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KILLZONE:
SAN DIEGO
2020
KILLZONE: SAN DIEGO TOURNAMENT RULES
THE KILL TEAMS PRIMARY OBJECTIVES
Before the event, each player must create a Command
Roster consisting of 3 and 30 models. The rules for Primary Objectives:
Command Rosters and Battle-Forged Kill-Teams are found At the end of the Battle Round, a player scores 1 Victory
on page 62 of the Kill Team Core Manual. Each player must Point for each of the following:
bring a copy of their Command Roster for each round of
Control one or more objective markers. 1 VP
the tournament. (ex. 8-round tournament = 8 copies).
Commanders will not be used in this tournament. Control more objective markers than their opponent. 1 VP
The Kill-Teams, and their respective Tactics, from Kill Team
One or more enemy models taken out of action this battle 1 VP
Rogue Trader, Kill Team: Elites, Blackstone Fortress, White-
round.
Dwarf Magazine, and the Kill Team Annual 2019 will be
allowed (excluding Commanders). More enemy models taken out of action than friendly 1 VP
All Tactics can be used, however if their cost/abilities have models this battle round.
changed, you must use the most recent iteration of the A player cannot score more than 9 Victory Points from the
Tactic/Cost. Primary Objectives in a mission.
All Erratas and the Designer’s Commentary will be used in
this event. In addition to official FAQs, the FAQ found on OBJECTIVE MARKERS
www.KillTeamStream.com/FAQ will be in effect. Objective markers are not considered infinitely tall lines,
The cut-off for official releases that will be allowed at the and can only be scored if you are 2” from the center of the
tournament is October 11, 2020. objective (including vertical distance). Objective markers
are always placed on the ground level, and measurements
PRE-GAME SEQUENCE (5-minute time limit) to and from Objective Markers are never blocked by the
After the mission number has been determined each player Impassable Containers. Measurements to and from
will follow this sequence: Objective Markers are not blocked by walls and doors on
1. Share a copy of your Command Roster simultaneously Arena Boards.
with your opponent.
2. Choose 3 Secondary Objectives (from the list on Page 6 GAME LENGTH, TIES, and CONCESSIONS
or 7 depending on which board you are playing on) and Each round of the tournament lasts 1-hour 30-minutes.
record them on the SCORE SHEET below the mission (you Each game lasts 4 Battle Rounds.
may keep them secret from your opponent until they are At the end of the game, the player with the most victory
scored for the first time). points is the winner. If there is a tie, whichever player has
3.Highlight the models you will use for this game on one of scored the full 4 points on more primary objectives is the
the copies of your Command Roster. Up to 125-points, and winner. If there is still a tie, the player who controls the
Battle-Forged format. Hi-lighters will be provided by the most objective markers at the end of the battle is the
Tournament Organizers, or players can use their own. winner. If there is still a tie, whichever player has scored the
Once both players have highlighted their teams they full 3 points on more secondary objectives is the winner. If
simultaneously share it with their opponent. there is still a tie, the player with the most specialists on the
(If the time-limit is reached before either player has finished battlefield at the end of the battle is the winner. If there is
hi-lighting their team, please alert a tournament Judge). still a tie, the players roll-off to determine a winner. If a
4. The players will then proceed to Deployment. player wins by one of the tie-breaker methods above, they
are awarded 1 extra Victory Point.
DEPLOYMENT If one player chooses to concede before the game has
The players roll off, and the winner of the roll-off chooses come to a natural conclusion, they automatically score 0
which deployment zone will be their own. The other Victory Points and their opponent is marked as the victor.
deployment zone will be their opponent’s. The players then At the time of concession, the victor keeps their current
take it, in turns, to deploy one model from their kill team, score and earns 5 additional Victory Points per remaining
starting with the player who lost the roll-off. Models must Battle Round (to a maximum of 18 total Victory Points).
be set up wholly within their own deployment zone. If a
player runs out of models to set up, skip them. Once the SCOUTING PHASE
players have set up their models, deployment ends and the Do not resolve the Scouting Phase in any mission.
first battle round begins.
1
SPECIAL RULES
ARENA and OPEN BOARDS PAINTING/MODELING REQUIREMENTS:
Every game 
 of the tournament will be played on either an Models must be modeled with the actual equipment they
Arena Board or an Open Board. These boards will are listed with on your Command Roster. There are no
alternate every round starting with Opem, followed by an painting requirements for this tournament, however there is
Arena Board, etc. Each table number will have one of the a prize for best painted, so don’t be lazy!
Arena Boards, as well as one of the Killzone: San Diego
boards. Depending on which board you are supposed to TERMINALS
play on, you will set up on either the Arena or the Open On Arena Boards, there is a special
Board. Note that the mission everyone is playing is still the piece of terrain called a “Terminal.”
same, despite the board that is being played on. Everyone (pictured) Each Terminal can only
will be playing on the same board type at the same time. be used once per turn by each
(so if you find you are playing on the opposite board of player. If two players have a model
everyone else in the tournament, you’re probably on the within 1” of the same Terminal, then
wrong one.) neither can use that Terminal in this
Battle Round. There are two ways to
SECONDARY OBJECTIVES use a Terminal. Once per Battle
A player can score a maximum of 3 Victory Points for each Round, you can use the following
Secondary objective (unless stated otherwise) As soon as a ability:
player scores a single Victory Point from a Secondary
Objective, that Secondary Objective is immediately USE TERMINAL
revealed to the opponent. At the end of the Movement phase, when an INFANTRY/
BATTLESUIT model from your kill team that is not shaken is
If you are playing on an Arena Map, please choose within 1” of a Terminal terrain feature and there are no enemy
Secondary Objectives from the Arena Objectives (Page 6.) models within 1” of that model or the Terminal, you may roll a
If you are playing on an Open Map, please choose D6. On a 4+ you may open or close one door anywhere on
Secondary Objectives from the Open Objectives (Page 7.) the battlefield as if your model was within 1” of that doorway.
If a model does this, it cannot Shoot, use Psychic powers, or
The maximum score a player can score in a game is 18
Fight this turn. If two players are attempting to use this ability
Victory Points (Primary + Secondaries).
at the same time, it is resolved in Initiative order.
The Secondary Objective “Old School” can put you over
the normal limit of 9 Secondary Objectives if you are You can also use the following Tactic once per Battle Round,
able to score all 4 possible points from it, as well as max but if you have already used a Terminal this Battle Round you
out your other two Secondary Objectives, but it cannot must control the second Terminal in order to use the Tactic
put you over 18 Victory Points total for the game.

