalists)?
A:
Successes resolve simultaneously. The defender can select one of the successes being resolved to reduce or ignore (as appropriate to their rule).
Q:Can rules that ignore or reduce damage inflicted by an attack dice (e.g. KOMMANDO Just a Scratch, CORSAIR VOIDSCARRED Warding Shield) ignore or reduce additional damage inflicted by that attack dice (e.g. VESPID STINGWING Vicious Venom, LEGIONARY Blood for the Blood God)?
A:
Yes.
Q:Is damage from the Devastating X weapon rule considered to be additional damage inflicted by an attack dice, and can it be ignored by rules that ignore or reduce damage from an attack dice (e.g. CORSAIR VOIDSCARRED Warding Shield)
A:
No to both.
Q:If I attempt to resolve a rule that allows a friendly operative to perform an action upon incapacitation (e.g. BROOD BROTHER Broodmind Devotion, DEATH KORPS In Death, Atonement) but that action cannot be completed (e.g. as a result of HUNTER CLADE Scrapcode Overload, NOVITIATE Blinding Aura), have I used any limited number of uses for that rule (e.g. once per turning point).
A:
Yes.
Q:When resolving rules that relate to an operative being incapacitated, what order should these be resolved in?
A:
Resolve rules that specify when an operative ‘would’ be incapacitated first. Then resolve rules that specify when an operative ‘is’ incapacitated (including when an operative incapacitates another operative). This is followed by rules that specify ‘before’ an operative is removed from the killzone. Note that in the case of the Medic! rule and similar, this rule would resolve first, but would then prevent any relevant ‘is’ and ‘before’ rules being resolved (if any, as the operative would no longer be incapacitated).
Q:If an operative’s wounds are reduced to 0, but it then performs a free action that allows it to regain lost wounds before it’s removed from the killzone (e.g. DEATH KORPS In Death, Atonement, then Medikit), is that operative still incapacitated and removed from the killzone after that free action?
A:
Yes.
Q:How does a rule which allows you to ignore any changes to an operative’s weapons stats (e.g. INQUISITORIAL AGENTS The Emperor’s Will, EXACTION SQUAD CASTIGATOR Engendered Focus) interact with rules which reduce the damage inflicted?
A:
You can ignore rules which change the operative’s Dmg stats (e.g. CANOPTEK CIRCLE Souldrain), but cannot ignore rules which cause the damage inflicted to be reduced (e.g. PLAGUE MARINES Disgustingly Resilient).

Cover

Cover is determined from one operative to another, usually when one of them is shooting. An operative is in cover if there’s intervening terrain within its control range. However, it cannot be in cover while within 2" of the other operative. Intervening is explained here.

There’s intervening terrain within operative A’s control range, therefore it’s in cover.

There’s intervening terrain, but it’s not within operative A’s control range, therefore it’s not in cover.

There’s terrain within operative A’s control range, but the terrain is not intervening, therefore it’s not in cover.

There’s intervening terrain within operative A’s A control range, but operative B is within 2" of operative A, therefore it’s not in cover.

An operative in cover with a Conceal order is not a valid target. An operative in cover with an Engage order is a valid target, but has a cover save (see Shoot action).
Q:Can you explain further what it means when a rule states that an operative is in cover and obscured if another target was (e.g. Blast X weapon rule, BLOODED Dark Favour).
A:
When determining cover and obscured for that operative, whatever was determined for the primary or original target is the same. For example, in the case of Blast, secondary targets are not in cover/obscured if the primary target was not, and they are if the primary target was.

Datacards

Datacards contain specific rules for each operative, including key stats.



1
Type of operative.

2
Operative stats:
  • APL (Action point limit): The total. cost of actions an operative can perform during its activation, and a stat used to determine control of markers. Some rare rules change an operative’s APL. Regardless of how many APL stat changes an operative is affected by, the total can never be more than -1 or +1 from its normal APL. This takes precedence over all stat changes.
  • Move: The operative’s move distance, used when performing the Reposition, Fall Back and Charge actions. An operative’s Move stat can never be changed to less than 4". This takes precedence over all stat changes.
  • Save: The result required for successful defence dice whenever another operative is shooting the operative.
  • Wounds: The operative’s starting number of wounds, which is reduced as damage is inflicted upon it.

If an operative has an APL of 2, and two rules say to add 1 to the operative’s APL, it would have an APL of 3.

If an operative’s stats or its weapons’ stats are changed during an action, apply the change once the action has been completed. Note that changes to weapon rules are applied immediately.

3
Weapon stats:
  • The kill team selection pages in your kill team’s rules specify what weapons an operative has. lf it doesn’t specify, an operative has all the weapons on its datacard.
  • or : Weapon type — are ranged weapons for whenever an operative is shooting, are melee weapons for whenever an operative is fighting or retaliating.
  • Atk: The number of attack dice to roll whenever an operative uses this weapon.
  • Hit: The result required for successful attack dice whenever an operative uses this weapon.
  • Dmg: The damage each attack dice inflicts with this weapon. The first value is its Normal Dmg stat (damage from a normal success), the second value is its Critical Dmg stat (damage from a critical success).
  • Sometimes different weapons will have the same primary name but different secondary names, represented in brackets, e.g. ‘plasma gun (standard)’ and ‘plasma gun (supercharge)’. These are effectively separate profiles of the same weapon, but used as different weapons. If a rule refers to just the primary name, it includes all weapons with that primary name.

Note that a higher numbered Hit and Save stat is worse because your chance of rolling a success decreases. This is important if a rule requires you to improve or worsen such a Stat. For example, a 4+ Hit stat worsened by 1 is 5+.

