The Missions

This section comprises three mission packs that provide you with multiple formats in which to conduct battles in the killzone, including head-to-head, cooperative/solo and multiplayer missions.


Books

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

PRELIMINARY OPS MISSION PACK

This is a player vs player (PvP) mission pack for head-to-head gameplay. It’s ideal for players who are learning the game or a new kill team, but still want to test themselves in a balanced, competitive format. When players are ready, the Approved Ops mission pack (available separately) is the next step, and provides the most up-to-date and in-depth PvP gameplay experience. The game sequence and map keys for this mission pack are found on Appendix page.

Set Up

The player with initiative rolls one D6: on a 1-3, use map 1; on a 4-6, use map 2.



The player without initiative places one objective marker on the centreline, more than 2" from neutral killzone edges. Then, each player places one objective marker, Starting with the player who has initiative. They must be wholly within different territories, within 3" of the centreline, more than 5" from other objective markers and more than 2" from neutral killzone edges.

Killzone: Gallowdark

If you are using Killzone: Gallowdark, roll one D6 and use the map that corresponds to the result (re-roll results of 5-6). Note that objective markers are already placed on these maps.




Operations

Players must attempt to score Victory points (VP) from two operations: kill op and crit op. The battle ends after four turning points, and the player with the most VP is the winner.

Kill Op

Every enemy operative represents an elite warrior of great value to your foe. Each one gunned down, dismembered or eviscerated is another small victory in and of itself.


Victory Points

You start without a kill grade. As enemy operatives are incapacitated, your kill grade goes up until it reaches 5.
  • Whenever you move to a new kill grade, you score 1VP.
  • At the end of the fourth turning point, if your kill grade is higher than your opponent’s, you score 1VP.

The table below shows how many enemy operatives must be incapacitated to reach each kill grade. The row you use is determined by the starting number of enemy operatives.

For example, if the starting number of enemy operatives was eight, two enemy operatives must have been incapacitated to reach kill grade 1, and then another one (totalling three) to reach kill grade 2.


Crit Op

The player with initiative rolls one D3. The players use the crit op that corresponds to the result.

1. Secure

Heavy ordnance or a rapid advance previously neutralised the area. Move in its wake to secure the killzone.


Mission Action

SECURE1AP

One objective marker the active operative controls is secured by your kill team until the enemy kill team secures that objective marker.

An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points
At the end of each turning point after the first:
  • If any objective markers are secured by your kill team, you score 1VP.
  • If more objective markers are secured by your kill team than your opponent’s kill team, you score 1VP.

2. Loot

A larger force has hastily withdrawn from the killzone. Seize the supplies and intelligence left behind.


Mission Action

LOOT1AP

One objective marker the active operative controls is looted.

An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker has already been looted during this turning point.

Victory Points
Whenever a friendly operative performs the Loot action, you score 1VP (to a maximum of 2VP per turning point).

3. Transmission

Firing coordinates, urgent reports or strategic updates must be transmitted back to base, but it is vital this information remains classified.


Mission Action

INITIATE TRANSMISSION1AP

One objective marker the active operative controls is transmitting until the start of the next turning point.

An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points
At the end of each turning point after the first:
  • If friendly operatives control any transmitting objective markers, you score 1VP.
  • If friendly operatives control more transmitting objective markers than enemy operatives do, you score 1VP.

JOINT OPS MISSION PACK

This is a player vs environment (PvE) mission pack that provides cooperative or solo gameplay. It’s ideal for introducing new players to the game as you will work together to achieve victory and aid your partner as they learn the game. It’s also ideal for players without an active community to play solo and gain experience in the game. In either case, this is intended as an introductory mission pack, and future PvE mission packs will expand the concept further. If playing cooperatively, you are still one ‘player’. This means you don’t double your CP, equipment selections, etc.; you must manage them between you. The game sequence and map keys for this mission pack are found on Appendix page.

Mission

Below, you will find three missions. Each mission has two maps, one for Killzone: Gallowdark, and one for any killzone that isn’t close quarters. To randomly determine a mission, the players roll one D3 and consult the table below. Alternatively, they can play through each mission in order.


