Killzones

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill Team: Core Book
  Warhammer 40,000 Kill Team: Core BookRulebook31.3April 2025

KILLZONES

Killzones provide an immersive experience and a tactically engaging battlefield for your operatives. There are specific killzones available on this page — simply use the game board and terrain features a killzone includes. You can also create your own killzone from the game boards and terrain features in your collection. Unless otherwise specified, a killzone game board is 30" x 22".

If you are new to Kill Team, select one killzone to start with. Then, as you become more experienced, you’ll soon relish the diverse gameplay that different killzones provide.

Terrain and Movement

Operatives cannot move through terrain — they must move around, climb over or drop/jump off it.

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").

Operatives must finish a move in a location they can be placed — they cannot finish midway through a climb, drop or jump. If this isn’t possible, they cannot begin the move.

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.

Jumping

Operatives can jump from terrain 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 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.

Jumping means operatives can move across gaps in terrain up to 4" wide, and can jump up to 4" over things lower than them.

The operative moves up 4" until it’s above the highest point it must climb over. It moves across 2" until its base is fully past the rampart, then drops down for 0" (as the drop is less than 2").

Remember that increments are rounded up, so if the operative moves 3.5", this is treated as 4".


The operative moves across 2" until it’s fully off the ledge, then drops down for 2" (a 4" distance, but the first 2" is ignored). The operative could also jump off the terrain, moving 4" from one edge before it drops down.

The operative moves up for 2" (a 1" distance, but treated as the minimum 2") until it’s above the highest point it must climb over. It moves across 3" until its base is fully past the terrain feature, then drops down for 0" (as the drop is less than 2").

Terrain Types

A terrain feature is composed of different parts, each of which is a type of terrain (one part can be more than one type). If you are using a terrain feature from a specific killzone, the type of each part of that terrain feature will be specified. If you are using a terrain feature from a killzone of your own creation, you must specify the type of each part of that terrain feature before the battle. The most common types of terrain are below, but some killzones have their own types.

Always view terrain features in parts, rather than as one large terrain feature where everything is the same. For example, if a rule says ignore Light terrain, only ignore the parts of a terrain feature that are the Light type, not the whole terrain feature.

Heavy

Larger terrain is Heavy. It can obscure operatives.


It’s good to have a mixture of Light and Heavy terrain in your killzone, as some other rules interact with each type differently.

Light

Smaller terrain is Light. It doesn’t have any additional rules, but other rules interact with it differently (e.g. Vantage terrain).



Blocking

Blocking terrain is usually attributed to gaps between or underneath a terrain feature. Visibility cannot be drawn through such gaps, and for the purposes of cover and obscured, the gaps are intervening like the terrain around it.

Technically, Blocking terrain isn’t actually physical terrain, but rather the gaps operatives shouldn’t be able to see through.

Blocking terrain is rare, but it exists for the necessary instances.



Vantage

Vantage terrain is the upper levels of the killzone — areas operatives can be placed upon above the game board. If terrain is not Vantage terrain, then operatives can move over it, but they cannot finish a move or be set up on it. Vantage terrain is also Light terrain. Vantage terrain has the following main features.

Firstly, whenever an operative on Vantage terrain is shooting an operative that has an Engage order, its ranged weapon has the Accurate 1 weapon rule if the target operative is at least 2" lower than it, or Accurate 2 if the target operative is at least 4" lower than it.

Secondly, whenever you are selecting a valid target for an operative on Vantage terrain, operatives at least 2" lower than that operative with a Conceal order 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, and the defender can retain it as a critical success instead, or retain one additional cover save.

Thirdly, for the purposes of obscured, ignore Heavy terrain connected to Vantage terrain the active operative or the intended target is on.

As Vantage terrain is also Light, an operative on Vantage terrain will often be in cover from operatives lower than them — imagine them crouching down to gain a cover save or avoid being a valid target.