ADDITIONAL SUB-FACTIONS: REMOTE ACCESS


*Please see the "Subfactions.pdf" document inside the Use this Tactic at the end of the Movement phase, when an
Google Drive folder with this rules pack for sub-faction INFANTRY/BATTLESUIT model from your kill team that is
not shaken is within 1” of a Terminal terrain feature, and
options for: Kroot, Elucidian Starstriders, Gellerpox
there are no enemy models within 1” of that model. Open
Infected, Servants of the Abyss, Daemons, Sisters of or close one door anywhere on the battlefield as if your
Silence, and Adepta Sororitas. model was within 1” of that doorway. If a model uses this
tactic it cannot Shoot, use Psychic powers, or Fight this turn.
FACTION SPECIAL RULES: If two players are attempting to use this Tactic at the same
Kroot - Increase the MAX number of Krootox Riders to 4. time, it is resolved in Initiative order.
Elucidian Starstriders - Increase the MAX number of 1 COMMAND POINT
ARENA BOARDS ONLY
"Voidsman" to ' - ' (no max), this applies only to basic
"Voidsman" not "Voidsman Gunners" etc.

BASE SIZE REQUIREMENTS:


*Please see the “Kill_Team_Base_Sizes.pdf" document
inside the Google Drive folder with this rules pack for
minimum base size requirements.
2
KILLZONE: GENERATORIUM
Please note the updated
terrain placement. All Doors
start the game in the OPEN
position. Doorways have
been marked with a
symbol

Terrain should be checked


before every game to verify
that pieces have not moved
from game to game and to
ensure a balanced and fair
playing field.

SPECIAL DOOR RULES:

DOORS ALL START OPEN.