Kill Team Selection

The players use one kill team. If you are playing solo, simply select your kill team as normal. If you are playing cooperatively, either select a kill team as normal and split the operatives between you, or take half of any kill team each. If it’s an odd number, round up (or down for more of a challenge). If you’ve taken separate teams, remember that some rules specify certain operatives through keywords, so one kill team’s rules won’t necessarily interact with another’s.

Your kill team will fight against procedurally generated non-player operatives (known as NPOs). Unlike your highly trained operatives, NPOs are standard soldiers from their army — sentries, frontline troops, guards, etc. As such, you don’t select a kill team for them. Instead, you select the appropriate datacards. Alternatively, you can create your own datacards to accurately reflect their stats using existing kill teams as a guide — just ignore rules that wouldn’t be appropriate for standard soldiers.

Each mission specifies how many NPOs you should include, determined by their combined Wounds stat. To increase or decrease the difficulty, simply increase or decrease this number as appropriate.

Initiative

When rolling off to decide who has initiative, roll one dice for the NPOs and one dice for the solo/co-op kill team. If the NPOs win the roll-off, they will always choose to have initiative.

Behaviour

Below, you will find NPO behaviours. NPOs have a behaviour in their name that determines what they do.
  • Each behaviour will specify what order they have when activated.
  • Whenever an NPO would perform an action (including when counteracting), perform the first action it can do from its behaviour. If it cannot do any, it’s expended (or pass, in the case of counteracting).
In close quarters (e.g. Killzone: Gallowdark), NPOs will perform Operate Hatch actions where necessary to fulfil their behaviour.

Equipment

When selecting equipment for NPOs, use options from the Kill Team Upgrade: Equipment Pack (light barricades, ammo pile, etc.) and set them up as feels appropriate.

Gambit Step

In the Gambit step, NPOs will always pass.

NPO Behaviours

Brawler

This operative will move towards the enemy to fight them, but will seek cover on the way.


When activated, if this NPO can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order.

1. Fight.
2. Charge the closest enemy operative via the shortest possible route.
3. Reposition towards the closest enemy operative, to cover if possible (a subsequent Dash action can fulfil this, if able).
4. Dash towards the closest enemy operative, to cover if possible.

Marksman

This operative will move to an ideal position to shoot the enemy.


When activated, if this NPO can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.
1. Fall Back to cover. If possible, to a location where there’s a valid target that isn’t obscured. If not, where there’s an objective marker visible to this NPO.
2. Shoot.
3. Reposition to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, where there’s an objective marker visible to this NPO (a subsequent Dash action can fulfil these, if able).
4. Dash to cover. If possible, to a location where there’s a valid target that isn’t obscured, if not, where there’s an objective marker visible to this NPO.

Threat Principle

When making decisions for NPOs, use the threat principle: go with the option that’s worst for you. This can determine which ready NPO activates, how an NPO moves, shoots and fights, how to resolve their dice, etc. There are a few examples below (containing decisions in order of priority) that you can use as a guide, but if one option feels worse for you, go with that. If you still cannot decide, randomly choose one.

Activation Priority
Multiple NPOs are ready, so the players activate the NPO that:
1. Can perform the Fight or Shoot action (as determined by its behaviour), and is the most threatening to do so (e.g. it has a better weapon, is more likely to incapacitate an enemy operative, etc.).
2. Is not in cover from a player’s operative.
3. Is closer to a player’s operative.

Reposition or Dash action
An NPO moves to cover where there’s a valid target. If there are multiple locations for this, then the best valid target is determined as per a Shoot action below.

Shoot action
An NPO performs a Shoot action and multiple enemy operatives are valid targets. It shoots the enemy operative that is/has:
1. Not obscured.
2. Not in cover.
3. An objective marker within its control range.
4. Closest.
5. Wounded.
6. Ready.

Fight action
An NPO performs a Fight action and multiple enemy operatives are within its control range. It fights the enemy operative that is/has:
1. Wounded.
2. An objective marker within its control range.
3. Ready.

