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Turn Order
Recovery.
During the Recovery phase, a Stunned model will become Knocked Down. A KnockedDown model may stand up. More on this is covered in detail in the Injury table page.
Movement
Every Model moves 6 inches per turn.
Assaults. Models making an assault gain the Always Strike First for one round. Duringsubsequent rounds of combat, models fight in initiative order.
Jumping. A model may attempt to jump over a gap connecting to point which are notconnected. Take an initiative test for every full 2 of gap attempted to cover. If any arefailed, the model has fallen. See the rules for falling.
Climbing. A model which wants to climb a ladder/rope treats it as difficult terrain, inaddition if the model rolls two ones during the test, and then fails an initiative test, themodel is treated as falling from 2, see the rules for falling.
Falling. A model that has fallen will be automatically hit by a S2 hit, adding +1 S to the hitfor every full 2 fallen (i.e. a 7 fall will be a single S5 hit), armor saves are taken likenormal.
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Shooting
Ranged weapons are used just like the shooting rules in the 40k rulebook. The exceptionbeing weapons using the flame template.
Flame Template Shooting. Any model completely under the template takes an automatic
hit. Any model partially under the template is hit on a D6 roll of 4+.
Pinning. A model that is successfully hit must take a Leadership test. If the test is passed,the model may continue to act normally. , If the test is passed, the model immediately goesto ground, conferring a +1 cover save, any model within 6 inches also tests for pinning (LDtest). If this test is failed, it must also go to ground. During the pinned models recoveryphase, the model must take a leadership test, if passed may move only D6 inches and mayshoot and assault as normal. If the test is failed, the model may not move, or assault, butmay shoot. Pinned models must always attempt to fire at the model causing the pinning, ifthey are out of range, the closest model has priority and is the only target allowed.
Shooting at targets that are not the closest enemy requires a Leadership test, if passed theintended model may be fired upon.
Assault
Models fight in close combat just like Warhammer 40,000 rules except assaulting modelsgain +3 Initiative.
Fleeing Test: Take Leadership Test, if failed loser rolls D6 plus initiative, winner does thesame. If winner rolls higher loser is destroyed. If loser rolls both move result of theirroll+initiative.
Reasons for fleeing test:
All Alone.
Comrade Taken out of action within 6 inches.
Psychic Abilities
A psychic ability is cast successfully on a successful leadership test. A model maycast spells after he has stood up from being knocked down.
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Weapons of Kill Teams
Melee:
Melee Weapons: (Daggers, Swords, Axes): The model may make a normal close combatattack. When paired with additional melee weapon the user gains +1 attack in closecombat.
Hammer: Concussive.
Whip: The Model may make attacks as long as the friendly model they are in base to basecontact with, is in base to base contact with an enemy.
Chain weapon: The Weapon gains the parry special rule
Power Weapon:This weapon allows no armor saves in close combat. Parry
Force Weapon: After the opponent has successfully hit the wielder, roll a D6, ifthe result is or lower than the wielders Leadership, the attack is parried. Theuser can parry an unlimited number of attacks in this way. Power Weapon
Power Fist: The model attacks with double strength. Power Weapon. Always strikeslast.
Great Weapon:The weapon confers +2 strength. Requires two hands
Thunder Weapon: Power Fist. Great Weapon. Concussive.
2 Handed Polearm: The weapon confers Always Strike First to the wielder.
Vibro-Weapon. The weapon always wounds on a 4+. (regardless of strength) ASF
Singing Weapon: The weapon always wounds on a 2+. (regardless of strength) ASF
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Ranged Weapons:
The following is a list of allRanged Weapons and their statvalues:
Range
Type S AP
Special
Lasgun 24 RapidFire
3 -
Laspistol 12 Pistol 3 -
Stubber 24 RapidFire
3 6
Stub Pistol 12 Pistol 3 6
CombatShotgun
12 Assault2
3 6
GrenadeLauncher
36 Assault1
- - Grenade
Bolter 24 RapidFire
4 5
Bolt Pistol 12 Pistol 4 5
Flamer - Template
4 - Flamer
Inferno Pistol - Template
4 - Flamer
Heavy Stubber 36 Heavy3
4 5
Heavy Bolter 36 Heavy3
5 4
Heavy Flamer - Template
5 - Flamer
Plasma Gun 24 RapidFire
7 2 Gets Hot, PlasmaRounds
Plasma Pistol 12 Pistol 7 2 Gets Hot, PlasmaRounds
Melta Gun 12 Assault1 8 1 Melta Rounds
MissileLauncher
48 Heavy1
8 3 Missile
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Ranged Weapon Enhancements:
There are three types of Ranged Weapon Enhancements. Sights, Ammo andAttachments. They are not mutually exclusive but can only be applied to certainweapon types.
Sights can be applied to: Rapid Fire Weapons and Heavy Weapons
- Scope: -1 to opponents cover save
- Infrared Scope: Can see hidden models
- Target Lock: Bypasses cover saves if the model has not moved in itsmovement or assault phase.
- Sniper Scope(Rapid Fire Only): Makes the weapon Heavy 1, but the modelnow hits on a 2+ and has Rending
- Multi-tracker: Allows the user to fire at two separate targets when themodel has not moved
Ammo can be applied to: Rapid Fire Weapons and Pistols
- Concussion Rounds: Concussion
- Inferno Rounds: Roll under the targets armor save to wound
- Manstopper Rounds: Always wound on a 4+
- Penetration Rounds: AP 4
Attachments can be added to Rapid Fire Weapons and Assault Weapons
- Bayonet: The wielder gains +1 attack in the first round of close combat
- Combi Weapon: The wielder gets one shot of the weapon he chooses
- Grenade Launcher: may launch a single grenade once per game
Armor
Padded Armor: 6+
Flak Armor: 5+Carapace Armor: 4+
Power Armor: 3+
Artificer Armor: 2+
Terminator Armor: 2+ Save, 5+ Invulnerable Save
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Injuries Injuries Table Injury Roll Modifiers
1-2 Knocked downThe force of the blow knocks the warriordown.
Place the model face up to show that he hasbeen knocked down.
3-4 StunnedThe target falls to the ground where he lieswounded and barely conscious. Turn the modelface down to show that he has been stunned.
5-6 Out of actionThe target has been badly hurt and falls to theground unconscious. He takes no further part inthe game and is immediately removed from thebattle
InjuriesMost warriors have a Wounds characteristic of 1, but some have a value of 2 or more. If the target hasmorethan 1 wound then deduct 1 from his total each time he suffers a wound. Make a note on the rostersheet.So long as the model has at least 1 wound remaining he may continue to fight. As soon as a fightersWounds are reduced to zero, roll to determine the extent of his injuries. The player who inflicted thewound rolls a D6 for the wound that reduced the model to zero wounds and for every wound the modelreceives after that. If a model suffers several wounds in one turn, roll once for each of them and applythe highest result.
If a model has been successfully wounded multiple times (saves have been failed) by a single model ina single turn, roll a single injury table D6, however add +1 to the result for every successful woundbeyond the first. For example, A model has three attack, and successfully wounds with two attacks.He then rolls a 4 on the injury table, which normally would be a stunned result. However since therewere two successful wounding rolls from the same attacker the model would be placed out of action.
1-2 Knocked DownA fighter who has been knocked down falls to the ground either because of a jarring blow he hassustained, because he has slipped, or because he has thrown himself to the ground to avoid injury.Turn the model face up to show that he has been knocked down. Knocked down models may crawl 3"during the movement phase, but may not fight in hand-to-hand combat, shoot or use psychic abilities.If he is in base-to-base contact with an enemy, a knocked down model can crawl 3" away only if theenemy is engaged in hand-to-hand combat with another opponent, otherwise he has to stay where heis. In combat he cannot strike back and the enemy will have a good chance of putting him out ofaction.
A warrior who has been knocked down may stand up at the start of his next turn. In that turn he maymove 3, shoot and use psychic abilities, he cannot Assault, or run (but may use Fleet if able). If he isengaged in hand-to-hand combat, he may not move away and will automatically strike last,irrespective of weapons or Initiative. After this turn the fighter moves and fights normally, even thoughhe has zero wounds left. If the model takes any further wounds, then roll for injury once more, exactlyas if the model had just sustained its last wound.
Models making attacks against Knocked down models automatically hit.
Instant death: (doubletoughness) +1 to injury roll
Every Successful wound beyondthe first : +1 to the injury roll
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Models Knocked Down receive a +2 cover save to represent the model crawling for cover on all fours,having a smaller profile.
Shooting at models Knocked Down. Once the model has been successfully wounded (after savesare failed), roll again on the injury table, only add +1 to the result.
3-4 StunnedWhen a warrior is stunned, he is either badly injured or temporarily knocked out. Turn the model facedown to show that he has been stunned. A fighter who is stunnedmay do nothing at all. A player mayturn the model face up in the next recovery phase, and the warrior is then treated as knocked down.
If an enemy model can make an attack against a stunned model, the model is immediately removedfrom the table top. If this model is also in combat with a standing model, this auto-kill attack cannotbe used.
Shooting Stunned Models. Once the model has been successfully wounded (after saves are failed)the add +2 to any further injury table roll.
5-6 Out of actionA warrior who is out of action is also out of the game. Remove the model from the tabletop. Itsimpossibleto tell at this point whether the warrior is alive or dead, but for game purposes it makes no differenceat this stage. After the battle you can test to see whether he survives and if he sustains any seriouslasting injuries as a result of his wounds. See the Serious Injury Table.
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Serious Injury Table
11-15 DEADThe warrior is dead and his body is abandoned in thedark pathways of eternity, never to be found again. Allthe weapons and equipment he carried are lost.Remove him from the Kill Teams roster.
16-21 MULTIPLE INJURIESThe warrior is not dead but has suffered a lot of wounds. RollD6 times on this table. Re-roll any Dead, Captured andfurther Multiple Injuries results.
22 LEG WOUNDThe warriors leg is broken. The Warrior is alwaysconsidered to be in difficult terrain when moving, even overopen ground.
23 ARM WOUNDRoll again: 1 = Severe arm wound. The arm must beamputated. The warrior may only use a single one-handedweapon from now on. 2-6 = Light wound. The warrior mustmiss the next game.
