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Kill Team © Copyright Games Workshop Limited 2019. Warhammer 40,000: Kill Team, GW, Games Workshop, Space Marine, 40K,
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incidents is purely coincidental.
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make sure that you read and follow the instructions on the packaging.
TOURNAMENT
RULES
PRE-GAME SEQUENCE (30-Minute Limit) PAINTING/MODELING REQUIREMENTS
After the mission number has been determined each player will follow this sequence: Models must be modeled with the actual wargear they are listed with on your
1. Players will check that their board and terrain are correctly arranged.
Command Roster (WYSIWYG), but you are not required to model in-game
2. Players set up objective markers in the locations specified by the mission.
equipment. This tournament will follow the ITC rules for: Painting/Modeling and
3. Players roll off and the winner decides who will be the Attacker and who will be the Defender.
The Defender selects which drop zones they will use. The Attacker takes the other drop zone.
Sportsmanship found in the “ITC 40k 9th Edition Tournament Format and
4. Each player hi-lights which operatives they will be using on their Command Roster and FAQ“ As well as the “ITC Code of Conduct”.
simultaneously reveal their kill teams and which Tac Ops Archetypes they can take with each other.
If a player’s kill team includes a LEADER operative, they add 2CP to their pool. CHESS CLOCK RULES
5. Players choose their Tac Ops Archetype for the mission, and select 3 Tac Ops (from the list on Chess Clocks are available upon request.
Pages 2-3) and record them on their SCORE SHEET. Chess Clocks cannot be requested Game 1 or Game 2 of a tournament.
6. Each player selects up to 10 points worth of equipment from their faction army list and records it
Chess Clocks are set initially with 45 minutes for each player. The clocks are
next to the operatives or in their notes section on their Command Roster. Once both players have
paused during the Pre-Game Sequence, Initiative Phase, and Strategy Phase and
selected their equipment, they simultaneously reveal it with each other.
7. Players alternate setting up their barricades, one at a time, starting with the Defender, until the
start during the first Firefight Phase of the first Turning Point. Chess Clocks are
players have set up two barricades each. Barricades must not be within 6” of their opponent’s only used during the Firefight Phase of all subsequent Turning Points, and are
drop zone, within 2” of access points, or within 2” of another barricade, and cannot be set on a paused during the Initiative and Strategy Phases of every Turning Point.
terrain feature (unless it has the Insignificant trait.
8. The Defender sets up all their operatives on the board, then the Attacker sets up all their If one player reaches 0:00 on their clock the other player is allowed to play until
operatives. Operatives must be set up wholly within the player’s drop zone, and must be given an their clock also reaches 0:00. Once both players reach 0:00 the game is scored at
engage or conceal order.
whatever the current game state is. The game can also end naturally before the
9. Players then select their scouting phase option to determine the initiative of the first Turning
time is reached. If both players reach 0:00 and the game is a perfect tie in a Swiss
Point. If both players pick the same scouting option, the Defender wins the tie. (See diagram)
Pairings game (see Game Length, Ties and Concessions) then a tie will be
recorded. If both players reach 0:00 and the game is a perfect tie in a Single
SET UP AN ADDITIONAL Elimination game then 10:00 will be added to each clock until the game reaches a
BARRICADE WITHIN 6”
OF YOUR DROP ZONE conclusion.
1. FORTIFY
RULES
Each player is responsible for their own time. It is a player’s right but not their
obligation to make sure that their time is being handled properly. Any major rule
dispute results in a paused time scenario. The time is to remain paused until a
formal judge is called to the table and resolves the dispute. If a player’s time runs
out, they may not perform any actions except for those listed below. The only
exception is if they are in the middle of moving a unit, they may finish so that the
3. RECON 2. INFILTRATE unit is placed legally on the board. Any other action is immediately stopped. If a
player runs out of time they may only perform the following actions:
Making saving throws
Scoring objectives that they have already achieved or already hold.
PERFORM A FREE DASH ONCE DURING THE FIRST TURNING
ACTION WITH ONE FRIENDLY POINT, WHEN YOU SELECT A READY It is each player’s right to pass the time to his opponent whenever they are making
OPERATIVE THAT IS WHOLLY FRIENDLY OPERATIVE TO ACTIVATE, an action or spending time making a decision.
WITHIN YOUR DROP ZONE YOU CAN CHANGE ITS ORDER
Some examples of this are as follows:
You finish rolling your attack dice. Pass the clock to your opponent so he can roll
GAME LENGTH, TIES and CONCESSIONS his defense dice.
