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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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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.
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

Models can never be set up outside of their own


Drop Zone, regardless of any other rules that would
On arena boards, walls are marked with red lines on arena maps.
normally allow them to do so.
They are treated just like a Wall in Kill Team: Into the Dark (2022)
(Page 66). Arena Doors are treated like a Hatchway/Access Point
(Page 68), the only difference is when a door is opened, you
In missions on the Translocum Chamber and Crypt of
will remove it from the board, and treat the place where it
Cynosure boards, Command Nodes, Choke Points, Firing
was previously located as an Open Hatchway. For all
Points, and Firing Arcs cannot be used and have no
rules purposes, when the door is closed, the door is
effect. Pitfalls count as regular floor, models can end
treated as a Closed Hatchway.
their move on top as normal.

Terrain made by CONDENSED ENVIRONMENT


• Weapons with Blast/Splash/Torrent gain the Lethal 5+ Special Rule.
• When a friendly operative makes a shooting attack with the Indirect
rule, you can either remove Indirect from its profile, or choose to
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use it and become Range 3”.
• If a Cover line for a shooting attack crosses one or more operatives
with 6+ wounds with an Engage order, unless it is a friendly
operative in Engagement range with the target, roll one less Attack
dice.
• Remove the following Tac Ops from the game: Seize Ground, Hold
the Line, Sabotage, Vantage, Blow It Up!, & Dark Desecration. If
removing these Tac Ops would force you to have less than 6 Tac Ops
total, you can add Tac Ops from another Archetype your team has
access to. If your team only has access to one Archetype, choose
from any other single Archetype when adding Tac Ops until you
have 6 Tac Ops available.

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:

• It performs a guard attack or any actions (excluding Pass)


• An enemy operative ends an action within Engagement Range of it
and it does not make a guard attack.
• Its order is changed to Conceal.
HATCHWAY FIGHT - 1AP • It is the end of the Turning Point.
This action is treated as a Fight action. An operative can perform this
This action is treated as a Shoot action. An operative cannot perform
action if all of the following is true:
this action if it has a Conceal order or while within Engagement Range
of an enemy operative.
• It is not within Engagement Range of an enemy operative.
• Its base is touching an open Hatchway’s access point.
• An enemy operative is blocking that access point (an enemy
ON GUARD
Once during each enemy operative’s activation, after that enemy
operative is blocking that access point if it is on the other side and
operative performs an action, you can interrupt that activation and
within 2’ of that access point)
select one friendly operative on guard to make one of the following
guard attacks:
Fight in combat with the active operative against an enemy operative
blocking that access point. In the Select Valid Target step of that
• Perform an Overwatch action
combat, that enemy operative is a valid target.
• Perform a free Fight action
• Perform point-blank overwatch

If an operative performs point-blank overwatch, it performs an


Overwatch action with the following additional rules:
OPERATE HATCH - 1AP
An operative can perform this action while within 1” of a Hatchway’s • It can perform an Overwatch action while within Engagement Range
access point. Open or close that Hatchway. An operative cannot of an enemy operative, and the enemy operative within its
perform this action while within Engagement Range of an enemy Engagement Range is the target, regardless of any other rules.
operative, or if that Hatchway is open and an enemy operative is • Until the end of the interrupted enemy operative’s activation, each
within 1” of its access point. time that friendly operative fights in combat, do not select melee
weapons or roll attack dice for it during that combat.
An operative can perform this action during a Dash or Normal Move
action, and any remaining increments of movement can be used after Note that it must be an enemy operative’s normal activation that is
it does so. Note. However, that opening a Hatchway can cause the interrupted; it cannot be after an enemy operative performs an action
operative to be within Engagement Range of an enemy operative, in outside of their normal activation e.g. Overwatch. If an enemy
which case that Dash or Normal Move action would immediately end operative has its activation interrupted by a guard attack, would be
(unless the operative has any rules that allow it to move within incapacitated and is subsequently revived during its activation (e.g.
Engagement Range of an enemy operative e.g. Fly) the Medic! Ability), its activation immediately ends.