An operative on Vantage terrain can target an operative with a Conceal order that’s 2" lower than them and only in cover from Light terrain.

If an operative is obstructed from moving across Vantage terrain by enemy operatives or other terrain features, it can move around these obstructions (without dropping off) so long as part of its base is always on the Vantage terrain.


Operative B has a Conceal order and is in cover from Light terrain, so it wouldn’t normally be a valid target for operative A. However, as operative A is on Vantage terrain and at least 2" higher than it, operative B is a valid target, but it gets an improved cover save.

Accessible

Operatives can move through Accessible terrain (this takes precedence over Bases, and Terrain and Movement), but it counts as an additional 1" to do so. Only the centre of an operative’s base needs to move through Accessible terrain, so base sizes are irrelevant.


It’s particularly important to identify Insignificant and Exposed terrain before the battle, to prevent misunderstandings later on.

Insignificant

Insignificant terrain is usually very small. For the purposes of climbing and dropping, ignore it.

An operative can move over and across Insignificant terrain without going up and down.



Exposed

Exposed terrain is usually very small, or terrain with large gaps that operatives shouldn’t be able to take cover behind. For the purposes of cover and obscured, it’s never intervening.

KILLZONE: VOLKUS

Killzone: Volkus has 2x strongholds, 2x large ruins, 2x small ruins, 2x heavy rubble and 3x light rubble.

Stronghold




KILLZONE: VOLKUS
STRONGHOLD A

KILLZONE: VOLKUS
STRONGHOLD B

Large Ruin




Small Ruin




Heavy Rubble




Light Rubble





Cityfight

Killzone: Volkus has the following additional rules.

Condensed Stronghold

Whenever an operative is shooting with a weapon that has the Blast, Torrent and/or x" Devastating (i.e. Devastating with a distance requirement) weapon rule, it also has the Lethal 5+ weapon rule if the target is wholly within a stronghold terrain feature and on the killzone floor or a fire step.

The Condensed Stronghold rule always relates to the target’s location, so if the primary target is wholly within a stronghold, but the secondary target isn’t, then this rule doesn’t apply to that secondary target.

Garrisoned Stronghold

When an operative wholly within a stronghold terrain feature is retaliating against an operative that isn’t, the defender resolves first (this takes precedence over the normal fight resolution order).

Action

Operatives can perform the following universal action.

DOOR FIGHT1AP

Fight with the active operative (see fight sequence).

In the Select Enemy Operative step, instead select an enemy operative within 2" of, and on the other side of, a door the active operative is touching. For the duration of that action, those operatives are treated as being within each other’s control range.

This action is treated as a Fight action. An operative cannot perform this action while within control range of an enemy operative, or if its base isn’t touching a door.
This action allows an operative to fight through a door — useful if the enemy is obstructing it and preventing your operatives from moving through.

KILLZONE: GALLOWDARK

Killzone: Gallowdark uses a 606mm x 703mm game board with a 6x7 grid system for setting up. It has 4x short walls with hatchway and pillars and 2x each other terrain feature specified here. It also has 8x left and 8x right pillars, and 30x pillar caps to complete terrain configuration. Note that some mission maps use less than this.

Gallowdark Wall

Gallowdark wall terrain feature is Heavy and Wall terrain. Some walls include a hatchway, which is explained separately.

Wall terrain:
  • Operatives cannot move over or through Wall terrain (this takes precedence over all other rules).
  • Visibility cannot be determined over or through Wall terrain.
  • Other than to areas of the killzone (centre of the killzone, drop zones, etc.), distances cannot be measured over or through Wall terrain; they must be measured around it using the shortest possible route.
  • For the purposes of cover and obscured, only the corners and ends of Wall terrain can intervene, unless the active operative has passed it (see examples below).


Operative A would usually be within 3" of operative B, but as distances cannot be measured over or through Wall terrain, it must be measured around the Gallowdark wall. This would make operative A more than 3" from operative B.