Each round of the tournament lasts no more than 2 hours. Each game lasts 4 You resolve a successful hit in a fight. Pass the clock to your opponent so that he
Turning Points. Games should always be played to completion to ensure a fair can resolve one of his successful hits.
and accurate tournament score. At the end of the game, the player with the most These examples are limited but show the basic concept. You manage your own
victory points is the winner. If there is a tie, whichever player has scored more time and it is up to you to pass the clock. If you burn your own time, it is not your
points on mission objectives is the winner. If there is still a tie, the player with the opponent’s fault.
highest amount of APL of models left on the battlefield at the end of the battle is
the winner. If the game is being played using the Swiss format, and there is still a Chess clocks could be issued if there are recurring time issues reported about
tie at this point, the tie will be recorded as a perfect tie for the purposes of a player, or alternatively if both players agree that they both would like a
scoring. If the game is being played using a single elimination format and there is chess clock issued to their table.
still a tie, the game will go into OVERTIME and the players will play additional
Turning Points until a winner can be declared at the end of a round. Every CHEATING RULES
additional Turning Point played will increase the mission objective maximum by 4 Don’t cheat.
points. If a Tac Op score is not maxed out, it can still be scored in overtime,
however Tac Ops are still maxed at 2VP. If a player wins by one of the tie-breaker If you receive 3 Yellow Cards in a tournament for
methods above, they are awarded 1 extra Victory Point. If the game goes into unsportsmanlike conduct, you will be forced to
Overtime, then the final score will be the score. concede from the remainder of the tournament
and admission paid will not be refunded.
If one player chooses to concede before the game has come to a natural
conclusion, they automatically score whatever their total was at the point of
concession (0 Victory Points if they concede before the game begins) and their
opponent is marked as the victor. At the time of concession, the victor keeps their
current score and earns 5 additional Victory Points per remaining Turning Point (to
a maximum of 18 total Victory Points).
IF YOU HAVE ANY OTHER QUESTIONS
ASK A JUDGE
1
KILLZONE
AREN A 2023
CLOSE
QUARTERS
Operatives can perform the
following mission actions: GUARD - 1AP
The operative goes on guard (see below). An operative is on guard
until any of the following are true:
2
COMMAND
MISSION
1.1 STATION
CONTROL
DROP
ZONE
DROP
ZONE
MISSION OBJECTIVE:
At the end of each Turning Point, for each objective marker
friendly operatives control, you score 1VP
3
MISSION
1.2
POWER SURGE
DROP
ZONE
START OF START OF
POWER SURGE POWER SURGE
DROP
ZONE
MISSION OBJECTIVE:
Each time a friendly operative performs the Siphon Power Operatives can perform the following mission action:
MISSION RULES mission action, you score 1VP
Power Surge: At the start of the first Turning
SIPHON POWER - 1AP
Point, the Defender selects one of the specified An operative can perform this action
objective markers shown on the deployment At the end of each Turning Point:
while within 1” of an objective marker it
map to be the start of the power surge; label
that objective marker as 1. Each objective
controls that is the power surge and has
• If friendly operatives control one or more objective
marker along the center line thereafter is then not been siphoned during this Turning
markers, you score 1VP
numbered in sequential order, resulting in the Point. If it does so, that objective marker
objective markers being numbered 1-4. During • If friendly operatives control more objective markers than
has been siphoned this Turning Point.
each Turning Point, the objective marker with enemy operatives control, you score 1VP
the number that corresponds to the current
Turning Point is the power surge.
4
MISSION
1.3
SUPPLY RAID
DROP DROP
ZONE ZONE
MISSION OBJECTIVE:
The first time a Pick Up action is performed upon each
MISSION RULES objective marker, that operative’s player scores 1VP
Secure Supplies: The Pick Up action can be
performed upon objective markers. While an
operative is carrying an objective marker, it At the end of the Battle:
cannot perform Dash actions.
• For each objective marker friendly operatives control,
you score 1VP
• For each objective marker friendly operatives are
carrying, you score 1VP
5
MISSION
2.1 JUNCTION
ASSAULT
DROP
ZONE
SECTOR 1 SECTOR 2
SECTOR 3
DROP
ZONE
MISSION OBJECTIVE:
At the end of each Turning Point after the first, you score
MISSION RULES victory points as follows (to a maximum of 4VP per player
Sector Control: For the purposes of determining
per Turning Point)
victory points for the mission objective, for each
friendly operative that would be within two
different sectors, you must select one of those • For each sector in which no enemy operatives are on
sectors for that operative to be treated as being your drop zone’s side of the center line, you score 1VP
within.
• For each sector in which you have friendly operatives
within 3” of your opponent’s drop zone, you score 1VP
6
MISSION
2.2 FULL-SCALE
ATTACK
ALPHA ALPHA DROP
ZONE
BETA BETA
ALPHA ALPHA
DROP
ZONE
MISSION OBJECTIVE:
At the end of each Turning Point:
7
MISSION
2.3 MYSTERIOUS
SIGNATURE
DROP
ZONE
DROP
ZONE
DROP
ZONE
MISSION OBJECTIVE:
At the end of each Turning Point after the first, for each
MISSION RULES objective marker friendly operatives control, you score 1VP
Secure: At the end of each Turning Point, each
(to a maximum of 4VP per player per Turning Point)
objective marker friendly operatives control is
secured by your kill team. While an objective
marker is secured by your kill team, it stays under
their control, even if no friendly operatives are
within 2” of it. If any enemy operatives control
that objective marker following the normal rules
for controlling objective markers, it is no longer
secured by your kill team.