24 TOUCHED BY THE WARPRoll a D6.On a 1-3 the warrior suffers from warp madness;
On a 4-6 the warrior gains the berserk rulefrom now on(see the below)
25 SMASHED LEGRoll again: 1 = The warrior may not run (or fleet) any more.2-6 = The warrior misses the next game.
26 CHEST WOUNDThe warrior has been badly wounded in the chest. Herecovers but is weakened by the injury so hisToughness is reduced by -1.
31 BLINDED IN ONE EYEThe warrior survives but loses the sight in one eye; randomlydetermine which. A character that loses an eye has hisBallistic Skill reduced by -1. If the warrior is subsequentlyblinded in his remaining good eye hemust retire from the Kill Team.
32 OLD BATTLE WOUNDThe warrior survives, but his wound will prevent himfrom fighting if you roll a 1 on a D6 at the start of anybattle. Roll at the start of each battle from now on.
33 NERVOUS CONDITIONThe warriors nervous system has been damaged. HisInitiative is permanently reduced by -1.
34 HAND INJURYThe warriors hand is badly injured. His Weapon Skillis permanently reduced by -1.
35 DEEP WOUNDThe warrior has suffered a serious wound and mustmiss the next D3 games while he is recovering. Hemay do nothing at all while recovering.
36 Damaged Equipment
One of the Warriors items has been damaged. Roll a D6.1-2. The Warriors melee weapon is destroyed.3-4. The Warriors Ranged weapon is destroyed.5-6. The Warriors Armor is destroyed.
41-55 FULL RECOVERYThe warrior has been knocked unconscious, orsuffers a light wound from which he makes a fullrecovery.
56 BITTER ENMITYThe warrior makes a full physical recovery, but ispsychologically scarred by his experience. From nowon the warrior may re-roll to hit in the first turn of closecombat againstthe following (roll a D6):
D6 Result1-3The individual who caused the injury. If it wasa trooper, he hates the enemy leader instead.
4The leader of the Kill Team that caused the injury.
5The entire Kill Team of the warrior responsible for theinjury.
6 All Kill Teams of that type.
61 CAPTURED
The warrior regains consciousness and finds himselfheld captive by the other Kill Team. He may be ransomed ata price set by the captor or exchanged for one of their KillTeam who is being held captive.Captives may be sold to slavers at a price of D6x5 credits.Tyranids may kill their captive and incorporate genes of theWarrior into the Leader, giving +1 exp. Chaos may forcetheir will on the prisoner. They will gain a new trooper.Captives who are exchanged or ransomed retain alltheir weapons, armour and equipment; if captives aresold, killed or turned, their weaponry, etc, is retained bytheir captors.
62-63 HARDENEDThe warrior survives and becomes inured to thehorrors of the Universe. The model is Fearless.
64 WAR VETERANThe warrior has been through many battles, and has the
marks, cuts, and bullet holes to prove it. Any model that isnot fearless will think twice before Assaulting such anadversary. Models must pass a Leadership Test to Assaultthis model.
65 SOLD TO SLAVERSThe warrior wakes up in a Slavers Camp. The leader wouldlike to see the warrior fight against a captured Genestealer(Standard Tyranid Profile). Roll to see which side charges,and fight the battle as normal. If the warrior loses, roll to seewhether he is dead or injured (ie, a D66 roll of 11-35). If he isnot dead, he is thrown out, without his armour and weaponsand may re-join his Kill Team. If the warrior wins he gains 50credits, +2 Experience and is free to rejoin his Kill Team withall his weapons and equipment.
If the model is part of a Slavers/Pirate group, the team maypay 25 credits to have him released. Forgoing the above.
66 SURVIVES AGAINST THE ODDSThe warrior survives and rejoins his Kill Team. Hegains +1 Experience.
Berserk The model must assault if within range to do so.He must forgo his shooting attacks if forced to assault in thisway.. See Serious Injury Table Entry,Touched by the Warp.
Warp Madness - Model Must make a LD test each turn or goto ground, just like he was within 6 of a model that was hitby a pinning weapon. See Serious Injury TableEntry,Touched by the Warp.
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Skills
Combat skills
Strike to Injure.The warrior can land his blowswith uncanny accuracy. Add +1 to all injury rollscaused by the model in hand-to-hand combat.
Combat Master.The warrior is able to take onseveral opponents at once. If he fights againstmore than one enemy at a time, he gains an extraAttack in each hand-to-hand combat phase aslong as he is fighting two or more enemy models.In addition, the warrior can never beoutnumbered.
Weapons Training. A warrior with this skill isadept at using many different weapons. He maychoose to use any hand-to-hand combat weapons
from the Level of weapons currently allowed hisKill Team
Web of Steel. Few can match the ability of thiswarrior. He fights with great skill, weaving a webof steel around him. The model gains the Rendingrule when using a normal Close Combat Weapon.
Powered Weapons.This warrior has beenexpertly taught in the art of swordsmanship. Hemay re-roll all missed attacks if he is using aPower Weapon in the hand-to-hand phase of theturn that he charges. Note that this only appliesto Power Weapons, not Power Fists, orThunderhammers. It does apply to Witch Bladesand Force weapons.
Fist Weapons.This warrior has been expertlytaught in the art of fisticuffs. He may re-roll allmissed attacks if he is using a Fist Weapon in thehand-to-hand phase of the turn that he charges.
Pole Weapons.This warrior has been expertlytaught in the art of Polearms. He may re-roll allmissed attacks if he is using a Polearm in thehand-to-hand phase of the turn that he charges.
Step Aside.The warrior has a natural ability toavoid injury in combat. Each time he suffers awound in close combat he may make an
additional saving throw of 5+. This save is nevermodified and is taken after all other armoursaves.
Shooting skills
Quick Shot.The warrior may shoot one extrashot per turn with a Rapid Fire, or Pistol. He maychoose a new target for this extra shot. This maynot be combined with the Relentless Special Rule.
Pistolier.The warrior is a pistol expert. He maybe equipped with a pistol in each hand (they mustbe the same type), and he may fire each in theShooting phase. He may use each pistol in closecombat, just as if each was a close combatweapon, conferring +1 attack.
Eagle Eyes.The warriors sight is exceptionallykeen. He adds +6" to the range of any missileweapon he is using.
Weapons Expert.The warrior has been trainedto use some of the more unusual weapons of theknown world. He may use any missile weaponfrom one level higher than the weapons currentlyallowed his Kill Team.
Relentless.The warrior has the Relentlessspecial rule. Note that this skill cannot becombined with the Quick Shot skill. Nor can thisbe used to fire heavy weapons with Strength 7 orhigher.
Trick Shooter.The warrior can shoot throughthe tiniest gap without it affecting his aim. Hetreats all cover saves as one worse than normal,i.e. a 4+ cover save becomes a 5+.
True Grit. The warrior may carry a two handedRanged weapon in a single hand, it counts as aPistol in close combat only.
Grenade Expert.The warrior is an unrivalledexpert at using grenades for maximum effect. Hecan throw a grenade in any assault he engages.This is done in lieu of shooting. The model beingassaulted, loses -3 Initiative during the first turn
of the assault
Advanced Targeting. If the model has amultiple shot weapon, he may choose where isshot is targeted. Maximum of two targets.
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Academic skills
Battle Tongue.This skill may only be chosen bya leader. The warrior has drilled his Kill Team tofollow short barked commands. This increases therange of his Leader ability by 6".
Master Psyker. This skill may only be taken bymodels with the Psyker ability. A warrior with thisskill subtracts 1 from his psychic test rolls.
Streetwise. A warrior with this skill has good
contacts and knows where to purchase rare items.He may add +2 to the roll that determines hischances of finding such items (see the Tradingsection).
Haggle. The warrior knows all the tricks ofbargaining and haggling. He may deduct 2D6credits from the price of any single item (to aminimum cost of 1 credit) once per post battlesequence.
Psychic Prowess. Any warrior with this skill maylearn and use Psychic abilities. This confers onlythe ability to learn Psychic abilities, a furtherLearn a New Skill roll must be achieved to learn
Psychic powers.
Scrap Hunter. The warrior has an uncannyability to find useful items from battlefields andwarzones. If a Hero with this skill is searching theruins in the exploration phase you may re-roll onedice when rolling on the Exploration chart. Thesecond result stands.
Psychic Halo. This skill may only be taken bymodels with the Psyker ability, or psykers. Thepsyker gains a 5+ invulnerable save. May not becombined with items that confer invulnerablesaves.
Anti-Psyker. This character may NOT have this
skill in combination with a psyker himself.Whenever an enemy psyker within 18successfully passes a psychic test, roll a D6, on aroll of a 5-6 the psychic ability is nullified.
Apothecary. Whenever another fellow Kill Teammember rolls on the Serious Injury Table, theplayer may reroll either the first or second die.
Requisition Hunter. This for every model withthis ability roll a D6 whenever your kill team
attains a Requisition Point. If the result is a 5 or a6, you gain another requisition point. This rollmay only be made once per model with this skill,per end of action sequence.
Strength skills
Mighty Blow. The warrior knows how to use hisstrength to maximum effect and has a +1Strength bonus in close combat. As his Strength isused for close combat weapons, the bonus applies
to all such weapons.
Pit Fighter.The warrior has learned how to fightin enclosed spaces from his time in the many cityfights he has engaged in. He is an expert atfighting in confined areas and adds +1 to his WSand +1 to his Attacks if he is fighting inside ruins.Its a good idea to define which bits of your terraincollection count as buildings or ruins at the startof a battle to avoid confusion later.
Resilient. The warrior is covered in battle scars.Deduct -1 Strength from all hits against him inclose combat.
Fearsome. Such is the reputation and physiqueof the model that he causes fear in opposingmodels. Enemy models must pass a leadershiptest in order to declare an assault against a modelwith this Skill. Also, enemy models must pass aleadership test if they are assaulted by a modelwith this skill. If this test is failed, they may onlyhit on a D6 roll of 6.
Strongman.The warrior is capable of great featsof strength. He may use a Power Fist/ ThunderWeapon without the usual penalty of alwaysstriking last. Work out order of battle usingInitiative order; however the model strikes at -1Initiative.