INFANTRY/BATTLESUITS CAN
OPEN/CLOSE A DOOR IF
THEY START WITHIN 1” AND
STAY STATIONARY OR END A
NORMAL MOVE WITHIN 1” OF

KILLZONE: GARRISON VAULT THE DOORWAY.

IF THERE ARE ENEMY


MODELS WITHIN 1” OF THE
SAME DOORWAY, THEY CAN
PREVENT THE ACTION WITH
A 5+ ROLL.

Please note the updated


terrain placement. All Doors
start the game in the OPEN
position. Doorways have
been marked with a
symbol

Terrain should be checked


before every game to verify
that pieces have not moved
from game to game and to
ensure a balanced and fair
playing field.

3
KILLZONE: ARMORIUM STOCKPILE
Please note the updated
terrain placement. All Doors
start the game in the OPEN
position. Doorways have
been marked with a
symbol

Terrain should be checked


before every game to verify
that pieces have not moved
from game to game and to
ensure a balanced and fair
playing field.

SPECIAL DOOR RULES:

DOORS ALL START OPEN.

INFANTRY/BATTLESUITS CAN
OPEN/CLOSE A DOOR IF
THEY START WITHIN 1” AND
STAY STATIONARY OR END A
NORMAL MOVE WITHIN 1” OF

KILLZONE: CATACOMBS THE DOORWAY.

IF THERE ARE ENEMY


MODELS WITHIN 1” OF THE
SAME DOORWAY, THEY CAN
PREVENT THE ACTION WITH
A 5+ ROLL.

Please note the updated


terrain placement. All Doors
start the game in the OPEN
position. Doorways have
been marked with a
symbol

Terrain should be checked


before every game to verify
that pieces have not moved
from game to game and to
ensure a balanced and fair
playing field.

4
KILLZONE: SAN DIEGO
3”
3”
4.5”

Terrain should be checked


before every game to verify
1.5” that pieces have not moved
7”
from game to game and to
ensure a balanced and fair
playing field.

Please note, when switching


2”
from Arena to Open Board
that the barrel stack in the
4.5” 7” center should be replaced.
10”
4.5”
6”

3”
3”

SPECIAL CONTAINER RULES:

THE INDUSTRIAL CONTAINER TERRAIN PIECES ARE


IMPASSABLE TERRAIN AND MAY NOT BE CLIMBED,
MOVED THROUGH, OR FLOWN OVER IN ANY WAY BY
ANY MODELS WITH FLY, OR SIMILAR ABILITIES/TACTICS,
BUT AURAS AND SIMILAR ABILITIES CAN BE MEASURED
This terrain set is available for THROUGH THE CONTAINERS.
purchase at Store.FrontlineGaming.org
MODELS MAY NOT BE SET UP ON TOP OF THE
INDUSTRIAL CONTAINERS AND LINE OF SIGHT CANNOT
BE DRAWN OVER THE CONTAINERS.

5
ARENA OBJECTIVES
BOUNTY HUNTERS ♦ DOMINATION
When an enemy model is taken Out of Action, At the end of the Battle Round, score 1 VP if
place a Token (1” or less) wholly underneath its more models from your kill team are within 3” of
base before removing the model from the the center of the battlefield than there are
battlefield. Score 1 VP if a model from your kill enemy models within 3” of the center of the
team ends any move in contact with any of your battlefield (not including shaken models).
markers, and then remove one of the markers
your model is in contact with.
HEADHUNTER ♦

Score 1 VP for every enemy specialist (other than


OBLITERATION 

the leader) Out of Action. Score 3 VP if all
At the end of the Battle Round, score 1 VP if you enemy specialists (other than the leader) are Out
rolled two or more dice in an Injury roll for an of Action or shaken.
enemy model and that model was taken out of
action by that Injury roll. ENGINEER
Nominate one INFANTRY model (other than your
DATA RECOVERY Leader) at the start of the game to be an
At the end of the mission, score 3 VP if there is at ‘Engineer,’ and place a token next to them
least 1 objective marker that you have controlled during the game; if this model is within 2" of the
at the end of each Battle Round. center of an objective marker at the start of the
movement phase and not within 1" of an enemy
model, score 1 VP. If you do so, that model
VICIOUS ASSAULT cannot be chosen to move, react, manifest
At the end of the Movement Phase, score 1 VP if psychic powers or shoot in this battle round, and
two or more different models from your kill team they can only be chosen to fight in the Fight
made a successful Charge move in this phase. Phase if they were charged this Battle Round.