NPO Datacards

TROOPERBRAWLER
Numerous and bloodthirsty, these enemies seek to overwhelm your elite operatives with their sheer numbers and ferocity.
APL
MOVE
SAVE
WOUNDS
26"5+7
NAMEATKHITDMGWR
Blades44+3/4Ceaseless
TROOPERMARKSMAN
Typical of expendable sentries, henchmen and garrison troops the galaxy over, these gun-wielding combatants can wear your operatives down with weight of fire.
APL
MOVE
SAVE
WOUNDS
26"5+7
NAMEATKHITDMGWR
Firearm44+2/3-
Special weapon*44+4/5Piercing 1
Knife34+2/3-
*Only 1 in 3 Trooper (Marksman) can have this weapon.

TOUGHBRAWLER
Brutish and resilient, these foes can soak up an alarming amount of punishment. The time required to neutralise them may risk your operatives being overwhelmed.
APL
MOVE
SAVE
WOUNDS
26"4+10
NAMEATKHITDMGWR
Blades44+4/5Ceaseless
WARRIORMARKSMAN
Skilful, dedicated and wielding potent firearms, enemies such as these pose a real threat to even the most experienced of your operatives.
APL
MOVE
SAVE
WOUNDS
26"4+8
NAMEATKHITDMGWR
Firearm44+3/4-
Knife34+2/3-

HEAVYBRAWLER
To approach an enemy such as this is to risk a swift and violent death. They will show no mercy to any of your operatives foolish enough to meet them at close quarters.
APL
MOVE
SAVE
WOUNDS
36"3+14
NAMEATKHITDMGWR
Blades53+4/5Ceaseless
This operativcean perform two Fight actions during its activation.
HEAVYMARKSMAN
Even a single such adversary is capable of laying down a devastating hail of fire that can punch your operatives from their feet and tear the heart from your kill team.
APL
MOVE
SAVE
WOUNDS
36"3+14
NAMEATKHITDMGWR
Firearm43+3/4-
Knife43+3/4-
This operative can perform two Shoot actions during its activation.
Joint Operations Mission 1

Breach

An enemy facility has been identified as a vital command post, supply base or other strategic asset that must be eliminated. With your operatives assembled, you must now secure entrance to the site.

MISSION RULE
NPOs: Any combination of NPOs with a combined Wounds stat of up to 90. They are set up with a Conceal order wholly within the NPOs drop zone and spread out in cover.

VICTORY
If all the NPOs are incapacitated, the battle ends and the players win.

If all the players’ operatives are incapacitated, the battle ends and the players lose.


KILLZONE GALLOWDARK
Joint Operations Mission 2

Sabotage

Having forced passage into the enemy facility, it now falls to your operatives to locate and sabotage key systems and strategic assets while eliminating the waves of enemy soldiers rushing to defend them.

MISSION RULES
NPOs: Any combination of NPOs with a combined Wounds stat of up to 90. They are set up with a Conceal order wholly within the NPOs drop zone and spread out in cover.

Reinforcements: Each strategy phase, if half the NPOs are incapacitated, they call in reinforcements as a STRATEGIC GAMBIT. Randomly select two incapacitated NPOs (excluding Heavy NPOs) or one incapacitated Heavy NPO. Set them up with a Conceal order and in cover (if possible) within 3" of a Reinforcement marker.

Reinforcement marker

MISSION ACTION

SABOTAGE1AP

One objective marker the active operative controls is sabotaged.

An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker has already been sabotaged.

VICTORY
If every objective marker is sabotaged, the battle ends and the players win.

If all the players’ operatives are incapacitated, the battle ends and the players lose.


KILLZONE GALLOWDARK
Joint Operations Mission 3

Escape

The facility burns. Vital enemy assets have been annihilated thanks to your operatives’ efforts. With vengeful foes closing in from all sides, now is the time to make good your escape.

MISSION RULES
NPOs: Any combination of NPOs with a combined Wounds stat of up to 77. They are set up with a Conceal order wholly within the NPOs drop zone and spread out in cover.

Reinforcements: Each strategy phase, if half the NPOs are incapacitated, they call in reinforcements as a STRATEGIC GAMBIT. Randomly select two incapacitated NPOs (excluding Heavy NPOs) or one incapacitated Heavy NPO. Set them up with a Conceal order and in cover (if possible) wholly within the NPOs drop zone, within 6" of a killzone edge and more than 6" from player operatives.