Unstoppable Charge. When he charges, thewarrior is almost impossible to halt. He adds +1to his Weapon Skill when charging and initiative,in addition to +1 attack.
Feel no Pain. The model treats all Stunnedresults as knocked down when rolling on theinjury chart.
Steadfast. When a model with Steadfast isassaulted, his toughness is increased by +1 for
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the duration of the Close combat phase. In thefollowing close combats it reverts to the normalvalue. This number is not considered whencalculating instant death.
Speed skillsLeap. Any model with the leap ability may ignoreterrain pieces (up to 3 tall) when moving orassaulting. F the model ignores a piece duringthe movement phase, they may not use it againin the assault phase, and vice versa.
Sprint.The warrior may assault 12 in the Assaultphase.
Acrobat. The warrior is incredibly supple andagile. He may fall or jump from a height of up to12" without taking any damage if he passes asingle Initiative test, and can re-roll failed DivingAssault rolls. He can still only make a divingassault from a height of up to 6".
Counter Attack. The warrior has the CounterAttack special rule. When a model with theCounter Attack rule is assaulted, they will alsoreceive +1 attack for the first round of CloseCombat.
Jump Up.The warrior can regain his footing in aninstant, springing to his feet immediately if he isknocked down. The warrior may ignore knockeddown results when rolling for injuries.
Dodge. A warrior with this skill is nimble and asfast as quicksilver. He can avoid any hits from amissile weapon on a D6 roll of 5+. Note that thisroll is taken against missiles as soon as a hit is
scored to see whether the warrior dodges it ornot, before rolling to wound. He may also ignorethe effects of pinning (the models surrounding arestill affected as normal).
Scale Sheer Surfaces. A warrior with this skillcan scale even the highest wall or fence withease. He can climb up or down a height equal to
twice his normal Movement, and does not need tomake Initiative tests when doing so.
Hit and Run. The model may deliberately leavecombat after both sides have struck blows, and ifneither is knocked down or stunned. The modelmust test on their own leadership, if passed, themodel immediately moves out of combat 2D6inches in any direction.
Tactical SkillsAnd they shall know no Fear. The model cannever be instantly destroyed from a fleeingmaneuver. If he is bested on the flee roll, he willreenter combat, and will strike with 1 attack atinitiative 1.
Sky Jump. If the model has this ability, and isequipped with some sort of Jump Pack, (SwoopingHawk Wings, Wings, Warp Generator, etc.) themodel may make a Sky Jump. During the
movement phase, if the model has not yetmoved, mark a place on the board, within 20 ofthe model. Roll a scatter die and 1D6 move themarker to the position indicated. the model willland as close to the spot as possible. The modelmay fire Assault weapons, and Pistols, but maynot assault.
If the model lands within 6 of an enemy Warrior,the Jumping model may make a Sky Assault. Amodel making a Sky Assault gives up their chanceto shoot (as above) and may make an assaultmove. The model may not move over difficult ordangerous terrain to make contact with theenemy.
Heavy Weapons Training. The character withthis ability may carry and fire Heavy Weapons.
Stealth. The model may add +2 to the coversave allowed, even when in open ground.
Infiltrate. The model may be places, afterdeployment anywhere on the table, 12 from anyobjecting, and 12 from an enemy model, 18 if inline of sigh
Assault Training. This model may shoot anynon heavy weapon like it is an assault weapon.
Tank Hunter. The Warrior may re-roll the armor
penetration roll when rolling against vehicles. Thesecond result must stand, even if worse.
Hand Signals. This model mimics thecommander bonus of the Kill Team leader. This isalways based on the current leaders Leadershipability.
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Character Improvement
Advance RollsMake Advance rolls straight after the battle so
both players can witness the result. Roll 2D6and consult the appropriate tables below.
Heroes2D6 Result2-5 New Skill. Select one of the Skill tablesavailable to the Hero and pick a skill. If he is apsyker he may choose to randomly generate anew Psychic Ability instead of a skill.
6 Characteristic Increase.Roll again: 1-3 = +1 Strength; 4-6 = +1 Attack.
7 Characteristic Increase.
Choose either +1 WS or +1 BS.
8 Characteristic Increase.Roll again: 1-3 = +1 Initiative;4-6 = +1 Leadership.
9 Characteristic Increase.Roll again: 1-3 = +1 Wound;4-6 = +1 Toughness.
10-12 New Skill. Select one of the Skill tablesavailable to the Hero and pick a skill. If he is apsyker he may choose to randomly generate anew Psychic Ability instead of a skill.
TroopersTroopers never add more than +1 point to anyof their initial characteristics. If the dice rollindicates an increase in a characteristic whichhas already been increased (or is at its racialmaximum), roll again until an un-increasedcharacteristic is rolled. All warriors in the groupgain the same advance.
2D6 Result
2-4 Advance. +1 Initiative.
5 Advance. +1 Strength.
6-7 Advance. Choose either +1 BS or +1WS.
8 Advance. +1 Attack.
9 Advance. +1 Leadership.
10-12 The lads got talent. One model in thegroupbecomes a Hero. If you already have the
maximum number of Heroes, roll again. Thenew Hero remains the same Trooper type (eg,a Fire Warrior as a Fire Warrior) and starts with
thesame experience the Trooper had, with all hischaracteristic increases intact. You may choosetwo skill lists available to Heroes in your KillTeam. These are the skill types your new Herocan choose from when he gains new skills. Hecan immediately make one roll on the HeroesAdvance table. The remaining members of theTrooper group, if any, roll again for theadvance that they have earned, re-rolling anyresults of 10-12.
Maximum
Characteristics
WS
BS
S T W I A Ld
Space Marine 7 6 4 4 3 5 4 10
Human 6 5 4 4 3 4 4 10
Tau 5 7 3 3 3 5 4 10
Tyranid 5 4 5 6 4 7 5 9Eldar 7 7 3 3 3 7 4 1
0Orc 5 4 4 5 3 4 4 1
0Necron 5 5 5 5 4 3 5 1
0
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End of Battle SequenceAt the end of each battle, a Kill Team may roll on the Exploration chart. This is done as soon as agame is over so that players can witness each others dice rolls. As you can see from the chart, aKill Team that is just starting out has little chance of finding the more obscure places after a
battle. However, a Kill Team will make more discoveries as it goes along thanks to its betterequipment and accumulated skills. Roll a D6 for each Hero in your Kill Team who survives withoutgoing out of action. This represents the Kill Teams efforts to unearth Imperial Relics. Do not rollfor any Heroes who went out of action during the battle; they are taken back to the Kill Teamsstaging area to recuperate instead. So, for example, if your Kill Team includes four Heroes who allsurvived the last battle, you can roll four dice. If you won your last game, you may roll one extradice. Add the results of the dice together and consult the Exploration chart to see how manyImperial Relics your Kill Team has found.
Do not roll for Troopers. This does not mean that they dont search the ruins, but insteadrepresents theefforts of the Heroes in coordinating the search parties.
rolling multiplesAs well as finding Imperial Relics, the Kill Team can come across unusual places or encounterinhabitants of the area. If you roll two or more of the same number while searching, you havefound an unusual building or encountered something out of ordinary. Consult the chart and referto the appropriate entry in the Exploration results. For example, you might roll two 3s or three5s, in which case you should refer to the chart. Choose the most numerous multiples if you scoremore than one set of multiples. So, if you rolled a double 3 and a triple 5, only look up the triple 5on the Exploration chart. In the case of two doubles or triples look up the highest result. Forexample, if you rolled double 1 and double 3, look up the double 3 result.
Any money or loot you find in these locations is added straight to the Kill Teams treasury. AnyImperial Relics you find can be sold as normal.
exploration procedure
1. Roll 1D6 for each of your Heroes who survived the battle and one extra dice if you won, plusany extra dice allowed by skills or equipment. Note, however, that you must pick a maximum ofsix dice out of all the dice you roll, even if you are allowed to roll seven dice or more.
2. Some things, such as skills and equipment, may allow you to re-roll dice.
3. If you rolled any doubles, triples, etc, you have found an unusual location in the area. Consultthe Exploration chart on the next page to see what you find. Refer to the appropriate entry on thefollowing pages and follow the instructions given there.
4. Add the results together and consult the chart on the next page to see how many ImperialRelics you have found. Mark down the amount of Imperial Relics on your Kill Teams roster sheet.
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Looting/Selling
Number of Warriors in Warband
1-3 4-6 7-9 10-12 13-15 16+
1 to 5 45 40 35 30 30 25
6 to 11 60 55 50 45 40 35
12 to 17 75 70 65 60 55 50
18 to 24 90 80 70 65 60 55
25 to 30 110 100 90 80 70 65
31 to 35 120 110 100 90 80 70
36 to 41 145 130 120 110 100 90
42+ 155 140 130 120 110 100
DiceResult
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Post Operations ChartDOUBLES1 1. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Well2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shop3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Corpse
4 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Straggler5 5 . . . . . . . . . . . . . . . . . . . . . .Destroyed Vehicle6 6. . . . . . . . . . . . . . . . . . . . . . . . . Ruined Hovels
TRIPLES1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tavern2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Smithy3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . Prisoners4 4 4 . . . . . . . . . . . . . . . . . Overrun Defense Line5 5 5 . . . . . . . . . . . . . . . . . . . . Space Port Market6 6 6. . . . . . . . . . . . . . . . . . . . Returning a Favour
FOUR OF KIND1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . Gunsmith2 2 2 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . Shrine3 3 3 3 . . . . . . . . . . . . . . . . . . . . . . . . Townhouse
4 4 4 4 . . . . . . . . . . . . . . . . . . . . . . . . . Armourer5 5 5 5 . . . . . . . . . . . . . . . . . . . . . . . . . Graveyard6 6 6 6 . . . . . . . . . . . . . . Tyranid Hive Catacombs
FIVE OF KIND1 1 1 1 1 . . . . . . . . . . . . . . . . . Governors House2 2 2 2 2 . . . . . . . . . . . . .Apothecarys Laboratory3 3 3 3 3 . . . . . . . . . . . . . . . . . . . Thieves Hideout4 4 4 4 4 . . . . . . . . . . . . . . . . . Merchants House5 5 5 5 5 . . . . . . . . . . . . . . . . . Shattered Building6 6 6 6 6 . . . . . . . . . . Entrance to the Catacombs
SIX OF KIND1 1 1 1 1 1 . . . . . . . . . . . . . . . . . . . . . . . . . The Pit2 2 2 2 2 2 . . . . . . . . . . . . . . . . . Hidden Treasure3 3 3 3 3 3 . . . . . . . . . . . . . . . . . . .Marine Outpost
4 4 4 4 4 4 . . . . . . . . . . . . .Slaughtered Kill Team5 5 5 5 5 5. . . . . . . . . . . . . . . . . . . .Fighting Arena6 6 6 6 6 6 . . . . . . . . . . Nobles Defense Fortress
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Doubles(1 1) Well
Choose one of your Heroes and roll a D6. If theresult is equal to or lower than his Toughness,he finds one Relic at the bottom of the well. If
he fails, the Hero swallows tainted water andmust miss the next game through sickness.