MIND GAMES POINT BLANK


At the end of the Morale phase, score 1 VP if
At the end of the Shooting phase, score 1 VP if
your opponent is forced to take a break test.
one or more models from your kill team made a
Score 3 VP if they successfully break.
shooting attack that took an enemy model out of
action, and the attack was made from a range of
REAPER 6” or less.
Score 3 VP if 6 enemy models are taken Out of
Action throughout the course of the entire game.
OLD SCHOOL* ♦

Score 1 VP if your kill team takes one or more


HOLD THE LINE enemy models Out of Action in the first Battle
At the end of the Battle Round, Score 1 VP if 4 or
Round. In addition; Score 1 VP (to a maximum of
more of your models’ bases intersect a single
1) if you have at least one model wholly within
line that cuts the board in two equal halves, but
the enemy's deployment zone at the end of the
are not within 3” of the center of the board.
game. In addition; score 2 VP if the enemy's
♦ Can score more than 1VP per turn. Leader goes Out of Action.
* Old School is the only secondary that can score a
maximum of 4VP instead of 3VP in one game.
6
OPEN OBJECTIVES
MARKED FOR DEATH ♦ DOMINATION
Choose 3 of your opponent’s units. Reveal to At the end of the Battle Round, score 1 VP if
your opponent that you’ve taken this secondary more models from your kill team are within 3” of
and which units you’ve chosen before your first the center of the battlefield than there are
Initiative roll. Earn 1 VP for each of these units enemy models within 3” of the center of the
that is taken out of action. If you fail to reveal battlefield (not including shaken models).
this secondary before the Initiative roll, you
cannot score it.
SURVIVOR
Pick a model from your kill team before you roll
DATA RECOVERY your first Initiative roll. Reveal this secondary to
At the end of the mission, score 3 VP if there is at your opponent before the battle begins and
least 1 objective marker that you have controlled reveal which unit you have selected. If at the end
at the end of each Battle Round. of the battle that unit is wholly outside of your
deployment zone and still on the battlefield,

 score 3 victory points if this model has 0 flesh
VICIOUS ASSAULT wounds, 2 victory points if they have 1 flesh
At the end of the Movement Phase, score 1 VP if
wound, and 1 victory point if they have 2 or more
two or more different models from your kill team
flesh wounds. This model cannot be put in
made a successful Charge move in this phase.
reserve. If you fail to reveal this secondary before
the Initiative roll, you cannot score it.
OBLITERATION
At the end of the battle round, score 1 victory HEADHUNTER ♦
point if you rolled two or more dice in an Injury Score 1 VP for every enemy specialist (other than
roll for an enemy model and that model was the leader) Out of Action. Score 3 VP if all
taken out of action by that Injury roll. enemy specialists (other than the leader) are Out
of Action or shaken.
MIND GAMES
At the end of the Morale phase, score 1 VP if PROXIMITY ALERT
your opponent is forced to take a break test. At the end of the Battle Round, score 1 VP if
Score 3 VP if they successfully break. there is an enemy model within 2” of two or
more models (other than shaken models) from
GUN LINE your kill team.
At the end of the Shooting phase, score 1 VP if
five or more readied models from your kill team OLD SCHOOL* ♦
rolled to hit a target. Score 1 VP if your kill team takes one or more
enemy models Out of Action in the first Battle
HOLD THE PERIMETER Round. In addition; Score 1 VP (to a maximum of
At the end of the Morale Phase, score 1 VP if 3 1) if you have at least one model wholly within
or more models are within 3” of 3 different board the enemy's deployment zone at the end of the
corners. game. In addition; score 2 VP if the enemy's
♦ Can score more than 1VP per turn. Leader goes Out of Action.
* Old School is the only secondary that can score a
maximum of 4VP instead of 3VP in one game.
7
MISSION 1 - DROP SITES

MISSION SEQUENCE SUMMARY
DEPLOYMENT 8” 5” 6”
1. Share a copy of your Command Roster
ZONE
with opponent simultaneously.
2. Choose 3 Secondary Objectives from
6” the list on Page 6 or 7 and record them
8” below.
3. Indicate (highlight) your 125-point
Battle-Forged team on your Command
Roster.
4. Deployment.
8” 5. Battle Rounds 1-4
6”
6. Game end & Scoring.