4
Weapon rules:
  • Additional rules that apply whenever the operative uses this weapon, explained here.

5
Additional rules:
  • Additional rules the operative has.
  • Unique actions that can be performed by the operative. Actions are explained here.

6
Keywords:
  • Used to identify the operative for rules — some rules will only affect operatives with the relevant keywords.
  • Shown in KEYWORD BOLD font.
  • Keywords in orange with a skull symbol, e.g. TEMPESTUS AQUILON, are faction keywords — used to identify all operatives from that kill team.

7
Base size in mm.
Q:What happens if an operative’s APL stat is reduced during its activation?
A:
That operative can only spend AP equal to its new APL stat. Note that, in some instances, when the change is applied it will mean the operative has already spent more AP than its new APL stat – this is permitted in this situation. If that change lasts ‘until the end of that operative’s next activation’, the change applies to both this and the next activation that operative has.

Dice (D6, D3)

Use 6-sided dice to determine the outcome of various rules. This will often require x+, where x is the lowest possible result, e.g. 3+. Sometimes a result within a range will be required, e.g. 1-3. Some rare rules require you to roll a D3. To do so, roll one D6 and halve the result (rounding up). Some require xD6 or xD3 (e.g. 2D6 or 3D3). Roll x number of dice and add the results together. Some require D6+x or D3+x (e.g. D6+2 or D3+3). Roll that dice and add x to the result.

Some rules allow you to re-roll a dice roll. You can never re-roll a dice roll more than once, and you cannot select the original result, even if the new result is worse. If it’s an attack or defence dice, you re-roll before it’s retained or discarded. If you can re-roll multiple different dice, you can do this in any order, including seeing the result of one re-roll before deciding on the next. If multiple players can re-roll dice at the same time (e.g. during a Fight action), they alternate either re-rolling a dice or passing until they both pass in succession, starting with the player with initiative (this takes precedence over initiative and rules that would happen at the same time).

For example, if a 4+ is required, a dice result of 4, 5 or 6 fulfils this, and if a 1-4 is required, a dice result of 1, 2, 3 or 4 fulfils this.
Q:In the core rules it states ‘You can never re-roll a dice roll more than once’. Can I use a rule to make my opponent re-roll a dice that’s already been re-rolled (e.g. HAND OF THE ARCHON SKYSPLINTER ASSASSIN Omen, WARPCOVEN SORCERER DESTINY Ravage Destiny)?
A:
No.
Q:If you automatically retain a dice as a success before rolling it (e.g. cover save, Accurate weapon rule), can that dice be re-rolled and does it have a numerical result?
A:
No to both.
Q:When retaining dice, if a rule retains a fail as a success instead, or a success as a critical success, does it change the numerical result of the dice?
A:
No.
Q:While shooting, fighting or retaliating, if I retain a dice as a normal success (e.g. Accurate 1), can I use another rule to retain it again as a critical success (e.g. Rending)?
A:
No, a dice can only be retained once. Note, however, that some rules refer specifically to changing a retained dice (e.g. the Severe weapon rule) and that these allow a dice to be changed after being retained.
Q:Do changes to a weapon’s Hit stat while shooting (e.g. PATHFINDER Markerlights) affect the D6 rolled for the Hot weapon rule?
A:
Yes.

Distances

Various rules have a distance requirement in inches. When measuring to and from something, do so from the closest part of it. For an operative, do so from its base, ignoring all parts of its miniature. When measuring to and from an area of the killzone, measure the horizontal distance only (in other words, look from above to ignore the vertical distance).

If a rule requires something to be ‘within’ a distance, the requirement is fulfilled if any part of it is that distance or less. If a rule requires something to be ‘wholly within’ a distance, the requirement is fulfilled if every part of it is that distance or less. An operative is always within and wholly within distance requirements of itself and a marker it’s carrying. If an operative is carrying a mission or objective marker, that marker is the same distance as that operative.

Operatives within a certain distance of an operative that’s carrying a marker are also within the same distance of that marker.

Operative B is within 2" of operative A. The objective marker is within 2" of operative A. Operative C is wholly within 2" of operative A.
Q:Can something be wholly within a territory while also being on the centreline?
A:
Yes, but it wouldn’t be within the other territory.

Equipment

Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.

Intervening

Rules such as cover and obscured require you to determine if something is intervening, e.g. terrain. Most of the time this is easily determined — if it’s between the operative and the intended target, it’s intervening. Sometimes this will be unclear, so we use targeting lines.

To use targeting lines, the operative’s player draws imaginary straight lines 1mm in diameter from any point of its base to every facing part of the intended target’s base. Anything at least one of these lines cross is intervening. Anything all of these lines cross is wholly intervening.

Targeting lines cross terrain, therefore it’s intervening.

Due to where operative A’s player has decided to draw the targeting lines from, the terrain is not intervening.

Most commonly, targeting lines can be drawn in a two-dimensional (top down) manner for ease. However, if there’s a difference in height between the operatives (e.g. one of them is on Vantage terrain), targeting lines should be drawn in a three-dimensional manner.

None of these targeting lines cross terrain feature A, therefore it’s not intervening.

Keywords

Keywords are an identification method for certain rules. You will most commonly use keywords with operatives (see datacards) — some rules will only affect operatives with the relevant keywords.

Some rare rules also have keywords, e.g. SUPPORT or STRATEGIC GAMBIT. These keywords mean nothing on their own, but other rules interact with them. Keywords are shown in KEYWORD BOLD font. Those in orange with a skull symbol, e.g. TEMPESTUS AQUILON, are faction keywords used to identify all operatives/rules from that kill team.