(2 2) Shop
After a thorough search you find loot worth D6credits.If you roll a 1 you will also find a Lucky Charm(see the Equipment section)
(3 3) Corpse
To see what you find when you search thecorpse, roll a D6:D6 Result1-2 Hammers3-4 Chain weapon5 a Whip6 Carapace Armor
(4 4) Straggler
Eldarwill and gain 2D6 credits.Chaos Kill Teams can sacrifice theunfortunate individual for the glory of the
Chaos gods. The leader of the Kill Team willgain +1 Experience.Tyranid Landing Broods can kill the man andgain a gaunt at no cost.
Any other Kill Team can interrogate the manand gain insight into the area. Next time youroll on the Exploration chart, roll one dice morethan is usually allowed, and discard any onedice. (For example, if you have three Heroes,roll four dice and pick any three).
(5 5) Destroyed Vehicle
Roll a D6 to see what you find:
D6 Result1-2 Satellite Image (see Equipment)3-4 A trophy worth 2D6 credits5-6 1 requisition point
(6 6) Ruined Huts
You find loot worth D6 credits amidst the ruins.
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Triples(1 1 1) Tavern
You could easily sell the barrels for a goodprice.Unfortunately your men are also interested in
the contents! The Kill Teams leader must takea Leadership test. If he passes, the Kill Teamgains 4D6 credits worth of goods which can besold immediately.If he fails, the men drink most of the alcoholdespite their leaders threats and curses. Youhave D6 credits worth of alcohol left when theKill Team leaves.Eldar, Space Marines, Tyranids, Tau, andNecronsKill Teams automatically pass this test, as theyarenot tempted by such worldly things as alcohol.
(2 2 2) Armory
Roll a D6 to determine what you find inside:D6 Result1 Chain Weapon2 Bolter or Zenos Ammunition3 Two-Handed Weapon4 D3 Laspistols or Shuriken Pistols5 Power Weapon6 2D6 credits worth of metal
(3 3 3) Prisoners
Tyranid Landing Broods can sacrifice thevictims They gain D3 Experience which isdistributed amongst the Heroes of the Brood.Dark Eldar Slavers can sell the prisoners intoslavery for 3D6 credits.
Other Kill Teams can escort the prisoners out ofthe area. For their trouble, they are rewardedwith 2D6 credits. In addition, one of theprisoners decides he wishes to join the KillTeam (not Space Marines). If you can afford toequip the new recruit with weapons andarmour, you may add a new Tropper to any ofyour human Trooper groups (with the same
stats as the rest of the group, even if they havealready accumulated experience).Space Marines gain a Scout, will create a newTrooper squad.
WS
BS S T W I A Ld Sv
3 3 3 3 1 3 1 75+
(4 4 4) Overrun Defense Line
Roll a D6 to see what you find:D6 Result1-2 D3 Lasguns3 D3 Lastpistols4 D3 Hammers5 Two Handed Weapon6 a Heavy Bolter
(5 5 5) Space Port Market
You find several items worth 2D6 credits intotal.
(6 6 6) Artifact Remnant
Your Kill Team gains +2 Requisition Points.
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Four of a Kind(1 1 1 1) Gunsmith
Roll a D6 to see what you find:D6 Result1 a Bolter
2 D3 Laspistols (worth 10 credits each)3 Plasma Gun4 D3 Lasguns5 Heavy Bolter6 Upgraded Bolter Sniper Rifle
(2 2 2 2) Shrine
Your Kill Team may strip the shrine and gain3D6 credits worth of loot.Kill Teams of the Imperium (Space Marines,Witch Hunters, Imperial Guard) may save someof the shrines holy relics. They will gain 3D6
credits from their patrons, and a blessing fromthe emperor. One of their weapons (chosen bythe player) will now be blessed and will alwayswound any Chaos or Deamonic Enemy on 2+,regardless of strength.
(3 3 3 3) Native Hovel
Your Kill Team gains +1 requisition.
(4 4 4 4) Armourer
Roll a D6 to see what you find:
D6 Result1-2 Flak Armor3-4 Carapace Armor5 Power Armor6 a Personal Halo, (confers a 5+ invulnerable,may be sold for 40 credits)
(5 5 5 5) Graveyard
Any Kill Team may loot the donation bowl andgraves and gains D6x10 credits worth of loot.(Except imperium forces) If you loot thegraveyard, the next time you play against anyImperium Forces, the entire enemy Kill Team
will hate all the models in your Kill Team. Makea note of this on your Kill Team roster sheet.Imperial Kill Teams may seal the graves. Theywill be rewarded for their piety by D6Experience points distributed amongst theHeroes of the Kill Team.
(6 6 6 6) Tyranid Hive Catacombs
You can use the new tunnels you found in thenext battle you play. Position up to three
fighters (not vehicles or Monstrous creatures)anywhere on the battlefield at ground level.They are set up at the end of the players firstturn and cannot be placed within 8" of anyenemy models. This represents the warriorsmaking their way through the tunnels,infiltrating enemy lines and emerging suddenlyfrom below ground.
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Five of a Kind(1 1 1 1 1) Governors House
Inside, hidden amongst the debris, you findD6x10 credits.
(2 2 2 2 2) Apothecarys Laboratory
In the ruins you find loot worth 3D6 credits anda battered old notebook. One of your Heroesmay study the Apothecarys notebook, and theextra wisdom he gains will enable him tochoose from Academic skills whenever hegains a new skill in addition to those skillsnormally available to him.
(3 3 3 3 3) Thieves Hideout
Roll a D6 to see what you find:D6 Result1-2 Quartz stones worth D6x5 credits3-4 Amethyst worth 20 credits5 a War Trophy worth 50 credits6 A ruby worth D6x15 credits
If your Kill Team does not sell the gems, one ofyour Heroes may keep them and displays themproudly. He will gain +1 to the rolls for locatingrare items as merchants flock to such anobviously wealthy warrior.
(4 4 4 4 4) Merchants House
Inside you find several valuable objects whichcan be sold for 2D6x5 credits. If you roll adouble, instead of finding money you find thesymbol of the Intergalactic Traders. A Hero inpossession of this gains the Haggle skill.
(5 5 5 5 5) Shattered Building
You gain +1 requisition. In addition take aLeadership test against the Kill Team leadersLeadership value. If passed a Cyber dog joinsthe Kill Team as a personal guard of the KillTeams Leader that was guarding the building.
WS
BS S T W I A Ld Sv
2 0 4 3 1 2 1 75+
(6 6 6 6 6) Entrance to a CatacombYou can use these tunnels to explore theBattlefield more efficiently. From now on, you
may re-roll one dice when you roll on theExploration chart. Make a note of this in yourKill Teams roster sheet. Second andsubsequent catacomb entrances you find donot grant you any additional re-rolls, althoughyou may find further re-rolls from othersources.
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Six of a Kind(1 1 1 1 1 1) The Pit
If you wish, you can send one of your Heroes tosearch for any Imperial Trophies hidden here.Roll a D6. On a roll of 1 the Hero is devoured
by the guardians of the Pit and never seenagain. On a roll of 2 or more he returns with +1Requisition.
(2 2 2 2 2 2) Hidden Treasure
When you open the vault you find the followingitems. Roll for every item on the list separately(apart from the credits) to see whether youhave found it. For example, on a roll of a 4+you find the Imperial Trophy.Items D6 Result Needed1 Requisition 4+
5D6x5 credits AutoHoly relic 5+Power Armor 5+D3 Gems worth 10 credits each 4+Eldar cloak 5+Holy relic 5+Piece of Legendary Wargear 5+
(3 3 3 3 3 3) Abandoned MarineOutpost
Roll a D6 to see what you find:D6 Result1 D3 Two-Handed Weapons2 D3 Carapace Armor3 Power Weapon4 Power Armor5 Power Fist6 Power Armor and Carapace Armor
(4 4 4 4 4 4) Slaughtered Kill Team
Roll for every item separately (apart from thegold coins and daggers) to see if you find it.
Item D6 Result Needed3D6x5 credits Auto
D3 Flak Armor 4+Carapace Armor 5+D6 Hammers, AutoSatellite Image(see p55) 4+D3 Vibro-Weapons 5+D3 Bolt Pistols 3+D3 Bolters 2+Heavy Bolter 4+Plasma Pistol 2+
(5 5 5 5 5 5) Arena
You find a training manual, which you caneither sell for 100 credits or let one of your
Heroes read. The extra knowledge your Herogleans from reading the manual entitles him tochoose from Combat skills whenever he gains anew skill, and his WS may now be increased byan extra point above his normal racialmaximum (for example, a Human who has thebook would now have a maximum Weapon Skillof 7).
(6 6 6 6 6 6) Nobles Defense Fortress
Roll a D6. If you roll 1-2, gain +1 requisistion.On a roll of 3-4, you find D6 vials of Crimson
Shade. On a roll of 5-6 you find a hidden pieceof Legendary Wargear carefully concealed in ahidden cellar or behind a secret door. Roll onthe Legendary Wargear table.
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Legendary WargearRoll a D6 and use this table to determine which item you find when a result in theExploration
chart indicates that you have found a Weapon of Legend. In a campaign none of theseitems canappear more than once, so if you find a magic item which is already in someone elsespossessionroll again even if the warrior carrying it has been killed.
