Books
Book | Kind | Edition | Version | Last update |
Warhammer 40,000 Kill Team: Core Book |
Warhammer 40,000 Kill Team: Core Book | Rulebook | 3 | 1.3 | April 2025 |
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 has 2x strongholds, 2x large ruins, 2x small ruins, 2x heavy rubble and 3x light rubble.
Stronghold
- The upper level(s) of a stronghold terrain feature is Vantage terrain.
- The door is Accessible and Heavy terrain.
- The fire steps are Vantage, Insignificant and Exposed terrain.
- The broken vent is Blocking terrain.
- The three barrel containers on Stronghold A are Blocking and Heavy terrain.
- The small broken ramparts on the edge of the Vantage terrain of Stronghold A are Insignificant and Exposed terrain.
- The gap on the lower Vantage terrain of Stronghold B is Accessible terrain.
- You cannot have more than one friendly operative on the highest upper level of Stronghold B at once, and that operative must be placed on one side or the other of that level, it cannot be placed in the middle (this means an enemy operative cannot be prevented from moving onto or being set up on the other side). If an operative’s base is too big to be placed there, it must move (or be set up) on as far as possible (otherwise it cannot complete that move), then place it to one side instead and treat it as being there. Hold it as far on that level as possible when it matters for checking other rules (e.g. control range, visibility, distance to other operatives, etc.). This takes precedence over the rules for bases and being in a location it can be placed.
- All other parts of it are Heavy terrain.
- For the purposes of control range, ignore the door and parts of this terrain feature less than 2" high when determining visibility.
KILLZONE: VOLKUS
STRONGHOLD A
KILLZONE: VOLKUS
STRONGHOLD B
Large Ruin
- The upper level of a large ruin terrain feature is Vantage terrain. For the purposes of intervening and targeting lines, treat this level as the same height as the first upper level of a stronghold terrain feature.
- The upper rampart is Light terrain.
- The door is Accessible and Heavy terrain.
- The door’s viewpoint is Blocking terrain.
- Unbroken windows are Barred and Heavy terrain.
Barred terrain: Visibility cannot be drawn through this terrain unless the operative or what they’re trying to see is horizontally within 1" of it. - All other parts of it are Heavy terrain.
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
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 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 has 2x short gantries, 4x medium gantries, 2x long gantries and 1x thermometric condenser.
Gantry
- Gantry floors are Accessible and Vantage terrain.
- Gantry pillars are Heavy terrain.
- Gantry terrain features come in three sizes: long, medium and short. When they are connected (i.e. their gantry floors are touching each other), they are treated as the same terrain.
Thermometric Condenser
- The roof is Accessible and Vantage terrain.
- The inner-ledge of the roof is Exposed and Insignificant terrain. In other words, ignore the slight difference in height between the outer and inner area of the roof.
- The battlements on the roof are Light terrain.
- All other parts of it are Heavy terrain.
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).
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.