Killzone Floor

The killzone floor is the lowest level of the killzone (i.e. the game board). Anything that’s on a marker that’s on the killzone floor is also on the killzone floor.

Markers

Markers are placed in precise locations (this must be a location in which they can be placed) and impact the game and operatives around them. They can be placed underneath operatives (temporarily remove operatives to do so), and operatives can be placed upon them. Objective markers are 40mm in diameter. All other markers are 20mm in diameter. Some markers are known as mission markers. This means nothing on its own, but other rules interact with it.

Operatives contest markers within their control range. Friendly operatives control a marker if the total APL of those contesting it is greater than that of enemy operatives, but control cannot change during an action. While an operative is carrying a marker (see Pick Up Marker action) it contests and controls that marker, and is the only operative that can.

Objective markers are the most common marker, representing vital locations in the killzone. Controlling them is often required to achieve victory.

In the above example, only three operatives contest the objective marker, as it isn’t within control range of the orange operative on the left (the terrain feature prevents it from being visible). The total APL of the orange operatives contesting the objective marker is therefore 2. The total APL of the white operatives contesting it is 4, so they control it.

It’s fine to use a miniature to represent a marker, but have a normal marker available if it creates rules issues (e.g. it’s too big).
Q:If an operative’s rules allow you to place a marker (e.g. HERNKYN YAEGIR Hy-Pex Mines, VESPID STINGWING Neutron Bombardment), then that operative is removed from the killzone, is that marker also removed?
A:
No, unless specified otherwise.

Obscured

Obscured is determined from one operative to another, usually when one of them is shooting. An operative is obscured if there’s intervening Heavy terrain. However, it cannot be obscured by intervening Heavy terrain that’s within 1" of either operative.

Obscured is when an operative is a valid target, but intervening obstacles (usually terrain) make it a less efficient target. Imagine the operative having to target the enemy through a ruin or distant window.

When an operative is shooting, if the target operative is obscured:
  • The attacker must discard one success of their choice instead of retaining it.
  • All the attacker’s critical successes are retained as normal successes and cannot be changed to critical successes (this takes precedence over all other rules).

Operative B is visible to operative A through a window. However there’s intervening Heavy terrain more than 1" from both ap) operatives, therefore operative B is obscured.

There’s intervening Heavy terrain, but it’s within 1" of operative A, therefore operative B is not obscured.

There’s intervening Heavy terrain. Whilst parts of it are within 1" of the operatives, part of it isn’t, therefore operative B is obscured.

In other words, an operative being within 1" of a terrain feature doesn’t prevent the whole terrain feature from being obscuring, only the part within 1" of the operative.

Operatives

Operatives are the Citadel miniatures used in the game. Your operatives are friendly operatives, and your opponent’s operatives are enemy operatives.

Orders

Engage: The operative can perform actions as normal and can counteract.

Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.

Operatives are given a Conceal order when they are set up before the battle. You can change an operative’s order whenever it’s activated.

Order tokens have two sides. The lighter side shows an operative is ready (it can be activated in the Firefight phase) and the darker side shows an operative is expended (it has been activated in the Firefight phase).

Ploys

Players can spend CP on ploys to gain rules bonuses at the opportune moment. Unless otherwise specified, all ploys cost 1CP. There are two types of ploys:
  • Every strategy ploy is a STRATEGIC GAMBIT (used in the Gambit step of the Strategy phase). Some apply rules that are resolved ‘immediately’, otherwise they apply rules that last until the end of the turning point.
  • Firefight ploys are used in the Firefight phase and apply rules as the ploy specifies.

All players have access to the Command Re-roll firefight ploy below and the ploys in their kill team’s rules. Other than Command Re-roll, each player cannot use each ploy more than once per turning point.

COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
Q:If an operative performs a free action outside of the Firefight phase, can firefight ploys be used by a player in response to that action?
A:
No. Firefight ploys cannot be used outside of the Firefight phase unless specifically stated within the ploy.

Precedence

Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The active operative’s controlling player decides.

6
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Q:When a rule states ‘in an order of your choice’ (e.g. SANCTIFIER CONFESSOR Lead the Procession) is that referring to Conceal/Engage orders?
A:
No. ‘In an order of your choice’ refers to the sequence in which the rule is resolved; in this example’s case, the sequence in which the operatives move.

Roll-off

lf a rule requires a roll-off, both players roll one D6 and whoever has the highest wins the roll-off. If there’s a tie, roll-off again.

Tokens are used to help you keep track of rules effects. They are often placed next to the relevant operative, but can be moved to make space for other operatives and markers as necessary. They are removed when the tracked rules effect ends.


Order tokens are the most common token, showing an operative’s order and if it’s ready or expended.

A Conceal order simulates an operative making the most of available cover, so even if it’s fully visible, we imagine it ducking down behind intervening terrain within its control range to avoid being a valid target.

Valid Target

Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Q:Do rules that prevent an operative from being selected as a valid target (e.g. HERNKYN YAEGIR In Position) prevent that operative from being a secondary target for a weapon with the Blast X weapon rule?
A:
No, as secondary targets from Blast are not selected.

Visible

For something to be visible, the operative must be able to see it. To check visibility, look from behind the operative and determine if you can draw an unobstructed straight line 1mm in diameter from its head to any part of what it’s trying to see. Ignore operatives’ bases when determining this. An operative is always visible to itself. The enemy operative is visible in both images below, even when partially behind the nearby ruin.