2
COMMAND
MISSION
1.1 STATION
CONTROL
DROP
ZONE

DROP
ZONE

BOARD: ARENA - CATACOMBS

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

BOARD: ARENA - GARRISON VAULT

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

BOARD: CATACOMBS - INFERNAL FORGEFLOOR

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

BOARD: ARENA - GENERATORIUM

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

BOARD: PARIAH NEXUS - CRYPT OF CYNOSURE

MISSION OBJECTIVE:
At the end of each Turning Point:

• For each Beta objective marker friendly operatives


control, you score 1VP
• For each Alpha objective marker within your opponent’s
drop zone that friendly operatives control, you score 2VP

7
MISSION
2.3 MYSTERIOUS
SIGNATURE
DROP
ZONE

DROP
ZONE

BOARD: CATACOMBS - CINDER WARRENS

MISSION OBJECTIVE: Operatives can perform the following mission action:


Each time a friendly operative performs the Scan mission
MISSION RULES action, you score 1VP
SCAN - 1AP
Secure Mysterious Item: The Pick Up action can An operative can perform this action while within
be performed upon the objective marker that is 2” of an objective marker it controls. Roll one D6,
the source. The first time the Pick Up action At the end of the battle: adding 1 to the result for each objective marker
would be performed upon that objective marker, that has been removed from the killzone. On a
one additional action point must be subtracted. 1-5, remove that objective marker from the kill
• If friendly operatives control the source objective marker,
Each time thereafter, subtract action points as zone. On a 6, that objective marker is the source;
you score 3VP remove all other objective markers from the kill
normal. While an operative is carrying that
objective marker, it cannot perform Dash actions. • If a friendly operative is carrying the source objective zone. An operative cannot perform this action if
marker, you score 3VP the source objective marker has been
determined. Each kill team can only perform this
action once per Turning Point.
8
MISSION
3.1 FORGE
STRONGHOLD
DROP
ZONE

DROP
ZONE

BOARD: ARENA - ARMORIUM STOCKPILE

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

BOARD: CATACOMBS - LAIR OF THE SPHIRANX

MISSION OBJECTIVE: Operatives can perform the following mission action:


Each time a friendly operative performs the Power Down
mission action, you score 1VP
POWER DOWN - 1AP
An operative can perform this action while
within 1” of a Conduit objective marker it
At the end of the battle for each Vault objective marker
controls. Remove that objective marker
friendly operatives control, you score 2VP for each of its
from the killzone.
Conduit objective markers that have been removed from
the killzone. Note that if none of its Conduit objective
markers have been removed from the killzone, you score
0VP for that Vault objective marker.

10
MISSION
3.3 EXPOSED
TROVE
DROP
ZONE

ALPHA

ALPHA

DROP
ZONE

BOARD: CATACOMBS - CINDER WARRENS

MISSION OBJECTIVE: Operatives can perform the following mission action:


Each time a friendly operative performs the Claim Loot
mission action, you score 1VP (to a maximum of 3VP per
CLAIM LOOT - 1AP
player per Turning Point) An operative can perform this action while
within 1” of an objective marker it controls
that has not been looted during this
At the end of the battle, for each Alpha objective marker
Turning Point.
friendly operatives control, you score 2VP

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

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

MISSION NOTES:

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

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

MISSION NOTES:
COMMAND ROSTER
PLAYER NAME

FACTION KEYWORD

SELECTABLE KEYWORD

TAC OPS ARCHETYPE

NOTES

OPERATIVE WARGEAR EQUIPMENT (CHOSEN DURING GAME)



INTERNATIONAL
TOURNAMENTVIEW
CIRCUIT
PAIRINGS
ITC Tournaments are run using the Best Coast Pairings App. The following guide should help
you navigate using the app to record and view tournament scores throughout the event.
Once you are notified that pairings are live, you can see your table number and
opponent by tapping the pairings button from inside the event page.
USING THE BCP APP
1. First, players must download the Best Coast Pairings Player App from the Google Play or
Apple App Store. If you are viewing this packet on your phone, you can use the links below, RECORD RESULTS
otherwise, scan the QR code using your phone’s camera app: You and your opponent can record your scores at the end of a match by tapping
on your current pairing and entering results. You and your opponent will both be
prompted to enter your event pins to confirm, so don’t forget it. If you’ve
forgotten your event pin, make sure to ask the Tournament Organizer to reset
your pin.

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.

Current rankings and scores can be found on frontlinegaming.org

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.

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