DEPLOYMENT
8” ZONE
6” 5”

SCORE SHEET
Your Name: BATTLE Opponent’s Name: BATTLE
_________________________ ROUND _________________________ ROUND

Your Primary Objectives 1 2 3 4 Opponent’s Primary Objectives 1 2 3 4


HELD 1 OBJECTIVE MARKER 1 1 1 1 HELD 1 OBJECTIVE MARKER 1 1 1 1

HELD MORE THAN OPPONENT 1 1 1 1 HELD MORE THAN OPPONENT 1 1 1 1

1+ ENEMY MODELS OUT OF ACTION 1 1 1 1 1+ ENEMY MODELS OUT OF ACTION 1 1 1 1

MORE ENEMY MODELS OUT OF ACTION 1 1 1 1 MORE ENEMY MODELS OUT OF ACTION 1 1 1 1

TOTAL PRIMARY SCORE (MAX 9) _____ / 9 TOTAL PRIMARY SCORE (MAX 9) _____ / 9
Secondary Objectives (Max 3 VP per Secondary) Secondary Objectives (Max 3 VP per Secondary)
1 1 1 1 1 1 1 1

2 1 1 1 2 1 1 1

3 1 1 1 1 3 1 1 1 1

Your TOTAL SCORE: ___________/ 18 Your TOTAL SCORE: ___________/ 18

8
MISSION 2 - LINES IN THE SAND

MISSION SEQUENCE SUMMARY
6” 6”
7” 1. Share a copy of your Command Roster
6” 6” with opponent simultaneously.
2. Choose 3 Secondary Objectives from
the list on Page 6 or 7 and record them
DEPLOYMENT

DEPLOYMENT
below.
3. Indicate (highlight) your 125-point
ZONE

ZONE
Battle-Forged team on your Command
Roster.
4. Deployment.
5. Battle Rounds 1-4
6. Game end & Scoring.
6” 6”
6” 7” 6”

SCORE SHEET
Your Name: BATTLE Opponent’s Name: BATTLE
_________________________ ROUND _________________________ ROUND

Your Primary Objectives 1 2 3 4 Opponent’s Primary Objectives 1 2 3 4


HELD 1 OBJECTIVE MARKER 1 1 1 1 HELD 1 OBJECTIVE MARKER 1 1 1 1

HELD MORE THAN OPPONENT 1 1 1 1 HELD MORE THAN OPPONENT 1 1 1 1

1+ ENEMY MODELS OUT OF ACTION 1 1 1 1 1+ ENEMY MODELS OUT OF ACTION 1 1 1 1

MORE ENEMY MODELS OUT OF ACTION 1 1 1 1 MORE ENEMY MODELS OUT OF ACTION 1 1 1 1

TOTAL PRIMARY SCORE (MAX 9) _____ / 9 TOTAL PRIMARY SCORE (MAX 9) _____ / 9
Secondary Objectives (Max 3 VP per Secondary) Secondary Objectives (Max 3 VP per Secondary)
1 1 1 1 1 1 1 1

2 1 1 1 2 1 1 1

3 1 1 1 1 3 1 1 1 1

Your TOTAL SCORE: ___________/ 18 Your TOTAL SCORE: ___________/ 18

9
MISSION 3 - HOT SHOTS

 MISSION SEQUENCE SUMMARY
DEPLOYMENT 3”
ZONE
1. Share a copy of your Command Roster
with opponent simultaneously.
2. Choose 3 Secondary Objectives from
the list on Page 6 or 7 and record them
below.
3. Indicate (highlight) your 125-point
6” 6” Battle-Forged team on your Command
9”
Roster.
4. Deployment.
5. Battle Rounds 1-4
6. Game end & Scoring.