Dice (D6, D3)
Use 6-sided dice to determine the outcome of various rules. This will often require x+, where x is the lowest possible result, e.g. 3+. Sometimes a result within a range will be required, e.g. 1-3. Some rare rules require you to roll a D3. To do so, roll one D6 and halve the result (rounding up). Some require xD6 or xD3 (e.g. 2D6 or 3D3). Roll x number of dice and add the results together. Some require D6+x or D3+x (e.g. D6+2 or D3+3). Roll that dice and add x to the result.

Some rules allow you to re-roll a dice roll. You can never re-roll a dice roll more than once, and you cannot select the original result, even if the new result is worse. If it’s an attack or defence dice, you re-roll before it’s retained or discarded. If you can re-roll multiple different dice, you can do this in any order, including seeing the result of one re-roll before deciding on the next. If multiple players can re-roll dice at the same time (e.g. during a Fight action), they alternate either re-rolling a dice or passing until they both pass in succession, starting with the player with initiative (this takes precedence over initiative and rules that would happen at the same time).

For example, if a 4+ is required, a dice result of 4, 5 or 6 fulfils this, and if a 1-4 is required, a dice result of 1, 2, 3 or 4 fulfils this.
Roll-off
lf a rule requires a roll-off, both players roll one D6 and whoever has the highest wins the roll-off. If there’s a tie, roll-off again.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The active operative’s controlling player decides.

6
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Ploys
Players can spend CP on ploys to gain rules bonuses at the opportune moment. Unless otherwise specified, all ploys cost 1CP. There are two types of ploys:
  • Every strategy ploy is a STRATEGIC GAMBIT (used in the Gambit step of the Strategy phase). Some apply rules that are resolved ‘immediately’, otherwise they apply rules that last until the end of the turning point.
  • Firefight ploys are used in the Firefight phase and apply rules as the ploy specifies.

All players have access to the Command Re-roll firefight ploy below and the ploys in their kill team’s rules. Other than Command Re-roll, each player cannot use each ploy more than once per turning point.

COMMAND RE-ROLL1CP
Tactical Ploy
Use this firefight ploy after rolling your attack or defence dice. You can re-roll one of those dice.
Expended
  • When you’ve finished with your operative’s activation, that operative is expended. While expended, an operative is not ready.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than or be removed and set up more than 2" away while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
Poison

Nurgle deals in warp-tainted poisons, toxins, viral plagues and sicknesses of the soul that defy both natural resilience and medical intervention.

Some weapons in this team’s rules have the Poison weapon rule.

*Poison: In the Resolve Attack Dice step, if you inflict damage with any successes, the operative this weapon is being used against (excluding friendly PLAGUE MARINE operatives) gains one of your Poison tokens (if it doesn’t already have one). Whenever an operative that has one of your Poison tokens is activated, inflict 1 damage on it.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Piercing x
The defender collects x less defence dice, e.g. Piercing 1. If the rule is Piercing Crits x, this only comes into effect if you retain any critical successes.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).

BREACH2AP

Open a closed breach point thats access point is within the operative’s control range.

An operative that has the word(s) ‘breach marker’, ‘grenadier’ or ‘mine’ on its datacard, or has a weapon with the Piercing 2 or Piercing Crits 2 weapon rule (excluding weapons that have the Blast or Torrent weapon rule) can perform this action for 1 less AP (to a minimum of 1AP)

Roll one D6 separately for each operative that’s on the other side of the access point and has that access point within its control range: on a 4+, subtract 1 from that operative’s APL stat until the end of its next activation and inflict damage on it equal to the dice result halved (rounding up).

An operative cannot perform this action while within control range of an enemy operative, or if that breach point is open. It cannot perform this action for less than 2AP during an activation/counteraction in which it performed the Charge or Shoot action (or vice versa).

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

EXECUTION ORDER

Those who have earned the ire of the Imperium are marked by the Adeptus Arbites for execution, their termination prioritised.

Use this firefight ploy when an enemy operative performs a mission action (excluding Breach and Operate Hatch). Alternatively, use it at the end of the Firefight phase and select one enemy operative that controls an objective marker.

In either case, the next time your opponent would activate that enemy operative, you can interrupt that activation and activate a ready friendly EXACTION SQUAD operative. If you do, during that activation, that friendly operative must shoot against or fight against that enemy operative, and cannot do so against any other enemy operatives until it does (if this isn’t possible, that friendly operative’s activation is cancelled).

After completing that friendly operative’s activation, continue that enemy operative’s activation (if possible). You cannot use this ploy again until that enemy operative is activated or incapacitated.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Engage: The operative can perform actions as normal and can counteract.

Guard1AP

The operative goes on guard until any of the following are true:
  • It performs any action, moves or is set up.
  • An enemy operative ends an action within its control range and you don’t interrupt that activation (see On Guard).
  • Its order is changed.
  • It’s the start of the next turning point.

This action is treated as a Shoot action. An operative cannot perform this action while it has a Conceal order, or while it’s within control range of an enemy operative.

Fall Back2AP

The same as the Reposition action, except the active operative can move within control range of an enemy operative, but cannot finish the move there.

An operative cannot perform this action unless an enemy operative is within its control range. It cannot perform this action during the same activation in which it performed the Reposition or Charge action.
Control Range
Many rules relate to control range such as moving, fighting and using cover. Something is within an operative’s control range if it’s visible to and within 1" of that operative.

Control range between operatives is mutual, therefore operatives are within each other’s control range if one of them is visible to and within 1" of the other.

Operatives A and B are within each other’s control range.

The terrain is within both operative B and C’s control range.

Because of the terrain, operative B is not visible to operative C, and vice versa, therefore they are not within each other’s control range.