1 The Orb of Destruction
Grants the bearer immunity to psychic abilities. In addition, once per game, during the owning players shootingphase, draw a straight line 8 in any direction from the bearer. All models touched (friend or foe) must pass aninitiative test or be instantly removed. (Invulnerable Saves as normal) The bearer may not assault the same turnthis ability is used.
2 Morks Mighty Claw
This is a Power Claw, it combines the rules for Thunder Hammers and Chainfists, and the users Strength is alwaysconsidered to be 10. In addition, Enemy Models may never take an invulnerable save better than 5+. (i.e. a 4+invulnerable save is reduced to a 5+). Consequently, the bearers profile Initiative value is treated as 1 while thebearer has the weapon in his inventory (this is in addition to the rules for thunder hammers). For example, a modelwith this ability tests for jumping and pursuing using an initiative of 1 rather than his normal value.
3 Grey Armor
This armor upgrade Grants the Wearer a 2+ armor save and a 4+ invulnerable save. It also allows the bearer to goin and out of phase with reality. The wearer can move through any type of terrain without any penalty. (He maynot end in that terrain though).
4 The Emperors Reach
Bolter. May Be used by any race (except Tyranid). The Emperors Reach is an Assault 4 weapon, with S5 and ap4shots. Range, 24.
5 Demonic Weapon
Power Weapon, +1 S. The model bearing a Demonic Weapon Gains D6+1 Attacks on any assault he makes. Inaddition, the model suffers from uncontrollable rage. To represent this, roll a D6 every controlling playersmovement phase that the model is on the board, standing. On a roll of 1, the model is filled with rage and movesD6 towards the closest model, if he makes contact he counts as assaulting. If he contacts a friendly model in thisfashion, he will attack during the turns assault phase. At the end of the phase he comes to and is moved out ofbase contact (if the victim is still alive!).
6 Lemans Battle Hammer
In addition to counting as a Thunder Hammer, Lemans Battle Hammer will strike at normal initiative order and backenemies hit by 3.
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Galactic Legendary WargearRoll a D6 and use this table to determine which item you find when a result in theExplorationchart indicates that you have found a Weapon of Legend. In a campaign none of theseitems canappear more than once, so if you find a magic item which is already in someone elsespossessionroll again even if the warrior carrying it has been killed.
1 The Staff of the Ctan
This staff, created by the CTan was given to the first of the Necron Lords, it has been lost for ages, after the firstbattle the Necrons encountered the Space Marines, the result of this first battle was a crushing Space Marinedefeat, but the Necrons had a slow start against the unknown Super-Humans they had never seen before.
The Staff grants the bearer immunity to weapons with strength lower than 5, however, the model may not assault.The model is considered to be floating, so the model may move as if he were riding a jetpack, without the addedmovement.
2 Eldrads Spirit Stones
The bearer of Eldrads Spirit Stones can see all models on the table top, even if they are out of sight. He treats allcover saves as 2 worse for the target (i.e. a 4+ cover save would become a 6). He can guide his fellow Kill Teammembers through the ruins (this allows you to roll two dice for the bearer after battle when rolling on theExploration chart). The bearer also has an additional 6+ save (which is not modified by Strength or weaponmodifiers) against all shooting attacks and strikes in close combat, as he can sense the attacks before they aremade.
3 Tau Fire Carbine
The bearer of this rifle gains +1 BS. The Tau Fire Carbine is an Assault 2 weapon, with S6 and ap4 shots. Range,30.
4 Scorpion Kings Claw
Power Fist. The Claw of the scorpion king allows the bearer to attack two models with every point of attackcharacteristic the model possesses. Choose the better of any value when values are different (if one model has aWS of 5 and the other has a WS of 3, the attack is made against the WS 5 model, same with Toughness). TheBearer may always forgo this ability of the attack.
5 Leliths Whip of Agony
The whip Carried by Lelith has tortured millions over the life of the death Witch.
The Whip can be used three ways, 1) a close combat weapon with the rending special rule, 2) an Assault 1 weaponwith strength of the bearer. With a range of 8 inches, 3) a range 8 weapon, without any strength, when targetmodel is hit by this version of the whip, the model instantly must take an initiative test, or immediately be stunned.The model is then dragged to base to base with Lelith. If this third attack is used, Lelith may not fight in the
ensuing assault phase. She is considered to be in close combat however.
6 Orb of Souls
The orb Orb of Souls gives the bearer +1 strength. In addition, for every model taken out of action, the bearergains one wound, this effect can bring the bearers wound total above his starting amount.
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Tyranid Legendary BiomorphsRoll a D6 and use this table to determine which item you find when a result in theExplorationchart indicates that you have found a Weapon of Legend. In a campaign none of theseitems canappear more than once, so if you find a magic item which is already in someone elsespossessionroll again even if the warrior carrying it has been killed.
1 Gland of DeathAll attacks from the Tyranid add +3 to injury rolls.
2 Rending MawFor every successful hit in close combat, the Tyranid may make an additional attack at its base strength. Theseattacks have the rending ability.
3 Rock CarapaceThis is the hardest type of Tyranid Carapace known. The model gains a 2+ save and a 4+ invulnerable save. Everytime the model is the target of a psychic ability, roll a D6, if the result is a 4+ the ability is nullified. The modelloses 2 initiative for this biomorph.
4 Flying BarbsThis biomorph grants the Tyranid an additional ranged attack that may always be fired. (even when engaged inclose combat, although when used in close combat, the target must be one in base contact). Shoots at BS 3, S6,ap4, Assault 3. Range 18
5 Monstrous GrowthThe Model grows to become a Carnifex Monstrosity. The Model gains the following profile and loses all previousstat line changes. All the models attacks ignore armor saves. From This point on, the new Carnifex may only gainexperience at a half rate.
WS
BS S T W I A Ld Sv
3 2 7 6 5 2 3 7 3+
6 LictorThe Model becomes a Lictor. It loses all skills and may replace each lost skill with one from the speed Skills list, orCombat Skill list.. The Model gains +1 WS, +1S, and +2 I. The model also gains the Lictor Deployment specialRule.
Lictor Deployment. Before the start of a match, choose a specific point on the table. This point may not bewithin 18 or an enemy model, or the enemies table entrance. The Lictor deploys from this point.
The Lictor has a +1 bonus to any cover save, even in the open.
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MiscellaneousEquipment
Grappling Shot & hookA warrior using a rope & hook will find itmuch easier to move amongst ruins anddestroyed structures.A warrior (and any models in his Troopergroup) equipped with a rope & hook may re-roll failed Initiative tests when climbing upand down.
poisons and drugsBlack Metal Residue
A weapon coated with the Residue willwound its target automatically if you roll a 6to hit.Note that you can still roll a dice for everywound inflicted in this way. If you roll a 6,you will inflict a critical hit with that roll. Ifyou do not roll a 6, you will cause a normalwound. Take armour saves as normal. Thismay not be used on any special handweapons, only Combat Knives.
Bio VenomThis is a poison extracted from Biovores.The slightest wound infected by Bio Venom
causes excruciating pain, incapacitating thebravest of men.Any hit caused by a weapon coated with BioVenom counts as having +1 Strength, so, forexample, if a warrior with Strength 3wielding a poisoned weapon hits anopponent, he will cause a Strength 4 hitinstead. This may not be used on anyspecial hand weapons, only Combat Knives.
Chaos DustEffect: Any warrior who takes Chaos Dustbefore a battle will be subject to Berserk(see the special rules from under the SeriousInjury Table). The Chaos Dust has no effecton Tyranids.Side effect: After the battle, roll a D6. On aroll of a 1 the model loses -2 Ld.
Crimson ShadeEffect: A model using Crimson Shade hashis
Initiative increased by +D3 points, andMovement and Strength by +1 (this effectlasts for one game).Crimson Shade has no effect on Tyranids.Side effects: After the battle, roll 2D6. On aroll of2-3, the model becomes addicted and you
must try to buy him a new batch of CrimsonShade before every battle from now on. Ifyou fail to buy any, he will leave your KillTeam. On a roll of 12 the models Initiative isincreased permanently by +1.
Combat StimulantsCombat Stimulants increase the usersawareness and pain threshold, however theuser becomes addicted to the drug.Effect: Stims make a man almost obliviousto pain. His Toughness is increased by +1for the duration of a battle and he treats allstunned results as knocked down instead.Stims have no effect on Tyranids.Side effects: If the model took stims in theprevious game, (and is not taking any for thecurrent one) roll a D6, if the result is a 1 or2, the model strikes at -2 I in close combat,and is considered to be at -1 T for the battle.(this does not affect his ability to beinstantly killed).
Lucky charmThe first time a model with a lucky charmis hit in a battle they roll a D6. On a 4+the hit is discarded and no damage issuffered. Owning two or more charmsdoes not confer any extra benefits, themodel maystill only try to discard the first hit.
eldar cloakAlways confers an additional +1 cover save,even in the open.
netSteel nets, such as those used by PitFighters, can be used in battles. Once pergame, the net may bethrown in the shooting phase instead of themodelshooting a missile weapon. Treat the net asa missile weapon in all respects with a rangeof 8". Use the models BS to determinewhether the net hits or not there are no
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movement or range penalties. If it hits, thetarget must immediately roll a D6. If theresult is equal to, or lower than his Strength,he rips the net apart. If the result is higher,he may not move, shoot or cast spells in hisnext turn, although he is not otherwiseaffected. In either case the net is lost.
Jump LocatorIf a model is attempting to use the SkyJump skill on a point that is in line of sight ofthe bearer of a teleport homer, the jumpingmodel does not scatter at all.
Mind AmplifierIf a psyker has a Mind Amplifier may attemptto use a second psychic ability in a singleturn. The model must pass a leadership testto do so.
Mind CalmerA psyker can subtract 1 from the score whendetermining whether he (or she) successfullyuses a psychic ability.
Aid KitA Hero with an aid kit can use them at thebeginning of any of his recovery phases aslong as he is not engaged in hand-to-handcombat. This restores all wounds he haspreviously lost during the game.