DEPLOYMENT
3” ZONE

SCORE SHEET
Your Name: BATTLE Opponent’s Name: BATTLE
_________________________ ROUND _________________________ ROUND

Your Primary Objectives 1 2 3 4 Opponent’s Primary Objectives 1 2 3 4


HELD 1 OBJECTIVE MARKER 1 1 1 1 HELD 1 OBJECTIVE MARKER 1 1 1 1

HELD MORE THAN OPPONENT 1 1 1 1 HELD MORE THAN OPPONENT 1 1 1 1

1+ ENEMY MODELS OUT OF ACTION 1 1 1 1 1+ ENEMY MODELS OUT OF ACTION 1 1 1 1

MORE ENEMY MODELS OUT OF ACTION 1 1 1 1 MORE ENEMY MODELS OUT OF ACTION 1 1 1 1

TOTAL PRIMARY SCORE (MAX 9) _____ / 9 TOTAL PRIMARY SCORE (MAX 9) _____ / 9
Secondary Objectives (Max 3 VP per Secondary) Secondary Objectives (Max 3 VP per Secondary)
1 1 1 1 1 1 1 1

2 1 1 1 2 1 1 1

3 1 1 1 1 3 1 1 1 1

Your TOTAL SCORE: ___________/ 18 Your TOTAL SCORE: ___________/ 18

10
MISSION 4 - AREA SECURE

3” MISSION SEQUENCE SUMMARY
DEPLOYMENT
5”
ZONE 7” 9” 1. Share a copy of your Command Roster
with opponent simultaneously.
5” 2. Choose 3 Secondary Objectives from
the list on Page 6 or 7 and record them
10” below.
3. Indicate (highlight) your 125-point
11” Battle-Forged team on your Command
Roster.
11” 4. Deployment.
10” 5. Battle Rounds 1-4
6. Game end & Scoring.
DEPLOYMENT
ZONE 5”
7”
9”
5”
3”

SCORE SHEET
Your Name: BATTLE Opponent’s Name: BATTLE
_________________________ ROUND _________________________ ROUND

Your Primary Objectives 1 2 3 4 Opponent’s Primary Objectives 1 2 3 4


HELD 1 OBJECTIVE MARKER 1 1 1 1 HELD 1 OBJECTIVE MARKER 1 1 1 1

HELD MORE THAN OPPONENT 1 1 1 1 HELD MORE THAN OPPONENT 1 1 1 1

1+ ENEMY MODELS OUT OF ACTION 1 1 1 1 1+ ENEMY MODELS OUT OF ACTION 1 1 1 1

MORE ENEMY MODELS OUT OF ACTION 1 1 1 1 MORE ENEMY MODELS OUT OF ACTION 1 1 1 1

TOTAL PRIMARY SCORE (MAX 9) _____ / 9 TOTAL PRIMARY SCORE (MAX 9) _____ / 9
Secondary Objectives (Max 3 VP per Secondary) Secondary Objectives (Max 3 VP per Secondary)
1 1 1 1 1 1 1 1

2 1 1 1 2 1 1 1

3 1 1 1 1 3 1 1 1 1

Your TOTAL SCORE: ___________/ 18 Your TOTAL SCORE: ___________/ 18

11
MISSION 5 - STOLEN INTEL

3” MISSION SEQUENCE SUMMARY

1. Share a copy of your Command Roster


6” 9” with opponent simultaneously.
2. Choose 3 Secondary Objectives from
the list on Page 6 or 7 and record them
DEPLOYMENT

DEPLOYMENT
below.
3. Indicate (highlight) your 125-point
ZONE

ZONE
Battle-Forged team on your Command
Roster.
4. Deployment.
5. Battle Rounds 1-4
6. Game end & Scoring.
6”
9”

3”

SCORE SHEET
Your Name: BATTLE Opponent’s Name: BATTLE
_________________________ ROUND _________________________ ROUND

Your Primary Objectives 1 2 3 4 Opponent’s Primary Objectives 1 2 3 4


HELD 1 OBJECTIVE MARKER 1 1 1 1 HELD 1 OBJECTIVE MARKER 1 1 1 1

HELD MORE THAN OPPONENT 1 1 1 1 HELD MORE THAN OPPONENT 1 1 1 1

1+ ENEMY MODELS OUT OF ACTION 1 1 1 1 1+ ENEMY MODELS OUT OF ACTION 1 1 1 1

MORE ENEMY MODELS OUT OF ACTION 1 1 1 1 MORE ENEMY MODELS OUT OF ACTION 1 1 1 1

TOTAL PRIMARY SCORE (MAX 9) _____ / 9 TOTAL PRIMARY SCORE (MAX 9) _____ / 9
Secondary Objectives (Max 3 VP per Secondary) Secondary Objectives (Max 3 VP per Secondary)
1 1 1 1 1 1 1 1