Imagine control range as an area of interaction the operative has with things close to it.
Counteract
When you would activate a ready friendly operative, if all your operatives are expended but your opponent still has ready operatives, you can select an expended friendly operative with an Engage order to perform a 1AP action (excluding Guard) for free. Each operative can only counteract once per turning point. That operative cannot move more than or be removed and set up more than 2" away while counteracting (this is not a change to its Move stat, and takes precedence over all other rules). Counteracting is optional, so you can choose not to. In either case, activation alternates back to your opponent afterwards.

Counteracting isn’t an activation, it’s instead of activating. This difference is important; for instance, it means action restrictions won't apply.
CHAIN SNARE

Composed of hooked blades attached to a length of chain, this weapon bites into the flesh or armour of the wielder’s target, preventing them from fleeing.

Whenever an enemy operative would perform the Fall Back action while within control range of a friendly NEMESIS CLAW operative, if no other enemy operatives are within that friendly operative’s control range, you can use this rule. If you do, roll two D6, or one D6 if that enemy operative has a higher Wounds stat than that friendly operative. If any result is a 4+, that enemy operative cannot perform that action during that activation/counteraction (no AP are spent on it), and you cannot use this rule again during this turning point.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Dropping
Operatives drop down when they move off terrain or after they’ve jumped. Ignore 2" of vertical distance that they drop during each action. This means a vertical drop of 2" or less is ignored. If they drop multiple times during an action, only 2" total is ignored, not 2" from each drop.
Equipment
Equipment are additional rules you can select before the battle, as specified in your game sequence. Universal equipment can be selected for any kill team whereas faction equipment is specific. Each player cannot select each equipment option more than once per game.
Damage
When damage is inflicted on an operative, reduce their wounds by that amount. An operative’s starting number of wounds is determined by its Wounds stat (see datacards). If an operative’s wounds are reduced to 0 or less, it’s incapacitated, then removed from the killzone. Some rules allow an incapacitated operative to perform a free action before being removed from the killzone. Such an operative cannot perform more than one free action (excluding Place Marker) in this instance, and that operative’s player decides the order of any of its rules that occur before it’s removed from the killzone (taking precedence over the player with initiative deciding).

While an operative has fewer than its starting wounds remaining, it’s wounded. While it has fewer than half its starting wounds remaining, it’s also injured. Subtract 2" from the Move stat of injured operatives and worsen the Hit stat of their weapons by 1.

Keep track of each operative’s remaining wounds with dice, tokens or by writing it down.

‘Incapacitated’ and ‘removed from the killzone’ are separate. Some rules take effect when an operative is incapacitated, but before it’s removed.

Operate Hatch1AP

Open or close a hatchway that’s access point is within the operative’s control range.

An operative can perform this action during a Dash or Reposition action, and any remaining move distance can be used after it does so.

An operative cannot perform this action while within control range of an enemy operative, or if that hatchway is open and its access point is within an enemy operative’s control range.

Dash1AP

The same as the Reposition action, except don’t use the active operative’s Move stat — it can move up to 3" instead. In addition, it cannot climb during this move, but it can drop and jump.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Charge action.

Shoot1AP

Shoot with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Charge1AP

The same as the Reposition action, except the active operative can move an additional 2".

It can move, and must finish the move, within control range of an enemy operative. If it moves within control range of an enemy operative that no other friendly operatives are within control range of, it cannot leave that operative’s control range.

An operative cannot perform this action while it has a Conceal order, if it’s already within control range of an enemy operative, or during the same activation in which it performed the Reposition, Dash or Fall Back action.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.

DAKKA DASH1AP

Perform a free Dash action and a free Shoot action with this operative in any order. You can only select a dakka shoota for that Shoot action.

This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.
Dynamic
Whenever this operative performs the Shoot or Fight action, it can immediately perform a free Dash action afterwards. It can do so even if it’s performed the Charge action during this activation.

Reposition1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.
DARTING SALVO

Advancing in a dazzling blurr of vibrant colour, Harlequins fire on the move, leaping away before their opponents can return fire.

Whenever a friendly VOID-DANCER TROUPE operative performs the Reposition action during its activation, it can perform the Shoot action during that action (it must do so in a location it can be placed, and any remaining move distance it had from that Reposition action can be used after it does so).
Climbing
An operative must be within 1" horizontally and 3" vertically of terrain that’s visible to them to climb it. Each climb is treated as a minimum of 2" vertically (e.g. a 1" distance is treated as 2").
Jumping
Operatives can jump from Vantage terrain higher than 2" from the killzone floor when they move off it. You can move them up to 4" horizontally from the edge when they jump, done like any other move except in one straight-line increment. The operative must then drop or climb from there.
When jumping from Vantage terrain, if there is a terrain part such as a rampart at the edge the operative would jump from, the operative must climb it first then jump from the highest point it must climb over. When jumping to a terrain feature, you can ignore its height difference of 1" or less, including its rampart (if any). However, when jumping from a terrain feature, if it has a rampart, you must climb it first.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.

Place Marker1AP

Place a marker the active operative is carrying within its control range.

If an operative carrying a marker is incapacitated, it must perform this action before being removed from the killzone, but does so for 0AP. This takes precedence over all rules that prevent it from doing so.

An operative cannot perform this action during the same activation in which it already performed the Pick Up Marker action (unless incapacitated).

WARDING SHIELD1AP

PSYCHIC. Select one friendly CORSAIR VOIDSCARRED operative visible to and within 6" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), the first time an attack dice inflicts Normal Dmg on that friendly operative, ignore that inflicted damage.