Operative B is not in cover as a corner or end of the wall is not intervening. Note that minor parts of the wall that protrude do not make a corner or end alone; it must be the main structure of the wall that turns a corner or ends, as shown in the following diagrams.

A corner of the wall is intervening, therefore operative B is in cover.

Operative A has passed the corner of the wall, therefore it’s not intervening and operative B is not in cover. Note that if operative A was wholly on the left side of the dotted black line, the wall would be intervening and operative B would be in cover.

An end of the wall is intervening, therefore operative B is in cover.

As the hatchway is open, an end of the wall is intervening. It’s more than 1" from both operatives, therefore operative B is obscured.

Hatchway

A hatchway has two statuses: closed and open. It has two parts — an access point and a hatch — and their terrain types depend upon the hatchway’s status. Operatives can perform the Operate Hatch mission action to change its status. Hatchways begin the battle closed.

Closed

While a hatchway is closed:
  • Its hatch must be fully shut.
  • The access point and hatch are Heavy and Wall terrain.


Open

While a hatchway is open:


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.

As an open hatchway’s access point is Exposed terrain, the walls either side of it must be used for cover and obscuring instead of the access point.

If operatives would prevent the hatch from fully opening or closing, temporarily remove them from the killzone, open or close the hatch, then return the operatives as close as possible to their original location. If an operative is within an enemy operative’s control range before a hatch is opened, it must be returned there.

Opening a hatchway can cause the operative to be within control range of an enemy operative, in which case its Dash or Reposition action would immediately end (unless it has rules that allow it to move within control range of an enemy operative).

Close Quarters

Killzone: Gallowdark has the following additional rules.

Condensed Environment

Weapons with the Blast, Torrent and/or x" Devastating (i.e. Devastating with a distance requirement) weapon rule also have the Lethal 5+ weapon rule.

Actions

Operatives can perform the following universal actions.

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.


Guard is a powerful action that allows an operative to attack later, at the opportune moment. It can change the dynamic of the game, so try to avoid enemy operatives on guard, or consider how best to utilise it yourself. Use the token above to indicated any operatives that are on guard.

On Guard

Once during each enemy operative’s activation, after that enemy operative performs an action, you can interrupt that activation and select one friendly operative on guard to perform the Fight or Shoot action for free (including actions that are treated as such, e.g. Hatchway Fight below).

Determine the target as normal for these actions. This means you don’t have to target the operative you interrupted.

That friendly operative can even perform the Shoot action while within control range of an enemy operative (this takes precedence over the normal Shoot action conditions). This is known as a point-blank shot and has the following additional rules while your operative is doing it:
  • Target the enemy operative within your operative’s control range (even if it wouldn’t normally be a valid target).
  • Worsen the Hit stat of your operative’s weapons by 1.
  • Until the end of the interrupted enemy operative’s activation, your operative cannot retaliate.

Hatchway Fight1AP

Fight with the active operative (see fight sequence).

In the Select Enemy Operative step, instead select an enemy operative within 2" of, and on the other side of, an open hatchway’s access point the active operative is touching. For the duration of that action, those operatives are treated as being within each other’s control range.

This action is treated as a Fight action. An operative cannot perform this action while within control range of an enemy operative, or if its base isn’t touching an open hatchway’s access point.

This action allows an operative to fight across an open hatchway — useful if the enemy is obstructing it and preventing your operatives from moving through.

Operative A’s base is touching an open hatchway’s access point. It can perform the Hatchway Fight action to fight against either operative B or C.

KILLZONE: BHETA-DECIMA

Killzone: Bheta-Decima has 2x short gantries, 4x medium gantries, 2x long gantries and 1x thermometric condenser.

Gantry



Thermometric Condenser


Hazardous Area

Killzone: Bheta-Decima has the following additional rules that use hazardous areas marked on the game board.

Restricted Movement

No part of an operative’s base can be touching a hazardous area.