Holy (unholy) RelicA model with a holy relic will automaticallypass the first Leadership test he is requiredto make in the game. If worn by the leader,it will allow him to automatically pass thefirst Rout test if he has not taken anyLeadership tests before. You can only ignorethe first Leadership test in any single game owning two or more holy relics will not allowyou to ignore second and subsequent tests.
IMKs The Kill Team makes great use of IMKs(Injected Meal Kit), the Kill Team can carry
one more model than allowed. SpaceMarines, may not use this Item.
Superior AmmunitionThe model has acquired a better quality of
ammunition than is normally available (evenfor Space Marines). This new batch makesany Rapid Fire weapon an Assault weaponfor the match.
Satellite ImageWhen you buy/find an image, roll a D6:D6 Result
1 Fake. The image is a fake, and iscompletely worthless. It leads you on astray. Your opponent may automatically choosethe next scenario you play.
2-3 Vague. Though grainy, the image isgenerally accurate (well parts of it areperhaps!). You may re-roll any one diceduring the next explorationphase if you wish but you must accept theresult of the second roll.
4 Subterranean Image.The map shows away through the catacombs of the area. Youmay automatically choose the scenario nexttime you fight a battle.
5 Accurate. The map is recently taken andvery detailed. You may re-roll up to threedice during the next exploration phase if youwish. You must accept the result of the
second roll.
6 Satellite Updated Map. This map iselectronic, it shows the image of the area inreal time from an overhead satellite. Fromnow on you may always re-roll one dicewhen rolling on the Exploration chart as longas the Hero who possesses this map was nottaken out of action in the battle.
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Commissars CloakAny Human(-like) Kill Team (NotTyranids/Necrons) whose leader is wearing aCommissars Cloak may re-roll the first failedRout test. However, after each battle in
which the leader is taken out of action, roll aD6. On a roll of 1-3 the clothes are ruinedand must be discarded.
Will of the EmperorA model that drinks a vial of the Will of theEmperor at the beginning of a battle will becompletely immune to all poisons for theduration of combat. There is enough liquid ina vial of the Will of the Emperor to last forthe duration of one battle.
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VehiclesCertain Kill Teams may wish to come preparedwith some extraequipment. That will help them maneuver
around the battle field inrelative safety.
Vehicles types in Kill Teams are:
Jetbikes- Move 12 instead of 6, ignore terrain.Take Dangerous Terrain test in landing inanything other than flat ground. Roll of 6means they take an automatic wound, saves asnormal, injuries as normal. May not use twoclose combat weapons. Adds +1T.
Jump Packs- Move 12, may fight in close
combat like normal.
Troop Carriers See Below
Troop CarriersTroop Carriers are vehicles that can carry troopsinto battle. A troop carrier may carry amaximum of 10 troops. A model wearingancient armor, or having a toughness of 5 orhigher counts as two models when entering atransport.
Anti-Tank Weapons. These weapons are
anything with S6 or higher. They follow thenormal rules for Vehicle Damage in the MainRule Book. However replace the Immobilizedresult and replace it with Ricochet.
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Kill Team ListsAll Kill Teans begin with 500 credits and 1 requisition point for only
the Commander Model to use.
Imperial Patrols:The Imperial Fleet has dispatched patrols to the surface of Adradis toinvestigate the mysterious signal that is believed to be causing the warpstorm in the system. Althoughmembers of the Inquisition have been dispatched to destroy the cause of the signal as well, ImperialHigh Command believes they would potentially destroy an artifact that could create warpstorms. Aweapon of that magnitude in the hands of the Imperium could change Imperial warfare forever.
Bonus:- The Patrol gains in addition to the starting 500 credits, 2 requisition points. One to be spent on
the leader, the second to be spent on any model in the Patrol (even the Leader).- The Maximum Size of a Imperial Patrol Kill Team is 20 models.
Heroes:
WS BS S T W I A Ld Cost
4 4 3 3 1 4 1 8 60
- Every Imperial Patrol must be lead by aSergeant
- Has the Commander ability
- Sergeants start the game with 20experience
WS BS S T W I A Ld Cost
2 2 3 3 1 3 1 6 15
- You may have up to two Novices in your Kill Team
- Begins the Game with 0 experience.
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 7 25
- Your Kill team may include one Corporal.
- Begins the Game with 8 experience
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 8 40
-Your Kill team may include one Psyker
-Has the Psyker ability. Begins the Game with 10Experience.
Troopers:
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 20
-A unit of Grunts may consist of up to 5 models, theymust be armed and armored the same.
-Any number of Grunt Units may be chosen.
WS BS S T W I A Ld Cost3 3 3 3 1 3 1 7 25
-Every kill team may have a special need. TheSpecialists begins the game with either+1 WS or +1
BS.
-A Kill Team may take one unit of Specialists.
Lieutenant
Corporal
Sergeant
Psyker
Guardsman
Specialists
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Inquisitorial Squad:The Inquisition believes the corruption of the entire system could be linked to whatever is causing thesignal on the surface of Adradis. Some believe mind control could be the cause of the mass revolts inthe system. Inquisitors have been dispatched to destroy whatever is causing the corruption in thesystem. However, mind control technology is of great interest to some members of the Inquisition andsome Inquisitors have been sent in to quietly retrieve anything of potential use.
- The Kill Team always receives the maximum amount of credits found after a mission (theColumn noted 1-3).
- Inquisitorial Squads start a campaign with one requisition.- They may take any number of Specialist Squads.
CombatShooting
Academic
Strength Speed
Tactical
Inquisitor X X X X X
Interrogator X X X X
Psyker X X
Heroes:
WS BS S T W I A Ld Cost
4 4 3 3 1 4 1 8 60
-You must take one Inqusitor, no more no less.
- The Inquisitor has the Commander ability.
- An Inquisitor begins the game with 20 Experience.
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 25
- Your Kill team may include up to threeInterrogators.
- Begins the Game with 8 experience
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 8 40
-Your Kill team may include one Psyker
-Has the Psyker ability. Begins the Game with 10Experience.
Troopers:
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 25
-A unit of Grunts may consist of up to 5 models, theymust be armed and armored the same.
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 7 30
-Every kill team may have a special need. TheSpecialist begins the game with either+1 WS or +1
BS.
- Inquisitorial Squads may take any number ofSpecialist Squads.
Inquisitor
Interrogator
Psyker
Guardsman
ServitorInquisitorial Specialists
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Chaos Cultists:Underground Chaos cults that survived the firebombing of the planet stalk the ruins of the planetdefending their holy places. Now is the time of the gods and the cultists look for anything to advancetheir favor in the eyes of their chosen god. Cultist groups are led by a Chaos Chosen, a mutated leaderchosen by a Chaos God to sow destruction and despair
- The Leader of this kill team may choose two bonuses from the chart below when the force isassembled.
o 1) Furious Charge Special Rule (if rolled twice, roll again)o 2) Initiative +2
o 3) Weapon and Ballistic Skill +1o 4) Attack +1
- The Mutants may choose one entry from above.- A Cult may have up to a maximum of 3 specialists, however, they may not have veterans.
Combat
Shooting
Academic
Strength Speed
Tactical
Cult Leader/Acolyte X X X X
Chaos Adept(Novice) X X X X
Chaos Invoker X X X
Heroes:
WS BS S T W I A Ld Cost
4 4 3 3 1 4 1 8 60
-You must take one Squad leader, no more no less.He has the Commander ability, begins the game with
20 Experience.
WS BS S T W I A Ld Cost
2 2 3 3 1 3 1 6 15
- You may have up to two Novices in your Kill Team.Begins the Game with 0 experience.
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 25
- Your Kill team may include one Veteran. Begins theGame with 8 experience
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 8 40
-Your Kill team may include one Invoker, he has thePsyker ability. Begins the Game with 10 Experience.
Troopers:
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 25
-A unit of Grunts may consist of up to 5 models, theymust be armed and armored the same.
-Any number of Grunt Units may be chosen.
WS BS S T W I A Ld Cost
1 1 3 3 1 3 1 5 15
-A unit of Dregs may consist of up to 3 models. Theymust be armed and armored the same.
-A Kill Team may have up to two units of Dregs.
Aspiring Champion
Initiate
Acolyte
Chaos Invoker
Grunts
Cultist Fanatics
Mutants
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WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 7 30
-A Kill Team may take one unit of Mutants.
-A unit of Mutants may consist of up to 5 models.They must be armed and armored the same.
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Human Equipment
Hero Rn. Type S AP Special Cost Req. Grunt Rn. Type S AP Special Cost
Lasgun 24 Rapid Fire 3 - 15 - Lasgun 24 Rapid Fire 3 - 15
Laspistol 12 Pistol 3 - 10 - Laspistol 12 Pistol 3 - 10
Stubber 24 Rapid Fire 3 6 18 - Stubber 24 Rapid Fire 3 6 18
Stub Pistol 12 Pistol 3 6 12 - Stub Pistol 12 Pistol 3 6 12
Combat
Shotgun
12 Assault 23 6 20 -
Combat
Shotgun
12 Assault 23 6 20
Grenade
Launcher
36 Assault 1- -
Grenade25 -
Grenade
Launcher
36 Assault 1- -
Grenade25
Bolter 24 Rapid Fire 4 5 25 - Bolter 24 Rapid Fire 4 5 25
Bolt Pistol 12 Pistol 4 5 20 - Bolt Pistol 12 Pistol 4 5 20
Flamer - Template 4 - Flamer 15 - Flamer - Template 4 - Flamer 15
Inferno
Pistol
- Template4 -
Flamer20 -
Heavy
Stubber
36 Heavy 34 5 25 -
Heavy
Bolter
36 Heavy 35 4 35 - Cost
Heavy
Flamer
- Template5 -
Flamer35 - 5
Plasma Gun 24 Rapid Fire7 2
Gets Hot,
Plasma Rounds60 1 5
Plasma
Pistol
12 Pistol7 2
Gets Hot,
Plasma Rounds55 1 8
Melta Gun 12 Assault 1 8 1 Melta Rounds 65 2 10
Missile
Launcher
48 Heavy 18 3
Missile75 2
Cost Req Cost Req
5 - 5 -
5 - 10 -
8 - 35 1
10 - 35 1
30 1 10 -
50 2 15 -
45 1 30 1
30 - 15 -
60 2 5 -
30 - 15 +Weapon -
30 145 2
Misc. Cost Req
75 2
35 1
100 2
150 4
Armor Cost Req
10 0
20 1
30 2
50 4
Force Weapon
Power Fist
Great Weapon
Thunder Weapon
Melee Hero Weapons
Melee Weapon (1st free, second cost -->)
Hammer
Whip
Chain Weapon
Power Weapon
Melee Grunt Weapons
Padded
Flak
Carapace
Power
OpenTruck
Chimera
Melee Weapon (1st free, second cost -->)
Hammer
Whip
Chain Weapon
Iron Halo
J ump Pack
Two-Handed Polearm
Vibro-WeaponSingingWeapon
Weapon Attachements
Infrared Scope
Scope
Target Lock
Telescopic Scope
Combi Weapon
Concussive Rounds
Inferno rounds
Manstopper Rounds
Penetrator Rounds
Bayonet
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Human Psychic Abilities
D6 Result
1 The Will of the Gods.
The user gains +2 strength in melee in the following assault phase.