Escape: The players’ operatives can move wholly over the NPOs killzone edge (this takes precedence over bases and the edge of the killzone). Any that do SO have escaped — remove them from the killzone.

VICTORY
The battle ends when the players have none of their operatives left in the killzone. If more than 50% of their operatives have escaped, the players win. Otherwise, they lose.


KILLZONE GALLOWDARK

MULTIPLAYER OPS MISSION PACK

This is a mission pack for three or four player games. It’s ideal for a group of friends who want to play a game together. All other players are enemies, so expect plenty of carnage and destruction. This mission pack requires two samesized game boards combined along the long edge to create a larger killzone. The game sequence and map keys for this mission pack are found on Appendix page.

Set Up

Using the set of maps appropriate to the number of players, the first player (see player order below) rolls one D6: on a 1-3, use map 1; on a 4-6, use map 2.

Player Order

Whenever you would determine initiative, establish player order instead. All players roll one D6. The player with the highest result is first, the player with the second highest result is second, and so on. If two or more players are tied, those players keep rolling until an order is established between them.

Whenever you would do something starting with the player with initiative, do it in player order instead. For example, select drop zones, set up kill teams and activate in the Firefight phase in player order, starting with the player who is first.

3-PLAYER MAPS


4-PLAYER MAPS


Killzone: Gallowdark

If you are using Killzone: Gallowdark, use the set of maps below appropriate to the number of players. The first player (see player order) rolls one D6: on a 1-3, use map 1; on a 4-6, use map 2.

3-PLAYER MAPS


4-PLAYER MAPS

Operations

Players must attempt to score Victory points (VP) from two operations: elimination op and crit op. The battle ends after four turning points, and the player with the most VP is the winner.

Elimination Op

As multiple kill teams push into the same region of contested territory, the gunfight becomes a battle of swift and savage attrition. The commander who thins the enemy ranks while safeguarding their own operatives will soon achieve tactical supremacy.


Victory Points

Keep track of how many enemy operatives friendly operatives incapacitate during each turning point. Enemy operatives with a Wounds stat of 12 or more are treated as two for this purpose, and enemy operatives that are not incapacitated by a friendly operative are ignored (e.g. if they were incapacitated by the Hot weapon rule).

At the end of each turning point after the first, rank each player that incapacitated enemy operatives during that turning point. You score a number of VP as shown on the table below.

RANKVP
1st2
2nd1
3rd0
4th0

lf players are tied on a rank, they share the rank at the higher end of that tie. For example, if four players incapacitated enemy operatives during the turning point, and two of them incapacitated the second most, they would both be ranked second. The remaining player would be ranked fourth.

Crit Op

The first player rolls one D3. The players use the crit op that corresponds to the result.

1. Secure

Heavy ordnance or a rapid advance previously neutralised the area. Move in its wake to secure the killzone.


Mission Action

SECURE1AP

One objective marker the active operative controls is secured by your kill team until the enemy kill team secures that objective marker.

An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points
At the end of each turning point after the first, for each objective marker secured by your kill team, you score 1VP (to a maximum of 3VP per turning point).

2. Loot

A larger force has hastily withdrawn from the killzone. Seize the supplies and intelligence left behind.


Mission Action

LOOT1AP

One objective marker the active operative controls is looted.

An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker has already been looted during this turning point.

Victory Points
Whenever a friendly operative performs the Loot action, you score 1VP (to a maximum of 2VP per turning point).

3. Transmission

Firing coordinates, urgent reports or strategic updates must be transmitted back to base, but it is vital this information remains classified.


Mission Action

INITIATE TRANSMISSION1AP

One objective marker the active operative controls is transmitting until the start of the next turning point.

An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points
At the end of each turning point after the first, for each transmitting objective marker friendly operatives control, you score 1VP (to a maximum of 3VP per turning point).
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.

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

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

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.

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.

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.

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.

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.
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.
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.
Ceaseless
You can re-roll any of your attack dice results of one result (e.g. results of 2).
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.
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.
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.
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.

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