2 1 1 1 2 1 1 1

3 1 1 1 1 3 1 1 1 1

Your TOTAL SCORE: ___________/ 18 Your TOTAL SCORE: ___________/ 18

12
MISSION 6 - FINAL TRANSMISSION

 MISSION SEQUENCE SUMMARY
DEPLOYMENT 5” 5”
6” 1. Share a copy of your Command Roster
ZONE
with opponent simultaneously.
12” 5” 2. Choose 3 Secondary Objectives from
12” the list on Page 6 or 7 and record them
below.
3. Indicate (highlight) your 125-point
Battle-Forged team on your Command
Roster.
4. Deployment.
12” 5. Battle Rounds 1-4
6. Game end & Scoring.
5” 12”
DEPLOYMENT
5” 6” ZONE
5”

SCORE SHEET
Your Name: BATTLE Opponent’s Name: BATTLE
_________________________ ROUND _________________________ ROUND

Your Primary Objectives 1 2 3 4 Opponent’s Primary Objectives 1 2 3 4


HELD 1 OBJECTIVE MARKER 1 1 1 1 HELD 1 OBJECTIVE MARKER 1 1 1 1

HELD MORE THAN OPPONENT 1 1 1 1 HELD MORE THAN OPPONENT 1 1 1 1

1+ ENEMY MODELS OUT OF ACTION 1 1 1 1 1+ ENEMY MODELS OUT OF ACTION 1 1 1 1

MORE ENEMY MODELS OUT OF ACTION 1 1 1 1 MORE ENEMY MODELS OUT OF ACTION 1 1 1 1

TOTAL PRIMARY SCORE (MAX 9) _____ / 9 TOTAL PRIMARY SCORE (MAX 9) _____ / 9
Secondary Objectives (Max 3 VP per Secondary) Secondary Objectives (Max 3 VP per Secondary)
1 1 1 1 1 1 1 1

2 1 1 1 2 1 1 1

3 1 1 1 1 3 1 1 1 1

Your TOTAL SCORE: ___________/ 18 Your TOTAL SCORE: ___________/ 18

13
MISSION 7 - SEPARATED FORCES

3” MISSION SEQUENCE SUMMARY
DEPLOYMENT 5” 5” DEPLOYMENT
ZONE 1. Share a copy of your Command Roster
ZONE
with opponent simultaneously.
2. Choose 3 Secondary Objectives from
6” 6” the list on Page 6 or 7 and record them
below.
3. Indicate (highlight) your 125-point
4” 4” Battle-Forged team on your Command
Roster.
4. Deployment.
6” 6” 5. Battle Rounds 1-4
6. Game end & Scoring.

DEPLOYMENT 5” 5” DEPLOYMENT
ZONE ZONE
3”

SCORE SHEET
Your Name: BATTLE Opponent’s Name: BATTLE
_________________________ ROUND _________________________ ROUND

Your Primary Objectives 1 2 3 4 Opponent’s Primary Objectives 1 2 3 4


HELD 1 OBJECTIVE MARKER 1 1 1 1 HELD 1 OBJECTIVE MARKER 1 1 1 1

HELD MORE THAN OPPONENT 1 1 1 1 HELD MORE THAN OPPONENT 1 1 1 1

1+ ENEMY MODELS OUT OF ACTION 1 1 1 1 1+ ENEMY MODELS OUT OF ACTION 1 1 1 1

MORE ENEMY MODELS OUT OF ACTION 1 1 1 1 MORE ENEMY MODELS OUT OF ACTION 1 1 1 1

TOTAL PRIMARY SCORE (MAX 12) _____ / 9 TOTAL PRIMARY SCORE (MAX 12) _____ / 9
Secondary Objectives (Max 3 VP per Secondary) Secondary Objectives (Max 3 VP per Secondary)
1 1 1 1 1 1 1 1