9
MISSION
3.2 VAULT
PLUNDER
DROP
ZONE
VAULT 1
CONDUIT 1 CONDUIT 1
VAULT 2
CONDUIT 2 CONDUIT 2
DROP
ZONE
10
MISSION
3.3 EXPOSED
TROVE
DROP
ZONE
ALPHA
ALPHA
DROP
ZONE
11
SCORE SHEET
Your Name: VICTORY Opponent’s Name: VICTORY
_________________________ POINTS ________________________ POINTS
_
Mission Objectives Mission Objectives
DEFENDER
DEFENDER
Write the number of the Turning Point that the Write the number of the Turning Point that the
objectives were scored in the box. objectives were scored in the box.
TOTAL PRIMARY SCORE (MAX 12) _____ / 12 TOTAL PRIMARY SCORE (MAX 12) _____ / 12
Tac Ops (Max 2 VP per Tac Op) Tac Ops (Max 2 VP per Tac Op)
ATTACKER
ATTACKER
1 1 1 1 1 1
2 1 1 2 1 1
3 1 1 3 1 1
MISSION NOTES:
DEFENDER
Write the number of the Turning Point that the Write the number of the Turning Point that the
objectives were scored in the box. objectives were scored in the box.
TOTAL PRIMARY SCORE (MAX 12) _____ / 12 TOTAL PRIMARY SCORE (MAX 12) _____ / 12
Tac Ops (Max 2 VP per Tac Op) Tac Ops (Max 2 VP per Tac Op)
ATTACKER
ATTACKER
1 1 1 1 1 1
2 1 1 2 1 1
3 1 1 3 1 1
MISSION NOTES:
COMMAND ROSTER
PLAYER NAME
FACTION KEYWORD
SELECTABLE KEYWORD
NOTES
VIEW SCORES
At any point during the tournament, you can view your scores, and standing
within the tournament by selecting the Placings button from inside the event
page.
2. Create an account using the same email you used when registering for the event. Your app
account is tied to your email address for all BCP registrations, so make sure you use the same
email for future events you participate in as well. If someone else has bought your ticket, or
AFTER THE EVENT
you’ve used the wrong email, please contact the Tournament Organizer to update your player Before and during an event, you can view your opponent’s scores, and lists, but
record. once an event is finished, you will be unable to view the lists and scores unless
3. Tap on the “My Events” menu option. Your upcoming and recent events will be listed on this
you pay for a subscription to the application. Subscribing to the application will
page.
4. Select the event. If you pre-registered, check-in is available when you are near the event and allow you to view rosters from tournaments around the world, even ones that you
within 24 hours of its start. (Requires you to give the app permission to your location data to did not participate in, which is a great way to see what other players are bringing
check in). Pairings / Self Scoring / List Submission / Placings are all available from this event to events, or what is performing well in similar tournaments worldwide! You can
landing page.
search for other events through the application by clicking the “Event Listings”
5. Set your faction, and upload your list. (Requires you to give the app permission to access
your camera roll/data storage in order to upload your list.) menu option.
INTERNATIONAL
TOURNAMENT CIRCUIT
INTERNATIONAL
TOURNAMENT CIRCUIT
The International Tournament Circuit (ITC) is an international coalition of tabletop gaming
tournaments. Tournaments that participate in the ITC award points to players for their final
placement at the event. Events are categorized into 3 different categories, RTTs, GTs, and
Majors. RTTs are an event with 2 - 19 players, GTs are an event with 20 - 39 players, and
Majors are an event with 40+ players. Your total score is a cumulation of your top 5 scores,
however you cannot fill the total 5 scores with just RTTs or GTs. RTTs can only make up a total
of 3 of your total scores, and GTs can only make up a total of 4 of your total scores. That
means in order to have the full 5 scores you must have at least one Major.
The ITC breaks up into yearly “seasons.” The season begins and ends with the Las Vegas
Open (LVO) every year, meaning that the last score you can get for a season is at an event at
the LVO. Once the final scores are tabulated from the Championships event at the LVO, the
score is finalized and a ceremony takes place at the LVO every year where the prizes for the
top 3 scorers of the year are awarded. Then the new season begins again.
Anyone can run an ITC event or participate in an ITC event. If you are a Tournament
Organizer, please check the T.O. Resources folder for information how to run an ITC event on
the Best Coast Pairings App.