2 Inspiring Presence
All friendly models within 8 are immune e to psychology effects until thefollow friendly turn.
3 Soulfire
Enemy Models within 4 suffer -1 toughness when struck by the caster ofthis ability.
4 Shield
Any model within 8 of the caster gains Lvl 3 armor for one round. Once 5
successful saves have been made, the shield vanishes.
5 The Hand of the Gods.
Any friendly model is instantly healed one wound, and any model within 2can immediately stand up and fight like normal.
6 Psychic Move.
Target model (vehicle or character) is moved D6 in a random direction. Ifhe makes contact with any obstacle, he takes a strength 2 hit.
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Dark Eldar Slavers:
- A non-Ganger hero may be allocated one group of slaves. If this is done, that set of slaves isfearless as long as they are within 8 of the Hero chosen. If the chosen model has theCommander ability, they also gain Life is cheap. A model with life as cheap, may sacrifice 1slave within 2 of him after an enemy model has successfully wounded. If the sacrifice ismade, the Commander gains a 2+ invulnerable save. The slave sacrificed is immediatelyremoved from the table.
- Psykers are not found in a Slaver Group.
Combat
Shooting
Academic
Strength
Speed
Tactical
Dark Eldar Paingiver X X X X
Overseer (Veteran) X X X X
Slavers (Novice) X X X
Heroes: Troopers:
WS BS S T W I A Ld Cost
5 4 3 3 1 5 1 9 105
-You must take one Paingiver, no more no less.
- A Dark Eldar Exile has the Commander Ability.
- He begins the game with 20 Experience.
WS BS S T W I A Ld Cost
3 3 3 3 1 4 1 7 20
- You may have up to two Novices in your Kill Team
- Begins the Game with 4 experience.
WS BS S T W I A Ld Cost
4 4 3 3 1 5 1 8 40
- Your Kill team may include one Veteran.
- Begins the Game with 8 experience
WS BS S T W I A Ld Cost
3 3 3 3 1 3 1 6 25
-A unit of Grunts may consist of up to 5 models, theymust be armed and armored the same.
-Any number of Grunt Units may be chosen.
WS BS S T W I A Ld Cost
1 1 3 3 1 3 1 5 15
-A unit of Slaves may consist of up to 3 models.They must be armed and armored the same.
-A Kill Team may have up to three units of Slaves.
WS BS S T W I A Ld Cost
3 3 3 3 1 4 1 7 30
Dark Eldar Paingiver
Ganger
Overseer
Slave Drivers
Slaves
Slave Witches
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-Every kill team may have a special need. TheSpecialist begins the game with either+1 WS or +1
BS.
-A Kill Team may take one unit of Slave Witches.
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Dark Eldar Weapons
Range
Type S AP
Range(up.)
Type (up.) S (up.) AP (up.)
Splinter Rifle 24 Rapid Fire 3 6 24 Rapid Fire Pois.4+
5
Splinter Cannon 36 Assault 4 4 6 36 Assault 3 Pois.4+
5
Splinter Pistol 12 Pistol 3 6 12 Pistol Pois.4+
5
Stinger Pod 24 Assault 2 3 6 24 Assault 2 5 5
Shredder 12 Assault 1,Blast
4 - 12 Assault 1,Blast
6 -
Fusion Gun 12 Assault 1 6 3 12 Assault 1 8 1Missile Launcher 48 Heavy 1,
Blast4 5 48 Heavy 1 8 3
DisintegratorCannon
24 Heavy 1 5 2 24 Heavy 3 5 2
Spirit Vortex 18 Assault 1 3 5 18 Assault 1 3 3
Blaster 18 Assault 1 6 3 18 Assault 1 8 1
Flamer - Template 3 6 - Template 4 5
Heavy Flamer - Template 4 4 - Template 5 4
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Dark Eldar Equipment
Hero
Cost Req.
Grunt
Cost
15 - 15
20 - 10
10 - 20
40 1 12
12 -
35 -
75 2 Cost
65 2 5
45 1 5
60 2 8
25 - 10
40 1
Cost Req Cost Req
5 - 5 -
5 - 10 -
8 - 35 1
10 - 35 1
30 1 10 -
60 3 5 -
45 2
30 1
60 3
20 -
50 -
40 1
Misc. Cost Req
75 2
35 1
20 1
35 1
150 2
25 1
75 3
Armor Cost Req
10 0
20 0
30 2
50 4
Melee Hero Weapons
Melee Weapon (1st free, second cost -->)
Hammer
Whip
Chain Weapon
Melee Grunt Weapons
Padded
Flak
Carapace
Power
Flip Belt (5+invulnerable in CC)
Mandiblasters
Melee Weapon (1st free, second cost -->)
Hammer
Whip
Chain Weapon
Rune Armor (4+invulnerable)
Jump Pack
Two-Handed Polearm
Vibro-Weapon
Singing Weapon
Weapon Attachements
Infrared Scope
Scope
Target Lock
Telescopic Scope
Wave Serpeant
Raider
Shadow Generator (can't shoot model unless 2D6"
away)
Mono-filament Rounds
BayonetForce Weapon
Power Fist
Great Weapon
Thunder Weapon
Power Weapon
Blaster
Flamer
Heavy Flamer
Splinter Rifle
Splinter Pistol
Flamer
Stinger Pod
Shredder
Fusion Gun
Missi le Launcher
Disintegrator Cannon
Spirit Vortex
Splinter Cannon
Splinter Rifle
Splinter Pistol
Stinger Pod
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EldarSpecial Rules:
Eldar have the Fleet Ability
Combat
Shooting
Academic
Strength Speed
Tactical
AspectWarrior X X X X
Warlock X X X
GuardianAscen. X X X X
Heroes: Troopers:
WS BS S T W I A Ld Cost
3 3 3 3 1 4 1 9 65
-You must take one Warlock, no more no less.
-The Warlock is sent by the Craftworld to determinewhat the origin of the disturbance is. He has the
Commander and Psyker abilities.
- Begins the game with 20 Experience.
WS BS S T W I A Ld Cost
4 4 3 3 1 5 1 8 40
- You may have up to two Aspect Warrior in your KillTeam
- Begins the Game with 8 experience.
WS BS S T W I A Ld Cost
3 3 3 3 1 4 1 7 20
- Your Kill team may include one GuardianAscendant.
- Begins the Game with 4 experience.
WS BS S T W I A Ld Cost
3 3 3 3 1 4 1 8 30
-A unit of Guardian may have up to 4 models. Theymust all be armed and armored the same.
WS BS S T W I A Ld Cost
4 4 5 6 2 2 1 6 95
- Machine.
-A total of 3 Wraithguard are allowed.
-May not Choose Melee weapons.
WS BS S T W I A Ld Cost3 3 3 3 1 4 1 8 30
- Rangers begins the game with Ranger Cloaks,this adds +1 to any cover save they may acquire.Note: A ranger who has become a hero throughThe Lads got Talent roll, may choose armor as
normal, and keep the bonus.
Warlock
Aspect Warrior
Guardian Ascendant
Guardians
Wraithguard
Rangers
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Eldar Equipment
Hero Cost Req. Grunt Cost
15 - 15
10 - 10
20 - Flamer 20
40 1 12
12 -
35 -
75 2 Cost
65 2 5
45 1 5
60 2 8
25 - 10
40 1
80 2
Cost Req Cost Req
5 - 5 -
5 - 10 -
8 - 35 1
10 - 35 1
30 1 10 -
60 3 5 -
45 2
30 1
60 3
20 -
30 1
40 1
Misc. Cost Req
75 2
35 1
20 1
35 1
150 2
25 1
200 4
Armor Cost Req
10 0
20 0
30 2
50 4
Wraithgun
Shuriken LongRifle
Shuriken Pistol
Suriken Catapult
Flamer
Heavy Flamer
Fusion Gun
Star Cannon
Triskele
Lasblaster
Scatter Laser
Shuriken LongRifle
Shuriken Pistol
Suriken Catapult
Shuriken Cannon
Missile Launcher
Melee Hero Weapons
Melee Weapon (1st free, second cost -->)
Hammer
Whip
Chain Weapon
Melee Grunt Weapons
Padded
Flak
Carapace
Power
Flip Belt (5+invulnerable in CC)
Mandiblasters
Melee Weapon (1st free, second cost -->)
Hammer
Whip
Chain Weapon
Rune Armor (4+invulnerable)
J ump Pack
Two-Handed Polearm
Vibro-Weapon
SingingWeapon
Weapon Attachements
Infrared Scope
Scope
Target Lock
Telescopic Scope
Wave Serpeant
Modified Falcon
Shadow Generator (can't shoot model unless 2D6"
away)
Mono-filament Rounds
BayonetForce Weapon
Power Fist
Great Weapon
Thunder Weapon
Power Weapon
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Eldar Psychic Abilities
D6 Result
1 Doom. The Eldar player may re-roll to wound rolls against target modelwithin 8 until the endof the turn.
2 Fortune. All models that stay within 6 of the Warlock may re-roll failed armor and cover
saves, lasts until the next Eldar turn..3 Eldritch Storm. Enemy models within 8 of the warlock must pass a leadership test to fire a
ranged weapon, or assault the Warlock.