2 1 1 1 2 1 1 1

3 1 1 1 1 3 1 1 1 1

Your TOTAL SCORE: ___________/ 18 Your TOTAL SCORE: ___________/ 18

14
MISSION 8 - ESCAPE

MISSION SEQUENCE SUMMARY
4” DEPLOYMENT 4”
ZONE 5” 1. Share a copy of your Command Roster
with opponent simultaneously.
2. Choose 3 Secondary Objectives from
10” the list on Page 6 or 7 and record them
below.
3. Indicate (highlight) your 125-point
4” 4” Battle-Forged team on your Command
Roster.
4. Deployment.
10” 5. Battle Rounds 1-4
6. Game end & Scoring.

DEPLOYMENT
ZONE
4” 5” 4”

SCORE SHEET
Your Name: BATTLE Opponent’s Name: BATTLE
_________________________ ROUND _________________________ ROUND

Your Primary Objectives 1 2 3 4 Opponent’s Primary Objectives 1 2 3 4


HELD 1 OBJECTIVE MARKER 1 1 1 1 HELD 1 OBJECTIVE MARKER 1 1 1 1

HELD MORE THAN OPPONENT 1 1 1 1 HELD MORE THAN OPPONENT 1 1 1 1

1+ ENEMY MODELS OUT OF ACTION 1 1 1 1 1+ ENEMY MODELS OUT OF ACTION 1 1 1 1

MORE ENEMY MODELS OUT OF ACTION 1 1 1 1 MORE ENEMY MODELS OUT OF ACTION 1 1 1 1

TOTAL PRIMARY SCORE (MAX 9) _____ / 9 TOTAL PRIMARY SCORE (MAX 9) _____ / 9
Secondary Objectives (Max 3 VP per Secondary) Secondary Objectives (Max 3 VP per Secondary)
1 1 1 1 1 1 1 1

2 1 1 1 2 1 1 1

3 1 1 1 1 3 1 1 1 1

Your TOTAL SCORE: ___________/ 18 Your TOTAL SCORE: ___________/ 18

15
EVENT TACTICS
BLOW UP A DOOR POINT BLANK OVERWATCH
Use this Tactic in the Movement phase when a model in Use this Tactic when a model from your kill team is declared
your kill team ends a normal move within 1” of a doorway. as a target of a charge, and is chosen to fire Overwatch. Do
Roll a D6. On a roll of 4+ the door is opened permanently not resolve Overwatch with that model as soon as the
and removed from the game! enemy model declares its charge (other targets of the
charge can make Reactions as normal). Instead, the

ARENA BOARDS ONLY


1 COMMAND POINT charging model’s controlling player makes a charge roll as
normal. If this is insufficient for the charging model to end
its move within 1” of the target, no Overwatch is made.
Otherwise, the charging model’s controlling player moves it
SEIZE THE INITIATIVE along a path during which you can interrupt it once, at any
Re-roll a single initiative roll. If you use this tactic and get point. When you do so, your model fires Overwatch as
an equal result to your opponent, you must re-roll the result normal, using the charging model’s current location. If the
again. If both players use this tactic and achieve an equal charging model is not taken out of action by this, continue
result, both players must re-roll. moving the charging model.

2 COMMAND POINTS 1 COMMAND POINT

ORGANIZED BY

PRODUCED BY SHELDON STEERE


Kill Team © Copyright Games Workshop Limited 2019. Warhammer 40,000: Kill Team, GW, Games Workshop, Space Marine, 40K,
Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, and all associated logos, illustrations, images, names,
creatures, races, vehicles, locations, weapons, characters and the distinctive likeness thereof, are either ® or ™, and/or Games
Workshop Limited, variably registered around the world. All Rights Reserved.

This is a work of fiction. All the characters and events portrayed in this book are fictional, and any resemblance to real people or
incidents is purely coincidental.

Certain Citadel products may be dangerous if used incorrectly and Games Workshop does not recommend them for use by children
under the age of 16 without adult supervision. Whatever your age, be careful when using glues, bladed equipment and sprays and
make sure that you read and follow the instructions on the packaging.
Graphics by Sheldon Steere.

16

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