This operative cannot perform this action while within control range of an enemy operative.
Balanced
You can re-roll one of your attack dice.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
Engage: The operative can perform actions as normal and can counteract.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Precedence
Some rare rules will conflict with each other, so it must be established which takes precedence. In order of priority, a rule takes precedence if:

1
It specifically says so.

2
The online designer’s commentary says so.

3
It’s not found in the core book (i.e. other rules take precedence over core book rules).

4
It says ‘cannot’.

5
The active operative’s controlling player decides.

6
The player with initiative decides.

If a rule on a datacard says ‘this operative can perform two Shoot actions during its activation’, this takes precedence over the core rules for action restrictions, as per precedence priority 3.
Seek
When selecting a valid target, operatives cannot use terrain for cover. If the rule is Seek Light, operatives cannot use Light terrain for cover. Whilst this can allow such operatives to be targeted (assuming they’re visible), it doesn’t remove their cover save (if any).
Strategy Ploys
HIDDEN ENGAGEMENT

Being experienced survivalists, Hernkyn Yaegirs are skilled hunters, well used to stalking and engaging their prey from the shadows.

Whenever a friendly HERNKYN YAEGIR operative is shooting, if it’s in cover from the target’s perspective, that friendly operative’s weapons have the Balanced weapon rule. Note that your opponent still determines the targeting lines for this (i.e. they decide which point of their operative’s base targeting lines are drawn from).
MASTERFUL BLADEWORK

Yaegirs are extensively trained in the use of plasma knives and other close combat weapons, wielding them with ruthless precision.

Whenever a friendly HERNKYN YAEGIR operative is fighting, or has a Conceal order and is retaliating, add 1 to the Atk stat of its melee weapons (to a maximum of 4) and they have the Balanced weapon rule; if the weapon already has that weapon rule, it has the Ceaseless weapon rule instead of Balanced.
TOUGH SURVIVALISTS

A lifetime of frontier exploration coupled with their kind’s natural fortitude renders Hernkyn Yaegirs highly resistant to injury.

The first time an attack dice inflicts damage on each friendly HERNKYN YAEGIR operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
IN POSITION

Hernkyn Yaegirs stalk their enemies with great patience, using the surrounding terrain to conceal themselves from prying eyes.

Whenever a friendly HERNKYN YAEGIR operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".
JUST A SCRATCH

rks have a remarkable ability to shrug off grievous damage that would incapacitate most other species.

Use this firefight ploy when an attack dice inflicts Normal Dmg on a friendly KOMMANDO operative (excluding BOMB SQUIG and GROT). Ignore that inflicted damage.
VICIOUS VENOM

Many Strains of Vespid produce various neurotoxins and inflammatory agents from their abdominal stingers, which can reduce victims to convulsing wrecks or anaphylactically bloat their flesh to bursting point.

Use this firefight ploy when a friendly VESPID STINGWING operative (excluding OVERSIGHT DRONE) is fighting and you strike with a critical success. Inflict D3 additional damage.
Strategy Ploys
IMPLACABLE

Empowered by their transhuman might and the gifts of their daemonic patrons, Legionaries are monstrously resilient.

Whenever an operative is shooting a friendly LEGIONARY operative, weapons with the Piercing 1 weapon rule have the Piercing Crits 1 weapon rule instead.

You can ignore any changes to the stats of friendly LEGIONARY NURGLE operatives from being injured (including their weapons’ stats).
QUICKSILVER SPEED

Some amongst the Heretic Astartes are possessed of a fleetness of foot and inhuman agility with which they beguile and confound the foe.

Whenever a friendly LEGIONARY operative that performed an action in which it moved during this turning point is fighting, worsen the Hit stat of the enemy operative’s melee weapons by 1.

Whenever an operative is shooting a friendly LEGIONARY SLAANESH operative more than 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative’s weapons by 1.

In all cases for this ploy, this isn’t cumulative with being injured.
FICKLE FATES

With superhuman reactions, a Heretic Astartes warrior can use even fractional glimpses of future events to devastating effect.

Whenever a friendly LEGIONARY operative is shooting a ready enemy operative, that friendly operative’s ranged weapons have the Balanced weapon rule.

Whenever an operative is shooting a ready friendly LEGIONARY TZEENTCH operative, in the Roll Defence Dice step, if you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.
BLOOD FOR THE BLOOD GOD

Bloodthirsty, battle-hungry and filled with unbridled fury, Legionaries strike with rage-fuelled might.

Whenever a friendly LEGIONARY operative (excluding KHORNE) is fighting, the first time you strike during that sequence, inflict 1 additional damage (to a maximum of 7).

Add 1 to both Dmg stats of friendly LEGIONARY KHORNE operatives’ melee weapons (to a maximum of 7).
Devastating x
Each retained critical success immediately inflicts x damage on the operative this weapon is being used against, e.g. Devastating 3. If the rule starts with a distance (e.g. 1" Devastating x), inflict x damage on that operative and each other operative visible to and within that distance of it. Note that success isn’t discarded after doing so — it can still be resolved later in the sequence.
Broodmind Devotion
Once per turning point, when a ready friendly BROOD BROTHER BROODGUARD operative is incapacitated while
visible to and within 6" of this operative, you can use this rule. If you do, before that operative is removed from the killzone, it can perform a 1AP action for free (excluding Fight and Explosives), and you can change its order to do so. It’s then removed from the killzone as normal. You cannot use this rule and the Medic! rule (see MEDIC) on the same operative at the same time.
IN DEATH, ATONEMENT

All soldiers of Krieg are destined to die in battle. The Cult of Sacrifice teaches that in death they will earn forgiveness for the sins of their forebears.

