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
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 |
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
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.
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).
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
|  | Numerous and bloodthirsty, these enemies seek to overwhelm your elite operatives with their sheer numbers and ferocity. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 4 | 4+ | 3/4 | Ceaseless | |
|
|  | Typical of expendable sentries, henchmen and garrison troops the galaxy over, these gun-wielding combatants can wear your operatives down with weight of fire. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 4+ | 2/3 | - | | |  | Special weapon* | 4 | 4+ | 4/5 | Piercing 1 | | |  | Knife | 3 | 4+ | 2/3 | - | | | *Only 1 in 3 Trooper (Marksman) can have this weapon. | |
|
|  | 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. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 4 | 4+ | 4/5 | Ceaseless | |
|
|  | Skilful, dedicated and wielding potent firearms, enemies such as these pose a real threat to even the most experienced of your operatives. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 4+ | 3/4 | - | | |  | Knife | 3 | 4+ | 2/3 | - | | | | |
|
|  | 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. |
 |
 |
 |
 | | | | | | | | | | | | |  | Blades | 5 | 3+ | 4/5 | Ceaseless | | | This operativcean perform two Fight actions during its activation. | |
|
|  | 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. |
 |
 |
 |
 | | | | | | | | | | | | |  | Firearm | 4 | 3+ | 3/4 | - | | |  | Knife | 4 | 3+ | 3/4 | - | | | This operative can perform two Shoot actions during its activation. | |
|
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
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 markerMISSION ACTION
SABOTAGE1AP
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
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
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.
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
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).