Restricted Targeting

When selecting a valid target for an operative on the killzone floor, an intended target on the killzone floor is not a valid target if 4" of hazardous area is between them.

When selecting a valid target for an operative on Vantage terrain, an intended target on the killzone floor is not a valid target if the footprint of a gantry is between them. The same is also true in reverse (an operative on the killzone floor to an intended target on Vantage terrain). However, in both cases, ignore the footprint of gantry terrain features the operative or the intended target is on or in.

In both cases, use targeting lines to determine if a hazardous area or the footprint of a gantry is between them.


Lurking predators stop operatives from venturing too close to the ocean, while strong currents and toxic water prevent them from entering it.

Relentless waves, sea mist and industrial smog make it harder for operatives to see targets over the ocean’s surface.

Restricted targeting only matters if one or more of the operatives in question are on the killzone floor; if they are both on Vantage terrain, it has no effect.

A gantry’s footprint is the gantry itself, plus the area underneath it.

4" of hazardous area is between operatives A and B, therefore operative B is not a valid target (and neither would operative A be in reverse).

The footprint of a gantry is between operatives A and B, therefore operative B is not a valid target (and neither would operative A be in reverse). Note that the left gantry is ignored when determining this, as operative A is on it.

Equipment

Equipment can be set up on Vantage terrain and within 2" of Accessible terrain (this takes precedence over the usual restrictions).

SETTING UP KILLZONES

Terrain features are critical to a good game of Kill Team, so setting up the killzone correctly is crucial. In mission packs that use specific killzones, mission maps will often show you where to place terrain features. However, for universal mission maps (those that don’t specify the location of terrain features) or mission maps of your own creation, here’s some guidance.

Try to avoid symmetrical killzones. Asymmetrical set ups are harder to get right, but they provide more variety in gameplay and encourage better generalship. Drop zone selection, tactical variety and player adaptability are three areas of the game that can benefit from asymmetrical set ups. This doesn’t mean asymmetrical set ups are unbalanced — certain fundamentals exist to ensure the killzone is still fair for both players.

There must be multiple terrain features at the edge of your drop zone. You should be able to safely conceal your Operatives during set up so they aren’t incapacitated before you’ve activated them; Heavy terrain is best for hiding from operatives on Vantage terrain. If this is unachievable, you can select a Heavy barricade from your equipment.

Limit Vantage terrain within your drop zone. It makes things more exciting if operatives are moving around to gain a better position.

Concentrate terrain features outside of drop zones. This creates natural fire lanes, encouraging crossfires and tactical movement as operatives manoeuvre for the better position. It also allows operatives to safely move forwards, so long as their flanks are protected.

The example below is a simple but suitable set up. It has symmetrically inspired elements, whereby each player has a stronghold, a large ruin and a ruined wall within their territory. However, there are differences in size, location and orientation. This ensures the killzone is asymmetrical.

Each player has two areas with Heavy terrain to safely set up their operatives, and two different Vantage terrain features nearby. There is a healthy spacing between the four dominant buildings, and a varied selection of smaller terrain features between them. This creates an outline of a city block that looks thematic, and creates channels for your operatives to move, shoot and charge through.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
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").
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.
Jumping
Operatives can jump from terrain 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 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.
Engage: The operative can perform actions as normal and can counteract.
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).

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.
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 2", or must be set up wholly within 2" if it’s removed and set up again, 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.
Conceal: The operative cannot perform Shoot and Charge actions, and it cannot counteract. However, it’s not a valid target while in cover.
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.
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.
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.
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 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).
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.
Lethal x+
Your successes equal to or greater than x are critical successes, e.g. Lethal 5+.
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.

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.
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 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.
Open
While a hatchway is open:

Closed
While a hatchway is closed:
  • Its hatch must be fully shut.
  • The access point and hatch are Heavy and Wall terrain.

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.

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.

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get new pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2025