Use this firefight ploy when a ready friendly DEATH KORPS operative is incapacitated, if it isn’t within control range of enemy operatives. Before it’s removed from the killzone, it can immediately perform one free action and you can change its order to do so. Note that friendly operative is injured for the duration of that action.

The INFILTRATOR keyword is used in the following Hunter Clade datacards:

Pick Up Marker1AP

Remove a marker the active operative controls that the Pick Up Marker action can be performed upon. That operative is now carrying, contesting and controlling that marker.

An operative cannot perform this action while within control range of an enemy operative, or while it’s already carrying a marker.
SCRAPCODE OVERLOAD

The Hunter Clade’s Infiltrator releases an enormous bombardment of static and scrapcode that disrupts communication channels, reduces enemy coordination and allows the kill team to seize objectives and materiel from under their foe's nose.

Use this firefight ploy when a friendly HUNTER CLADE INFILTRATOR operative is activated. Alternatively, use this firefight ploy when a friendly HUNTER CLADE INFILTRATOR operative, or an enemy operative within 3" of that friendly operative, would perform the Pick Up Marker or a mission action (excluding Breach and Operate Hatch). Until the start of that friendly operative’s next activation, whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of that friendly operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this, and this can change control of a marker before performing the action.
Blast x
The target you select is the primary target. After shooting the primary target, shoot with this weapon against each secondary target in an order of your choice (roll each sequence separately). Secondary targets are other operatives visible to and within x of the primary target, e.g. Blast 2" (they are all valid targets, regardless of a Conceal order). Secondary targets are in cover and obscured if the primary target was.
BLINDING AURA

Faith defies explanation. The most devout and righteous Sisters are said to manifest dazzling halos of light that blind the faithless.

Use this firefight ploy when an enemy operative is performing the Shoot action and selects a friendly NOVITIATE operative as the valid target. Until the end of that activation/counteraction, while that friendly operative is more than 2" from that enemy operative, your opponent cannot select it as a valid target. If there are no other valid targets that your opponent can select, that action ends (it’s not cancelled, so that operative has still performed it). Note this ploy has no effect if it’s not the selected operative, e.g. if it’s a secondary target from the Blast weapon rule.

MEDIKITAP

THE EMPEROR'S WILL1CP

The Agents of the Inquisition enforce the Emperor’s will. This authority emboldens them in their duties.

Use this firefight ploy when a friendly INQUISITORIAL AGENT operative is activated. Until the end of that operative’s activation, you can ignore any changes to its stats (including its weapons’ stats).
Obelisk Node Matrix

Obelisk nodes are concentrations of Necron technology, hubs of energy and data streams. Whether raised up from their sites of ancient burial, formed from restructured local matter or phased into place from a pocket dimension, these angular nodes can empower a Cryptek and their servants. Impelled into positions where they can connect in a matrix of power, they aid the Cryptek’s ambitions whilst hampering their foes.

As a STRATEGIC GAMBIT in the first turning point, place your three OBELISK NODE markers wholly within your territory. As a STRATEGIC GAMBIT in each turning point after the first, you can move each of your OBELISK NODE markers up to 3" horizontally.

Your OBELISK NODE markers control other markers within 1" of them that no enemy operatives contest (treat your OBELISK NODE markers as friendly operatives for this purpose). If more than one player would use their OBELISK NODE markers to control the same marker, no OBELISK NODE markers control it.

Whenever one of your OBELISK NODE markers is within 6" horizontally of another of your OBELISK NODE markers, those markers and the area between them create an OBELISK NODE MATRIX above and below (in other words, their height in the killzone is irrelevant). If all three of your OBELISK NODE markers fulfil this, it creates a larger combined OBELISK NODE MATRIX.

Whenever a friendly CANOPTEK CIRCLE operative is within your OBELISK NODE MATRIX:
  • Weapons on its datacard have the Accurate 1 weapon rule.
  • Add 1 to its APL stat (to a maximum of 3).

Strategy Ploys
HYPERSHIELDING

Quantum energies radiate from the matrix, triggered by warding protocols. The haze consumes solid shot in bursts of viridian light and refracts energy blasts, while its wavering veil confounds targeters.

Whenever an operative is shooting a friendly CANOPTEK CIRCLE operative, if your <KY>OBELISK</KY> <KY>NODE</KY> <KY>MATRIX</KY> is intervening, or that friendly operative is within your OBELISK NODE MATRIX, you can re-roll any of your defence dice results of one result (e.g. results of 2).
CRYPTOGRAVITIC REPULSION

The universe’s fundamental forces have long been mastered by the Necrons. As their foes advance, thudding waves and twisting eddies of gravity amongst the obelisk nodes repel potential trespassers.

Once per action, the first time an enemy operative would move within your <KY>OBELISK</KY> <KY>NODE</KY> <KY>MATRIX</KY>, the distance is treated as an additional 1". Note this means if that enemy operative doesn’t have sufficient move distance (e.g. it’s at the end of its move), that operative cannot move within your OBELISK NODE MATRIX.
TRANSDYNAMIC AMPLIFICATION

Curving into arcane lenses that compress slivers of reality, the shimmering matrix magnifies the potency of the Necrons’ horrifying energistic technologies.

Whenever a friendly CANOPTEK CIRCLE operative is shooting, if your <KY>OBELISK</KY> <KY>NODE</KY> <KY>MATRIX</KY> is intervening, or the target is within your OBELISK NODE MATRIX, that friendly operative’s weapons have the Ceaseless weapon rule.
SOULDRAIN

A lifeless chill creeps into the hearts of those who would dare to breach the Necrons’ realm – an ener vating leeching of strength and vitality that leaves them easy prey.