4 Guide.Target Eldar Model within 12 may re-roll to hit roll until the end of the turn.5 Spirit Seer. Once successfully cast, until end of the turn attacks made by the Warlock may
not be parried, even with force weapons.
6 Mind War. Cast on the Eldar players turn. Target model must pass a Leadership test with a -2penalty, if the test is failed, the model is considered to be in difficult terrain until the followingturn.
Eldar Special Skills:Witness: Can re-roll the result of a failed psychic test. Warlock Only.Ghost Helm: Hasa 3+ save from Perils of the Warp. Warlock Only
Spirit Stones: Can use 2 psychic abilities in a single turn. Warlock OnlyWar Shout: When a model with this ability assaults, the enemy must pass a leadership test, or strike
at WS 1 until the end of the phase.Defend: When a model with this skill is the target of an assault, the assaulting model gains no benefit
for assaulting.Bladestorm: Once per game, this model may make double the amount of shots his weapon could
normally fire.
Range
Type S AP
Range(up.)
Type (up.) S(up.)
AP(up.)
Shuriken LongRifle
24 Rapid Fire 3 6 36 Heavy 1 Sniper
Sniper
ShurikenCatapult
18 Assault 2 3 6 18 Assault 2 4 5
Shuriken Pistol 12 Pistol 3 6 12 Pistol 4 5
Lasblaster 24 Assault 1 3 6 24 Assault 2 3 5ShurikenCannon
36 Heavy 2 4 5 36 Heavy 3 5 4
Scatter Laser 36 Assault 3 4 6 36 Assault 4 6 6
Fusion Gun 12 Assault 1 6 3 12 Assault 1 8 1
MissileLauncher
48 Heavy 1,Blast
4 5 48 Heavy 1 8 3
Starcannon 24 Heavy 1 6 2 24 Heavy 2 6 2
Triskele 12 Assault 2 3 5 12 Assault 2 3 3
Wraithgun 8 Heavy 1 X - 12 Heavy 1 X -
Flamer - Template 3 6 - Template 4 5
Heavy Flamer - Template 4 4 - Template 5 4
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Space Marines
Space Marines Special Rules:
- All models have the And they shall know no fear skill.- The Space Marine Kill Team may never have more than 5 Members.- The team may be lead by either a Librarian or a Commander, but not both.
Combat
Shooting
Academic
Strength Speed
Tactical
Commander X X X X
Librarian X X X
Lieutenant X X X X
BrotherMarine X X X X
Heroes:
Space Marine Commander
WS BS S T W I A Ld Cost
4 4 4 4 1 4 2 9 115
Librarian
WS BS S T W I A Ld Cost
4 4 4 4 1 4 1 9 115
-You must take one Commander or Librarian, no
more no less.
- A Space Marine Commander has the CommanderAbility.
-A Librarian has the Commander and Psyker Ability.Both begin the game with 20 Experience.
WS BS S T W I A Ld Cost
4 4 4 4 1 4 1 8 45
- You may have up to one Lieutenant in your KillTeam
- Begins the Game with 8 experience.
WS BS S T W I A Ld Cost
4 4 4 4 1 4 1 7 40
- Your Kill team may include up to three BrotherMarines.
Space Marine Commander
Lieutenant
Brother Marine
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- Begins the Game with 8 experience
Space Marine EquipmentHeroRn. Type S AP Special Cost Req.
Cost Req
Lasgun 24 Rapid Fire 3 - 15 - 5 -
Laspistol 12 Pistol 3 - 10 - 10 -
Combat
Shotgun
12 Assault 23 6 20 - 35 1
Grenade
Launcher
36 Assault 1- -
Grenade25 - 35 1
Bolter 24 Rapid Fire 4 5 25 - 10 -
Bolt Pistol 12 Pistol 4 5 20 - 15 -
Flamer - Template 4 - Flamer 15 - 30 1
Inferno
Pistol
- Template4 -
Flamer20 - 15 -
Heavy
Bolter
36 Heavy 35 4 35 - 5 -
Heavy
Flamer
- Template5 -
Flamer35 - 15 +Weapon -
Plasma Gun 24 Rapid Fire7 2
Gets Hot,
Plasma Rounds
60 1
Plasma
Pistol
12 Pistol7 2
Gets Hot,
Plasma Rounds55 1
Melta Gun 12 Assault 1 8 1 Melta Rounds 65 2
Missile
Launcher
48 Heavy 18 3
Missile75 2
Cost Req
5 -
5 -
8 -
10 -
30 -
50 2
50 1
40 -
60 2
20 -
35 2
50 4
Misc. Cost Req
75 1
35 1
185 2
100 3
Armor Cost Req
10 0
20 0
30 0
50 0
100 1
150 3
Combi Weapon
Concussive Rounds
Inferno rounds
Manstopper Rounds
Penetrator Rounds
Bayonet
Weapon Attachements
Infrared Scope
Scope
Target Lock
Telescopic Scope
Iron Halo
J ump Pack
Two-Handed Polearm
Vibro-Weapon
SingingWeapon
Power Weapon
Padded
Flak
Carapace
Power
Rhino
Land Speeder
Melee Hero Weapons
Melee Weapon (1st free, second cost -->)
Hammer
Whip
Chain Weapon
Runic Armor
Terminator
Force Weapon
Power Fist
Great Weapon
Thunder Weapon
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Librarian Psychic AbilitiesD6 Result
1. Force Dome.Target model (it may the Librarian himself) within 12" gains a 5+ invulnerablesave until the beginning of the Librarian's next Shooting phase.
2. The Avenger. Psychic shooting attack. Template. Place the template at the base of theLibrarian. Any model under the template must take an initiative test, if failed, the model maynot assault the Librarian during its next turn.
3. Null Zone. Used in the movement Phase. Place the small blast template over target modelwithin 15", roll to hit just like a Blast weapon, any model touched by the template must re-rollsuccessful armor saves for the remainder of the turn.
4. Primarchs Might. Use at the beginning of the Movement Phase. If successful, The LibrarianGains +1 A and +1 S.
5. The Gate. Used at the beginning of the Movement Phase. Once Passed, the Librarian isremoved from the table, and his original position is marked. He may then be placed back onthe table anywhere within 8" of his original position. He may shoot like normal, but may notassault.
6. The Emperors Will: Once cast, any single friendly model in base contact gains a 2+invulnerable save (the Librarian may NOT be targeted). Every time the save is made, roll a D6,on a result of a 1, the power is exhausted, and may not be used for the remainder of thebattle.
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NecronNecron Special Rules:
- Machines. All Necrons are Machines, and therefore do not gain experience fromkilling, taking objectives.
- Necron-Technology: For every Point of Requisition the Necron Team gains, thePlayer may either Sell the point and allocate 4 experience to his Hero typemodels. Or Keep the point, and give out 2 experience. Grunts do not gain anyexperience.
- Fearless: All Necrons have the Fearless Skill.- Feel No Pain: All Necron Models have the feel no pain special skill.
Combat
Shooting
Academic
Strength Speed
Tactical
Necron Lord X X X
Pariah X X
Immortal X X
Heroes:
WS BS S T W I A Ld Cost
3 3 4 4 2 2 2 8 120
-You must take a Necron Lord.
- All entries above begin the game with 20Experience.
WS BS S T W I A Ld Cost
4 3 4 4 1 3 1 10 55
- You may have up to one Paraiah in your Kill Team
- Begins the Game with 8 experience.
WS BS S T W I A Ld Cost
3 3 4 4 1 2 1 7 40
- Your Kill team may include up to three BrotherMarines.
- Begins the Game with 8 experience
Troopers:
WS BS S T W I A Ld Cost
3 3 4 4 1 2 1 8 35
Warriors have the machine special rule.
WS BS S T W I A Ld Cost
2 0 3 3 3 2 3 10 40
Scarabs are always equipped with Power Armor, andmay never be equipped with any weapons. They
have the machine special rule.
Necron Lord
Pariah
Immortal
Warrior
Scarab Swarm
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Necron EquipmentHero Rn. Type S AP Special Cost Req. Cost Req
Lasgun 24 Rapid Fire 3 - 15 - 5 -
Laspistol 12 Pistol 3 - 10 - 10 -
Combat
Shotgun
12 Assault 23 6 20 - 35 1
Grenade
Launcher
36 Assault 1- -
Grenade25 - 35 1
Bolter 24 Rapid Fire 4 5 25 - 10 -
Bolt Pistol 12 Pistol 4 5 20 - 15 -
Flamer - Template 4 - Flamer 15 - 30 1
Inferno
Pistol
- Template4 -
Flamer20 - 15 -
Heavy
Bolter
36 Heavy 35 4 35 - 5 -
Heavy
Flamer
- Template5 -
Flamer35 - 15 +Weapon -
Plasma Gun 24 Rapid Fire7 2
Gets Hot,
Plasma Rounds
60 1
Plasma
Pistol
12 Pistol7 2
Gets Hot,
Plasma Rounds55 1
Melta Gun 12 Assault 1 8 1 Melta Rounds 65 2
Missile
Launcher
48 Heavy 18 3
Missile75 2
Cost Req
5 -
5 -
8 -
10 -
30 -
50 2
50 1
40 -
60 2
20 -
35 2
50 4
Misc. Cost Req
75 1
35 1
185 2
100 3
Armor Cost Req
10 0
20 0
30 0
50 0
100 1
150 3
Runic Armor
Terminator
Force Weapon
Power Fist
Great Weapon
Thunder Weapon
Melee Hero Weapons
Melee Weapon (1st free, second cost -->)
Hammer
Whip
Chain Weapon
Power Weapon
Padded
Flak
Carapace
Power
Rhino
Land Speeder
Iron Halo
J ump Pack
Two-Handed Polearm
Vibro-Weapon
SingingWeapon
Weapon Attachements
Infrared Scope
Scope
Target Lock
Telescopic Scope
Combi Weapon
Concussive Rounds
Inferno rounds
Manstopper Rounds
Penetrator Rounds
Bayonet
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