Whenever an enemy operative is within your <KY>OBELISK</KY> <KY>NODE</KY> <KY>MATRIX</KY>, or whenever it’s fighting or retaliating against a friendly CANOPTEK CIRCLE operative that’s within your OBELISK NODE MATRIX, subtract 1 from both Dmg stats of that enemy operative’s melee weapons (to a minimum of 2) until the end of the activation/counteraction. Note this means if the enemy operative moves through your OBELISK NODE MATRIX, apply this change at the end of that move action until the end of the activation/counteraction.
Disgustingly Resilient

The followers of Nurgle possess extreme resilience to bullet and blade, for their hideous forms are swollen by death, decay and disease.

Whenever an attack dice inflicts damage of 3 or more on a friendly PLAGUE MARINE operative, roll one D6: on a 4+, subtract 1 from that inflicted damage.
Blooded

he Blooded seek to earn the favour of malign warp entities by hurling themselves into combat and slaying the most potent foes. Should they die in the attempt, their souls may serve as acceptable sacrifices.

You gain one Blooded token:
  • In the Ready step of each Strategy phase.
  • The first time an enemy operative is incapacitated during each turning point.
  • The first time a friendly operative is incapacitated within 6" of an enemy operative during each turning point.
As a STRATEGIC GAMBIT, you can assign any of your unassigned Blooded tokens to friendly BLOODED operatives. Each operative cannot have more than one of your Blooded tokens. Then, if four or more friendly operatives in the killzone have one of your Blooded tokens, you can select one of them to be under the GAZE OF THE GODS until the end of the turning point.

Whenever a friendly BLOODED operative has one of your Blooded tokens, its weapons have the Accurate 1 weapon rule. If that friendly BLOODED operative is under the GAZE OF THE GODS, you can retain one of your normal successes as a result of the Accurate 1 weapon rule as a critical success instead.

Fight1AP

Fight with the active operative by following the sequence below. The active operative’s player is the attacker. The selected enemy operative’s player is the defender.

An operative cannot perform this action unless an enemy operative is within its control range.
Torrent x
Select a valid target as normal as the primary target, then select any number of other valid targets within x of the first valid target, but not within control range of friendly operatives, as secondary targets, e.g. Torrent 2". Shoot with this weapon against all of them in an order of your choice (roll each sequence separately).
DARK FAVOUR

Those who have spilled the blood of the foe and earned the favour of their infernal patron may be spared from death, as long as another pays the price in their stead.

Use this firefight ploy when a friendly BLOODED operative that has one of your Blooded tokens is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly BLOODED operative visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.
Omen
In the Select Operatives step, when you’re selecting equipment, you can select one enemy operative or one other friendly HAND OF THE ARCHON operative (reveal your selection when you reveal equipment). Whenever attack or defence dice are rolled for that operative:
  • If it’s an enemy operative, your opponent must re-roll their dice results of 6.
  • If it’s a friendly operative, you can re-roll any of your dice results of 1.

RAVAGE DESTINY1AP

PSYCHIC. Select one enemy operative visible to and within 9" of this operative. Until the start of this operative’s next activation, until it’s incapacitated or until this action is performed again by a friendly operative (whichever comes first), whenever that enemy operative is shooting, fighting or retaliating, your opponent must re-roll their attack dice results of 6, and whenever determining control of a marker, treat that enemy operative’s APL stat as 1 lower. Note this isn’t a change to its APL stat, so any changes are cumulative with this.

This operative cannot perform this action while within control range of an enemy operative.
Accurate x
You can retain up to x attack dice as normal successes without rolling them. If a weapon has more than one instance of Accurate x, you can treat it as one instance of Accurate 2 instead (this takes precedence over x rules).
Rending
If you retain any critical successes, you can retain one of your normal successes as a Critical success instead.
Severe
If you don’t retain any critical successes, you can change one of your normal successes to a critical success. The Devastating and Piercing Crits weapon rules still take effect, but Punishing and Rending don’t.
Hot
After an operative uses this weapon, roll one D6. If the result is less than the weapon’s Hit stat, inflict damage on that operative equal to the result multiplied by two. If it’s used multiple times in one action (e.g. Blast), still only roll one D6.
HY-Pex Mines
Whenever one of your reverse-side down Minefield markers is both within an enemy operative’s control range and not within a friendly HERNKYN YAEGIR operative’s control range, flip the marker over. If it’s a blank, there’s no effect. If it’s a HY-Pex mine, inflict 3 damage on that enemy operative and roll one D6: if the result is less than that enemy operative’s Save stat, inflict additional damage on it equal to the dice result; regardless of the result, if it isn’t incapacitated, end its action (if any), even if that action’s effects aren’t fulfilled. If it cannot be placed, move it the minimum amount to do so. Regardless, that marker isn’t removed.
Operatives
Operatives are the Citadel miniatures used in the game. Your operatives are friendly operatives, and your opponent’s operatives are enemy operatives.
Valid Target
Some rules require you to select a valid target for an operative. This is most common when an operative is shooting, but some rare rules require it too.

If the intended target has an Engage order, it’s a valid target if it’s visible to the active operative.
If the intended target has a Conceal order, it’s a valid target if it’s visible to the active operative and not in cover.
Bases
All operatives are on bases. The base is an important part of the miniature for rules purposes, in particular measuring distances. Each operative’s base size is specified on its datacard. The sides of different bases can touch, but a base cannot be placed on another. Friendly operatives can move through other friendly operatives (the base and the miniature), but not through enemy operatives. Bases cannot move through terrain, or be over the edge of the killzone.

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